derinwrites
derinwrites
Derin writes
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Where I ramble about writing
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derinwrites · 8 months ago
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Do you have any advice for writing in a web serial format?
Let’s look at this in two sections – the business part, and the actual writing part.
The Business Part
1. Consistency. Consistency in updates. Have a schedule and STICK TO IT.
If your schedule is too hectic and starts affecting your health or otherwise adversely affecting your life, change the schedule; update less often. Don’t update in spurts and then randomly stop. The audience will far more easily tolerate a slow schedule than an inconsistent one; an inconsistent one will lose many readers. You’re not Andrew Hussie and you can’t get away with that bullshit.
There may be times where you need to take a hiatus due to some emergency, life event, or health condition. This is fine – your wellbeing is more important than your story. But you need to be up-front with your audience about this; tell them you’re taking a hiatus and tell them exactly how long it’s going to be. If you can, you should tell them in advance (this isn’t possible for things like a car accident, but is very possible if you’re planning to, say, move house in a month). If you’re taking too many hiatuses, then it’s better to slow down your schedule and update less often. Audiences prefer fast and consistent, but if they have to choose, slow is better than inconsistent.
The #1 helper to consistency is having a big buffer – that is, have several weeks’ worth of unpublished chapters. The length of your buffer is personal taste, but I like to keep mine as long as possible so that if there’s some problem that stops me from writing for several weeks, it won’t upset the schedule. It keeps my stress down to know that I have that leeway. Other writers prefer to only write a week or two ahead, though, so different things work for different people.
2. Decide on your monetisation system early and prioritise it.
The most popular and most effective method for monetising a web serial seems to be the patronage method, which is the one I use. You set up a patreon, ko-fi, or whatever sponsorship system you prefer, and offer rewards to those who support you. Having their names in a credit list and getting access to advance chapters are very common rewards. Some people also lock access to their discord behind a paywall, or offer extra stories or let supporters name story characters.
This model is not the only way to make money from web serials. Some people make money via advertising, or selling merchandise, or use the web serial itself to advertise stories that they sell. You can of course use several revenue streams – you can have both a patreon/ko-fi and run ads on your website (I don’t because I hate ads, but you can), or start selling merch related to your story once there’s a demand for it. Many web serial authors (including myself) sell their completed works as books. But the important thing here is that one of these systems will be your main system, and you need to know what it is and behave accordingly. If you run ads AND have a patreon, are you more focused on ad revenue or patreon revenue? You’re going to have to put your time and attention into one of them over the other. You’re going to have to make decisions that will help one and harm the other. So know in advance which one is most important to you.
You don’t have to monetise your story at all, of course. Plenty of people write fiction on the internet for free every day with no thought to making an income at all. But if you’re serious about this, I would recommend monetising it, because that makes a better and more consistent product. The reason I’m still able to keep writing these year after year is that my supporters pay my mortgage; without Patreon and ko-fi, I’d have to get a different job, and wouldn’t have time or energy to write consistently. Also, the reason I can write and update even when I don’t feel like it, and the reason I always push to make my stories as good as possible even when I’m not interested, is because I owe it to my supporters who are paying me real actual money to read my work. If I didn’t owe my readers anything, none of these stories would ever get finished, because writing is only fun about half of the time.
3. Don’t expect to be able to turn this into a career.
This advice sounds silly coming from me, who has through sheer luck, as well as the generosity and passion of my readers, somehow turned this into a career. But I need to emphasise that that luck is not typical. Most web serial writers will not be able to support themselves solely with their writing. It can make a good side hustle, but if your primary goal is “low barrier to entry work-from-home career where I don’t have to answer to a boss and can support myself comfortably,” then web serial writing is usually all of those things except the last one. There’s no harm in trying to turn this into a career – I did it, as have many other web serial authors – but don’t expect that result, is all I’m saying.
Still, if you can do it, it does have a lot of advantages.
4. Don’t expect to make money fast.
I remember when I finally started making an entire $100/month on Patreon. It was a fantastic day.
It was when I’d been writing web serials for four years.
5. Your most valuable resource is your readership.
Your readership will grow and gather momentum over time. The best business decisions you can make are those that grow your readership and allow your readers to participate in community, even if you have to give up opportunities to make money to do it.
A good example of this is discord. Some people have private discords that only their patrons can access; while this is a useful anti-spam and anti-harassment tool, I don’t recommend doing this if you don’t have a major spam or harassment problem. Some people will pay for discord access, yes, so you might get a handful of extra dollars per month that way – however, you will also get a far less active discord. When it comes to readers, population density is critically important; the more activity, the more people talking about your work together (or talking about anything and bonding with each other), the better. Plenty of people have joined my free discord just because it was there and only read my stories after seeing people talk about them there. Then they go and get their friends to read the stories. Enthusiastic readers are inherently valuable, and the best thing you can do is give them the resources they need to talk to each other and share their interest.
This principle applies to a lot of things. I have a lot of free stories on my website that aren’t the usual web serials, and more than once I���ve considered whether they should be paywalled. The answer I always land on is ‘no’; I couldn’t tell you how many readers have been roped into my web serials because they liked Copy <|> Paste, or The Void Princess, or Drops of Blood. These readers may or may not then become monetary supporters, but even the ones who don’t will increase activity and discussion about the stories, have fun and tell jokes in the discord, and may even produce fanart. A thriving community is always going to be more valuable to you than a few extra dollars; make sure to support them accordingly.
Your readership will start very small. In terms of marketing, this is your hardest time. A big readership does the majority of the marketing for you, but when you’re on your own, it takes a lot to convince anyone to give your stories a shot. It helps if you have an existing readership to leverage, which is what I did – I’d been writing Animorphs fanfiction on AO3 for years, and many of my first readers followed me over from there. If you have such a community that already has faith in your writing, leverage it. If you don’t, you can gain one my writing in a place where people go to read stories similar to your work, such as an appropriate subreddit, or a web serial site like Royal Road or Scribblehub. You are looking to gain as high a number of enthusiastic, engaged readers as possible.
And now, the fun part – the actual craft!
The Writing Part
1. Always remember that you are writing for two audiences
A web serial author has to keep two audiences in mind; the serial readers, and the bingers. You are writing a story that needs to be fun and engaging when read very slowly, at the pace of whatever your update schedule is, but that also needs to be interesting when read all at once.
This is not an easy task.
It’s something I fucked up pretty significantly with Curse Words, which was my first attempt at this. Curse Words has a lot of complicated political stuff happening throughout pretty much the whole story, as well as a complex save-the-world plot that’s reliant on a lot of secrets, mysteries and extremely speculative information. With so many wheels spinning, I decided to make the protagonist not particularly smart and move him very slowly through the plot to make sure that the reader would be able to keep up.
This was a mistake.
‘Pretty slow and simple’ at a novel reader’s pace is torturous at a web serial pace. Readers got a full week to discuss the mysteries and implications of each chapter with each other, doing the detective work of ten chapters between each one. The frustration with Kayden’s slow pace was clear, and he came across as an outright idiot rather than an average teen. Personally, I think this lesson was one of the biggest reasons for the difference in quality between Curse Words and Time to Orbit. Don’t slow down for your audience; they’re already slowed down by your update schedule.
At the same time, though, you don’t want to move so fast that you lose the bingers. You can’t assume that your readers will have time between chapters, or that they will discuss each chapter with other readers, or that they will go back over previous chapters looking for clues. Interested people reading update by update will do this, but bingers absolutely will not. So you still need to make sure that everything is comprehensible on a binge read with no backchecking or outside investigation.
My advice on this matter is to move as fast as possible, but take care to make sure that readers are reminded of everything important a few chapters before it comes into play. That way, both audiences can keep up. If you have to make a decision, it’s best to favour your update readers; they’re your most active community. They’re doing the up-to-date discussion, and probably doing the most word-of-mouth and fanart, although binge readers will do that too (I have plenty of dedicated readers who wait five or six weeks to binge a bunch of chapters on purpose, just because that’s their preferred reading style, and they’re still very engaged). But if you plan to publish your story later as a complete work, you also need to keep in mind how it’s going to read as a binge – and also, new readers will binge the earlier chapters of your story to catch up to the current one, so make sure it’s a good experience for them or they won’t get a chance to become update readers.
Two audiences. Mind your pacing and information reveals accordingly.
2. Chapter length
The general rule of web serials is that the more often you update, the shorter your chapters should be. The generally agreed ‘sweet spot’ is 1-1.5k words, 3 times a week, but this depends heavily on individual style. I update once or twice a week (depending on what stories I’ve got going) and try to keep my chapters between 2 and 2.5k words. If you update once a month, your sweet spot is probably about 10k words.
Don’t hold religiously to what other people tell you the ideal word count is – this will vary drastically with genre and personal style – but it’s best to try to stay fairly consistent. It’s not always possible to stay exactly on target because the best break points between chapters will vary (I’ve got 1.8k chapters and 3.5k chapters), but readers like to be able to predict about how long an update will be and they like it to not vary too wildly too often. As with choosing your update schedule, choosing your chapter length will depend on what suits your personal schedule, and what suits the story you’re writing.
“The shorter the chapter, the more frequent the updates” is a good rule for attracting the widest audience. Short, infrequent chapters will have a lot of readers losing interest between updates; long, frequent ones will have a lot of readers feeling overwhelmed. But the most important thing is finding something that you can consistently output year after year (remember, it took me 4 years to make $100/month; this is a long game).
3. It’s a TV show, not a movie
This advice is less useful in our age of Marvel movie franchises and made-to-binge Netflix series, so pretend I’m talking to you in the year 2010 or earlier. If a novel is a movie, a web serial is a TV show. What I mean by that is that a novel is shaped primarily as a complete experience, whereas a web serial is shaped as a chapter-by-chapter experience.
It’s best, in both cases, to have a well structures and paced story that is made of well structured and paced chapters. But sometimes you have to choose between the structure or a chapter and the structure of the story as a whole; making one better will cheapen the other. When you’re writing a novel, you should choose the structure of the whole, but when you’re writing a web serial, you should choose the structure of the chapter. Web serial readers will prefer a chained series of excellent chapters, over a beautiful story of chapters with mediocre individual structure.
In fact, whether you want a structure to the overall story at all is personal taste. My stories have strong overall structure and move towards a planned conclusion because that’s how I prefer to write (and it also makes the story bingeable, since it’s basically a novel being released really slowly), but plenty of web serials out there have no real planned ending and will wander about for years and years in no obviously consistent direction, occasionally throwing in a big twist or major change to freshen things up. These would make absolutely horrible novels, but make very popular web serials. Whether you write like me or like them, the rule is the same – the experience of each individual chapter takes priority.
Come to think of it, this might be why people call my stories “ADHD crack”…
4. Okay, so how do I structure a good chapter?
I generally try to do three things in every chapter.
- Hit the ground running
- Give them something new
- End on an open question
Hit the ground running – Unless it’s the very first chapter of the story, you don’t have to be coy getting into the action. Open the chapter as if it’s the middle of the chapter; start at full momentum. Catch the high point of the last chapter before it falls. It your last chapter ended with “We checked the fingerprints on the candlestick. It’s Colonel Mustard.” then you can start this one with “But he was in the library at the time!”, you don’t need to recap or slow down or anything.
Give them something new – Every chapter should give the reader at least one thing to talk and think about. A new choice, some new information, a shift in perspective, whatever. People are reading these updates one at a time so it is vital that they feel like they got something out of the experience. A chapter in which nothing is learned will make readers feel like their time was wasted, and they have all the time until next update to reflect on that.
This is also true of a novel, but it’s much more critical in a web serial. A novel with nothing chapters in it is just frustratingly slow-paced; a web serial with nothing chapters in it leaves the reader feeling cheated for long stretches of time.
The thing to talk about doesn’t necessarily have to be a big plot reveal or major advancement. An incredibly cute scene, or sad scene, or funny scene will work just as well. But you have to give them SOMETHING. If you’re giving them nothing, consider cutting the chapter entirely and integrating any important foreshadowing or whatever into the next chapter.
One major hurdle of mine with this rule is recap chapters. If you’re writing a very complex plot over a long period of time, you need ways to occasionally take stock and make sure everyone is on the same page and nobody’s forgotten or misinterpreted anything important. This information can be recapped or conveyed in the middle of an action sequence or something, but I personally find that putting other stuff in the scene makes it too distracting and therefore less effective. I like to literally just sit the heroes down in a room and have them go, “okay, we’re spinning a lot of threads at once right now; what do we know, what are we trying to figure out, and what are our next steps?” This is the literary equivalent of the save point or room full of health packs right before a boss battle. Game designers don’t put that room there to be nice; they do it so that they know exactly how much health you’re going to have going into the battle, and can structure it accordingly.
You can make these chapters entertaining with character banter, but you can’t really introduce new threads to talk about, except possibly as a twist right at the end. Introducing new information mid-recap distracts from the recap and makes it pointless. You might have something similar in your stories, chapters that are essential but don’t give the reader anything new to work with.
My advice for these is to just bite the bullet on this one. Release the chapter with nothing new to talk about. You can get away with doing this occasionally, if the chapter has a clear purpose (I get a lot of readers tell me that they appreciate my recap chapters). Readers who get nothing out of the chapter will shrug and talk about older stuff instead, so long as you only do this occasionally. But a chapter with no new information has a cost in opportunity and in reader patience, so only pay it if the chapter’s worth it.
End on an open question– End the chapter with a reason for the reader to come back. You want them to think about the story afterward and be eager to read the next chapter when it comes out. Adhering to this principle is probably why I have such a reputation for cliffhangers, although truth be told I don’t use nearly as many actual cliffhangers as people say, I just try to end by opening a question. By that I mean, the audience should always end a chapter asking a question, which can be something that will span dozens of chapters (“How can Colonel Mustard’s fignerprints be on the candlestick? Is he being framed? Does this mean that the candlestick was in the library and isn’t even the murder weapon?”) or span a single paragraph (“How will the narrator react to learning that Colonel Mustard lied about never touchign the candlestick?”) This could be the emotional height of a scene, or the point at which new information recontextualises everything. It could be the moment where the stakes are raised or an important assumption turns out to be false. Anything that makes the audience eager to learn what happens next will do.
There should always be at least one open question in your story, more if it’s thematically appropriate. You know how mmorpgs and crafting games and suchlike keep you playing for hours and hours by making sure you’re always near the end of an activity – keep playing til you reach the next level, oh but now we’re nearly at the end of this quest so we should complete that, oh but now we’re just 20 gold short of being able to buy that cool new armour so we should just… same trick. Readers should always have at least one ‘quest’, an open question that they’re following, and should always be close to an answer.
You don’t have to dramatically introduce an entirely new question each time; you can end a chapter by reminding the reader of an existing open question. I tend to be a fan of the Big Dramatic Reveal On The Last Line method (cliffhanger reputation), but you don’t have to do it that way. Indeed, it’s a good idea not to do it that way every single time, lest you get stuck in a rut; every chapter ending doesn’t have to be incredibly tense and snappy. Somebody mentioning that they wish they knew how they could get enough food to make it through the winter before a full paragraph of cuddling and falling asleep in their mother’s arms works just as well.
5. It will help if your story is good, but it isn’t required.
You don’t have to be very good at writing to do this.
It helps to be good at writing, of course, and I assume that since you’re asking me for tips, you’re the sort of person who wants to be as good at writing as you can. But there is some true hack garbage out there doing absolute numbers in the web serial circuit. I try not to harp on about this too much because Curse Words fans get really upset at me when I do, but I think most of us can agree that Curse Words kind of sucks. And that just sucks in an ‘author is still learning how to do this’ kind of way; there’s much worse writing, real bullshit Ready Player One-level writing, trucking along out there brilliantly.
The point I’m trying to make here is that this isn’t an industry where there’s any value in hesitating and wringing your hands and asking yourself if you’re a good enough writer to do it yet. You are. You can just start writing a web serial right now and so long as you consistently update, you’re probably already above average for the market. And your first one probably will suck (mine did), but it’ll teach you how to make a better one. I think that Time to Orbit: Unknown is passably okay, and it absolutely would not be passably okay if I hadn’t written Curse Words first. Just go for it. Try to write a quality story if you can, but if you can’t, it’s honestly not that big of a deal. What matters, truly matters, is that you are committed to improving your craft. And that means actually practicing your craft. Which means writing some chapters and setting up a release schedule.
Good luck.
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derinwrites · 1 year ago
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hey! I'm pretty new to your stories: currently reading curse words and loving it! (I started the first book with the mindset that I wouldn't be caught enough to miss some real life stuff because of reading... guess what, I missed some real life stuff reading.)
but now I have a question: the books have a pretty intricate plot with a lot of good payoffs for small things. which is very cool from a reader's point of view, but from the writer's one— can you maybe share some stuff about your process? especially in the early stages, how do you go from the initial spark of an idea and what this is about to a fully formed plot? would be cool if you're willing to share
anyway have a great day I'm off to start the third book hehe!
One thing to know about me is that I have just the worst possible imagination. Absolute pisspoor garbage imagination, nothing going on up there. When I want to plot, my process is simple:
Find a problem, then solve it.
Curse Words was born of several disparate story ideas coming together, but mostly I wanted to play with the magic system -- I wanted to write a story where spells were metaphysical parasites that possessed mages, and each mage could only cast their unique spell. The whole thing came about when reading The Princess Bride, specifically the chapter where Buttercup dreams of being a perfect baby and the doctor looking her over and regretfully informing her parents that she was born with mo heart -- I was possessed with this powerful impression of a slightly wacky doctor peering over the top of his rose tinted glasses to inform a pair of parents that their baby had a curse trapped in her heart. From there, it's find the problem, solve the problem.
I wanted to separate Kayden from his family and put him in an unfamiliar environment for the story so that he and the audience would be on a pretty similar level re: world information; isolated magic and a magic school is the easy way to do that. Okay, so why is this school isolated? Why is the curse thing not common knowledge? Why do the public fear curses and have such limited access to magic that it's not a part of Kayden's day-to-day, if it's so useful? Solve the problem; look at the economy. The unique nature of spells makes them difficult to scale up, and the unpredictable nature makes them inferior to technological solutions to problems in most large-scale issues. What does this say about how the Industrial Revolution would've affected the usefulness, and therefore the public perception, of magic? The logical conclusion is the Purity Revolution.
This school is gathering and teaching all these students; why? I wanted a clear division between witches like Kayden and a privileged elite that formed most of the school body; why are they different, how are the elite kids here, why are witches accepted and integrated into the student body? Solve the problem; look at the economy, the politics. Where are these rich kids getting their magic? Why pull in witches? One question answers the other. Why didn't Kayden and Kylie know that curses were spells in advance? Seems something that should be common knowledge. Look at the politics; tie that in. Logical conclusion: magic trap. We have this magic lake with a monster in it that we introduced super early for dramatic purposes and haven't explained yet. What can we do with that? Let's invent empowered water. Let's look at what that means for the creation of potions worldwide. Let's tie in the management of unmanageable spells. Let's elaborate on the structure our magic trap.
Now we have a channel of power. Curses parasitise witches; some are blessings, some are more trouble than they're worth. The school collects curses, domesticates them, makes them more useful, locks away or renders harmless that which it cannot make use of. More curses are collected over time, the school grows and grows and Refujeyo becomes stronger and stronger as they control more of the world's magic supply, but every system has a capacity. What's the effect of this infinite growth? Here we have a clear and unavoidable economic metaphor, so obvious that not centreing the story on this concept would basically be dishonest. Who's managing this collection, what does it say about the power of the school within mage society? How would such a school relate to the rest of Refujeyo; how would Refujeyo, collecting power like this, relate to and be viewed by other magical traditions, and by nonmagical society? Run through the reasoning, solve the problem.
Why would the school only approach Kayden as a teenager, after his curse caused problems? Surely the school would want to collect as many curses as if could as early as possible. There has to be a reason why they waited. This is a good one because it flows directly from the complex political relationships between Refujeyo and commonfolk politics that have to exist, AND ties neatly into critical character motivations that have to exist for book 1's main twist to function (notably, Malas Aksoy's actions). Sort this out for book 1 and accidentally create a critical political point for the rest of the entire series.
I started writing book 1 with the idea of the court case and subsequent twist about Kayden's curse being the big mystery, but Kayden still needs something to actually do at school. We have this mage who we threw in to rescue Kayden and Kylie from the lake, and had Max hero worship her for flavour; she seems to be becoming central to a lot of interactions for some reason. A lot of dramatic stuff is therefore automatically happening in her presence, but why is this incredibly accomplished and intelligent mage fucking up so much? We've established her as careful and thorough. We need a reason for all these accidents beyond random chance. Someone's sabotaging her -- why? Let's look at our established characters and figure out who has means and motive, and who the most fun red herrings would be.
How could a place like Refujeyo, such a complex and time-consuming project that would have to involve the cooperation of so very many mages, even get built? How would it survive long enough to be powerful? When and where did this happen? We've already established the Purity Revolution; maybe there was something more coordinated than just random undirected economic forces. We've established some incredibly powerful mage families and the old system of apprenticeship and inheritance; we know that the most powerful family in Refujeyo used to have a prophecy and owned a very powerful place that helps prophecies specifically. They could coordinate something, given enough motivation and the help of enough other powerful mages. What kind of motivation? Let's go back to the Purity Revolution. If tech develops alongside magic without central oversight of some kind, what could magic enhance? What problems could be foreseen that would make this kind of investment worth it? How does Refujeyo save the world?
Tie this into our power channel. Refujeyo's attempt to save the world endangers the world due to infinite growth and power being passively collected by those who benefit from the dangerous status quo. It fits our economy metaphor, because they're essentially the same thing, just putting in magic instead of money as a means of power.
Find a problem, then solve it.
The important thing with this method is to keep your solutions cohesive. If you come up with a new different reason for every thing, your plot will look scattered and disorganised. We don't want to look like we're just pulling the story out of our arse. I mean, we are pulling the story out of our arse, that's what writing fiction is, but it's a big part of our job to help our audience suspend their disbelief on that. Whenever possible, you should look for answers that solve multiple things and weave disparate parts of the story together; this is especially true when they relate to the core plot or central theme of your story.
Also, leave gaps for reader inference. You don't have to answer every single question, you just need to make sure that some plausible answer exists for every single question. Sometimes this involves saying less, not more, and letting the audience figure it out.
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derinwrites · 1 year ago
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Plotting a story -- inductive and deductive plotting
When it comes to plotting habits in writing fiction, there’s a scale. Most people label the ends of this scale ‘gardener’ and ‘architect’, although the terms ‘plotter’ and ‘pantser’ are also in use. If you’re a writer, you probably know this scale, but I’ll briefly explain for those who haven’t and then get into my model.
An architect, or plotter, is a writer who thrives with a lot of planning. Like an architect planning a house, they assess what story they’re telling in advance and what needs to happen to tell it. They assess the materials, plan and measure the acts (if they’re using an act structure), decide on the climax and how the characters will develop and map those onto the plan. Then, with a plan, they write.
A gardener, or pantser, by contrast, writes ‘by the seat of their pants’. Pantsers may or may not know where their story is going in broad terms, but they certainly don’t know in any detail beyond ‘this’ll be a cool scene if I can get it there’. To these people, writing is less like architecture and more like gardening – you can build your beds and plant your seeds, but a whole lot of what’s going to happen next depends on how the plants grow, and all you can do is keep an eye on them and prune or train them as necessary. You can dream about what your garden will look like in the spring, but you won’t know until you get there.
Plotters and pantsers are not two distinct categories of writers, but ends on a scale. The writer who ad libs sentence by sentence with no goal at all is extremely rare, as is the writer who starts from an overall view of the plot and cuts it down and down until they’re planning on the sentence level. Most writers tend towards one end of the scale to a greater or lesser degree, but very few write completely using one method and none of the other.
The plotter/pantser scale is one that many writers find incredibly useful to help them understand their own process. By knowing where you are on this scale, you can better understand how you write and better understand how the habits and advice of other writers may or may not be useful to you. (A pantser trying to meticulously plot their story in advance following some formula they found in a writing advice book is wasting their time.) However, this model has little utility beyond that, which is why I find it more useful to address the phenomenon not as a scale, but as the manifestation of two separate skills, that I like to call deductive and inductive plotting.
In logic, deductive reasoning is when you take broad rules or generalities and apply them to specific circumstances to predict things – you start big and go little. “Things fall when you drop them, therefore if I drop this rock it will fall” is deduction. Inductive reasoning is the opposite – you start with small observations and build them into a pattern to predict something bigger. “I dropped seventeen objects and they all fell; therefore, perhaps when you drop things, they fall” is induction. (There’s also abductive reasoning, but that doesn’t fit into our plotting skill metaphor.)
In my experience, these skills match to the habits of plotters and pantsers. Plotters, or architects, assemble a big picture of the story they want and then deduce their individual scenes and fill in the lines to map to their overall general picture. They are deductive plotters. If you ask a deductive plotter to start writing without an outline, they become lost and their output seems directionless and erratic – how can they know what to write if they don’t have an outline to break things down from? Deductive plotters tend to think of stories in terms of overall structures and themes that can be broken down into characters and events and put on the page.
Pantsers, or gardeners, are the opposite. They’re if-then writers, and build the plot upwards from the individual actions of their characters and create the story from the sum total of those interactions. They are inductive plotters. Brandon Sanderson often describes a pantser’s first draft as just a really thorough outline, and he’s not wrong; a pantser needs the scene-by-scene minutae to know what happens next. How are they supposed to build an outline if they don’t know what happens next? If you ask an inductive plotter to build and follow a thorough outline, their writing often comes out as wooden and arbitrary as they have to force the actions of the characters between the restrictive rails of predetermined plot. Inductive potters tend to think of stories in terms of characters and discrete events that build up into something bigger with a consistent mood or theme. Inductive plotters sometimes complain of their characters having a life of their own and defying the plot – this is the effect of their moment-by-moment if-then reasoning of the character’s next action not matching their initial predictions, and surprising them.
Again, the vast majority of writers have some rudimentary skill in both inductive and deductive plotting. A strong deductive plotter (architect) can usually sit down and infer line-by-line a scene that their outline lists as “the three characters meet in the coffee shop and share evidence, Rosemary sees Harold’s notes and realises where the gun went.” Similarly, a strong inductive plotter (gardener) usually has some idea of where their story is headed next even if they don’t know how long it’ll take to get there or what complications will pop up in the meantime. But I’ve never met a writer who is equally strong in both inductive and deductive plotting; most writers specialise heavily in one, and tend towards one end of the scale. I think this is because there’s such a huge overlap in utility; when we start learning to write, we start plotting in whatever way is easiest for us, and train that specific method over decades. There’s little reason to invest even more decades into getting just as good with the other method when your favoured method already achieves everything you want.
I find that viewing this scale as the result of two skills, inductive and deductive plotting, can be very helpful in understanding specifically how we write. Thinking of myself as a heavily inductive plotter with rudimentary deductive plotting skills has really helped me understand why some methods of writing work for me and others don’t, as well as help nail down specific weaknesses in my writing. I also find it useful to think of writing styles and strategies not as some unchangeable characteristic we were born with (as the plotter/pantser scale is frequently envisioned), but as skills that can be built. You don’t write the way you write because you happen to be a plotter or pantser – you write the way you write because that’s what you learned to do! And it was hard! And you did it! Be proud of your skill!
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derinwrites · 1 year ago
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Options for the next web serial Patreon vote
It's time to vote on what the next derinwrites web serial will be. Sample chapters for each option will be provided shortly, then a poll will go up so that patrons can vote on what web serial I should write next.
Inner Life
Nobody knows who they really are when they’re first born. But most people get time to figure it out, and when you’re a body-snatching alien parasite, you don’t get that luxury. The parasites that find themselves on the starship Jolly Codger don’t know what a human is, or what their spaceship’s mission is, or where they’re going. They don’t know who on the ship is an ally, and who is an uninfected human who’ll kill them the moment they’re detected. But they’d better figure it out, because the Jolly Codger has its own secrets and its own enemies, and the real threat isn’t the crew – it’s what’s chasing them.
Child of a Wandering Star
Tyk is a normal adolescent girl, interested in normal adolescent things – earning gems for her carapace, learning to be the best burrower for the hive, making her mother and father and altmother and altfather proud of her. But Tyk was born under a Wandering Star, destined to be a traveller, and it’s hard to really feel a part of a hive that raises you with the expectation of watching you leave them someday. Tyk doesn’t want to go. She’s ready to fight destiny.
But her destiny finds her when a star-egg falls from the sky and hatches a baby god. Soft-shelled, two-legged and clawless, this larva is all but helpless on its own and quickly attaches itself to Tyk. The Stargazers divine that it should be brought to Starspire, the place where earth meets sky, so that it can be returned to its people. This, here, is the destiny that Tyk was born to.
But Tyk’s not sure she’s cut out for such a gruelling journey, and she’s certainly not cut out for raising a baby god. Is this really her journey to make?
Silverbane
Jade was just looking to fulfil her jobseeker requirements and get her Centrelink payment. She didn’t expect to actually get the job working at the mysterious new pawn shop full of weird, creepy artefacts. She had no interest in dealing with bleeding knives, ghost dolls, and whatever the hell it is that keeps using all the mugs in the break room without washing them, even when nobody’s present in the shop but her.
Jade would like to be able to shrug and say that it’s none of her business. She really, really wishes that she was the kind of person who could leave things alone if they weren’t her business. But after snooping a little too deep a little too often, she finds herself tangled up in something a lot scarier than the occasional haunted doll, working for the kind of… “people”… who are perfectly happy to eliminate something the moment it becomes more dangerous to them than useful. And through them, she can learn more about how the world really works than she ever expected.
She just has to hope that it’s worth it.
Our Side of the River Styx
A woman who can see the dead joins forces with her zombie wife to become exorcists-for-hire, helping the dead and living alike find peace. But there’s something strange going on with the barrier between worlds; something stranger than murderous phantoms in white or menacing shadowy figures in hotels. Something… organised. Something growing.
The exorcists are out to pay the rent, not save the world. But when a string of supposedly unconnected jobs forms such an obvious trail of bread crumbs, what is there to do but follow it? Will our Styx-crossed lovers figure out what’s at the heart of this conspiracy in time to thwart it, or does this adventure end in a long-overdue funeral?
The Princess of Ruby Island
Every little girl dreams of being whisked away to be the princess of a magical world on their tenth birthday. But for Jessica Nyle, born on February 29th, finding herself in a strange magical realm on her tenth birthday at age 40 is surprising, to say the least. And what they don’t tell little girls about fantastical magical realms built from dreams is that they’re prone to environmental instability, which can cause mass famine. And that magical limitations can cause factionalisation and extreme power imbalances, which leads to oppression and war. And that the idea of an island made entirely of ruby sounds fantastic, but ruby loses its charm and value as a gemstone when it’s literally the ground you walk on and, as a probably unimportant side detail, one thing you can’t do with ruby is grow crops in it. So that’s less than ideal.
This isn’t the whimsical adventure that mass media had lead Jessica to expect as a child, where all you needed to do to save the world was be brave and true and hold love in your heart and believe in yourself despite everything. Being the Princess of Ruby Island is a dirty job that requires cunning, hard work, political acumen, and a whole lot of luck. And it certainly doesn’t help that forces festering on Ruby Island were quite comfortable filling the previous power vacuum and would very much prefer it if there was no Princess bustling about and messing up their plans.
This is gonna take the power of a LOT of friendships to sort out.
The Cinder Boy
Owen is a wizard’s servant, and has been since he was old enough to walk. He doesn’t remember the mother who abandoned him there or the world she came from, and has never really thought much on the issue. Until the day the old crone comes to the wizard’s tower and, defying the wizard who tries to throw her out (Owen had never, until that moment, see anybody successfully defy the wizard), tells him that his mother was one of the Cinderellae, the hidden organisation of destiny-weavers named for the punishment doled out to them if they are caught – to be burned alive on the town pyre. Other people, she tells him, will try to get their hooks in him, and this tower can no longer keep him safe.
With the help of three friendly breezes trapped in the bodies of helpful mice and a shard of mage glass for protection, Owen must journey into the dangerous world that the wizard’s tower has sheltered him from his whole life. He’s watched the wizard weave people’s destinies for years, but until now, he’s never had to weave his own.
He’d better figure it out fast. Because danger is brewing in the kingdom, and he seems to be somebody’s pawn. He just wishes he knew whose.
Drops of Blood Like Neon Stars
This one is already being written on and off in my free time. Promoting it to main story would allow me to spend my full time on it and ensure weekly updates.
Vampires are good at stability. Life in the Scarlet City has been stable, despite the competing blood factions, for a long time, as has been their mutually beneficial relationship with the human city above. But when a drastic political play by young vampires coincides with a mysterious slate of human murders, Lissa needs to find out what’s going on and put a stop to it before the City is plunged into all-out war.
Holy Light
It’s been 164 years since the Rapture, and 157 years since the end of the world, but humanity’s still doing what humanity does best: holding on. Ageless and resistant to damage and disease, the people who had the luck and quick thinking to hide themselves from God’s purifying light as it uplifted every soul it touched a century and a half ago live on in the dark, doing their best to keep going forward in a world trying to end. But with no new souls coming into Earth, no children have been born since the end. And all it takes to be abducted to heaven is one mistake, one small kiss of sunlight. Eventually, humanity is going to lose this fight.
But Claire thinks she might have found an answer. A way to bring new children into the world once more, a way to return to the flow of normal time. And if it works, then just maybe, they can save the world.
I Am Not The Chosen One
Hannah is having mysterious dreams of a gate on a hill. Jake is getting urgent messages from a strange man in the mirror. Victoria might have accidentally summoned a demon, and Blaire is the luckiest unlucky seventeen year old in the world and has almost died three times this week alone, which is great for his tiktok career but less so for his long-term survival. But the thing that’s really interfering with all of their lives is the shadowy organisation of strangers who keep trying to abduct them.
They’re looking for the Chosen One. The Chosen One, firstborn child of the lost princess of Vanalia, needs to go with them through a portal to a magical land to save everyone there from a tyrannical dark lord, but anyone other than the Chosen One would almost certainly die. Hannah, Jake, Victoria and Blaire are pretty sure that none of them are the Chosen One, but the strangers seem dead set on trying anyway. The only way out seems to be to find this lost princess or her firstborn child for these strangers, and send them off on a magical coming-of-age adventure. But how does one even go about tracking down a Chosen One?
Denise Frank’s Feelgood Recipe Blog
Join me, Denise Frank, on my blog, where every week I share one of my favourite recipes! Every recipe blog needs long, rambling personal stories before getting to the recipe, and mine is no exception. I’ve had a lot of time to cook and not many people to talk to since The Event, so you can expect a high quality blog from me, full of recipes that have been tried hundreds if not thousands of times! Thousands of times over thousands of days. Thousands and thousands of days. I’d have thought I’d be noticeably older by now, but I’m not. I guess that’s what good food and a positive attitude can do for you!
Come and visit my blog for delicious recipes and happy memories, and positive affirmations to help you make it through the day! After all, we gotta get through today to see tomorrow, and there’s gotta be something worth seeing tomorrow! Experience suggests that it probably won’t be something pleasant, but it’ll definitely be something worth seeing! This has to end eventually. Join me to learn to make delicious apple crumble, a microwave brownie for every day of the week, and a beef jerky recipe that my husband used to love! Can’t wait to see you there!
I’d really like to see you.
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derinwrites · 1 year ago
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How do you finish stories?
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Commandment 1: Thou Shalt Have Something To Say. A story is like a high school essay, or a scientific paper, or a debate script. You tell the audience what you're going to say, and then you say it, and then you tell them what you've said. Once you know what your story is about, the sort of ending you need should be clear to you. The specific details might change as you plot more story, but if you know what your story is then you'll know how to wrap it up. For example, I knew very early on in writing Curse Words what Kayden would be up against at the end of book 4, what he would have to accomplish, and the general state of things and tone that the epilogue would take. I did not necessarily know who would be involved, what path he'd take and how others would contribute, and the specifics of the political situation or Kayden's future, until very late in the story, because I had no idea who would be alive at that point, what most people's relationships and political alliances would be, and what situation Kayden would be in when it was time to go. If you're getting near the end of your story and have no idea how to wrap things up, then you've lost sight of the purpose of your story. You need to know what you're saying in order to summarise it. Some people get overwhelmed by endings because they feel like they have to sum up and end the entire world to write them -- this isn't true. Real life doesn't have endings that aren't also beginnings and middles for other things, and fiction doesn't have to either (although it can -- you can end the universe if you like). Your job is only to sum up your story, write the conclusion of your essay.
The framing of your question, though, suggests that this might not be useful to you, since you say you don't have a plot. Naturally, it's a little hard to write an ending without a plot to summarise (some authors do backwrite like that, but even if that works for you, you're still going to need a plot eventually). That's outside the scope of this question though, so I'll talk about plotting in general at a later date.
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derinwrites · 1 year ago
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The Three Commandments
The thing about writing is this: you gotta start in medias res, to hook your readers with action immediately. But readers aren’t invested in people they know nothing about, so start with a framing scene that instead describes the characters and the stakes. But those scenes are boring, so cut straight to the action, after opening with a clever quip, but open in the style of the story, and try not to be too clever in the opener, it looks tacky. One shouldn’t use too many dialogue tags, it’s distracting; but you can use ‘said’ a lot, because ‘said’ is invisible, but don’t use ‘said’ too much because it’s boring and uninformative – make sure to vary your dialogue tags to be as descriptive as possible, except don’t do that because it’s distracting, and instead rely mostly on ‘said’ and only use others when you need them. But don’t use ‘said’ too often; you should avoid dialogue tags as much as you possibly can and indicate speakers through describing their reactions. But don’t do that, it’s distracting.
Having a viewpoint character describe themselves is amateurish, so avoid that. But also be sure to describe your viewpoint character so that the reader can picture them. And include a lot of introspection, so we can see their mindset, but don’t include too much introspection, because it’s boring and takes away from the action and really bogs down the story, but also remember to include plenty of introspection so your character doesn’t feel like a robot. And adverbs are great action descriptors; you should have a lot of them, but don’t use a lot of adverbs; they’re amateurish and bog down the story. And
The reason new writers are bombarded with so much outright contradictory writing advice is that these tips are conditional. It depends on your style, your genre, your audience, your level of skill, and what problems in your writing you’re trying to fix. Which is why, when I’m writing, I tend to focus on what I call my Three Commandments of Writing. These are the overall rules; before accepting any writing advice, I check whether it reinforces one of these rules or not. If not, I ditch it.
1: Thou Shalt Have Something To Say
What’s your book about?
I don’t mean, describe to me the plot. I mean, why should anybody read this? What’s its thesis? What’s its reason for existence, from the reader’s perspective? People write stories for all kinds of reasons, but things like ‘I just wanted to get it out of my head’ are meaningless from a reader perspective. The greatest piece of writing advice I ever received was you putting words on a page does not obligate anybody to read them. So why are the words there? What point are you trying to make?
The purpose of your story can vary wildly. Usually, you’ll be exploring some kind of thesis, especially if you write genre fiction. Curse Words, for example, is an exploration of self-perpetuating power structures and how aiming for short-term stability and safety can cause long-term problems, as well as the responsibilities of an agitator when seeking to do the necessary work of dismantling those power structures. Most of the things in Curse Words eventually fold back into exploring this question. Alternately, you might just have a really cool idea for a society or alien species or something and want to show it off (note: it can be VERY VERY HARD to carry a story on a ‘cool original concept’ by itself. You think your sky society where they fly above the clouds and have no rainfall and have to harvest water from the clouds below is a cool enough idea to carry a story: You’re almost certainly wrong. These cool concept stories work best when they are either very short, or working in conjunction with exploring a theme). You might be writing a mystery series where each story is a standalone mystery and the point is to present a puzzle and solve a fun mystery each book. Maybe you’re just here to make the reader laugh, and will throw in anything you can find that’ll act as framing for better jokes. In some genres, readers know exactly what they want and have gotten it a hundred times before and want that story again but with different character names – maybe you’re writing one of those. (These stories are popular in romance, pulp fantasy, some action genres, and rather a lot of types of fanfiction).
Whatever the main point of your story is, you should know it by the time you finish the first draft, because you simply cannot write the second draft if you don’t know what the point of the story is. (If you write web serials and are publishing the first draft, you’ll need to figure it out a lot faster.)
Once you know what the point of your story is, you can assess all writing decisions through this lens – does this help or hurt the point of my story?
2: Thou Shalt Respect Thy Reader’s Investment
Readers invest a lot in a story. Sometimes it’s money, if they bought your book, but even if your story is free, they invest time, attention, and emotional investment. The vast majority of your job is making that investment worth it. There are two factors to this – lowering the investment, and increasing the payoff. If you can lower your audience’s suspension of disbelief through consistent characterisation, realistic (for your genre – this may deviate from real realism) worldbuilding, and appropriately foreshadowing and forewarning any unexpected rules of your world. You can lower the amount of effort or attention your audience need to put into getting into your story by writing in a clear manner, using an entertaining tone, and relying on cultural touchpoints they understand already instead of pushing them in the deep end into a completely unfamiliar situation. The lower their initial investment, the easier it is to make the payoff worth it.
Two important notes here: one, not all audiences view investment in the same way. Your average reader views time as a major investment, but readers of long fiction (epic fantasies, web serials, et cetera) often view length as part of the payoff. Brandon Sanderson fans don’t grab his latest book and think “Uuuugh, why does it have to be so looong!” Similarly, some people like being thrown in the deep end and having to put a lot of work into figuring out what the fuck is going on with no onboarding. This is one of science fiction’s main tactics for forcibly immersing you in a future world. So the valuation of what counts as too much investment varies drastically between readers.
Two, it’s not always the best idea to minimise the necessary investment at all costs. Generally, engagement with art asks something of us, and that’s part of the appeal. Minimum-effort books do have their appeal and their place, in the same way that idle games or repetitive sitcoms have their appeal and their place, but the memorable stories, the ones that have staying power and provide real value, are the ones that ask something of the reader. If they’re not investing anything, they have no incentive to engage, and you’re just filling in time. This commandment does not exist to tell you to try to ask nothing of your audience – you should be asking something of your audience. It exists to tell you to respect that investment. Know what you’re asking of your audience, and make sure that the ask is less than the payoff.
The other way to respect the investment is of course to focus on a great payoff. Make those characters socially fascinating, make that sacrifice emotionally rending, make the answer to that mystery intellectually fulfilling. If you can make the investment worth it, they’ll enjoy your story. And if you consistently make their investment worth it, you build trust, and they’ll be willing to invest more next time, which means you can ask more of them and give them an even better payoff. Audience trust is a very precious currency and this is how you build it – be worth their time.
But how do you know what your audience does and doesn’t consider an onerous investment? And how do you know what kinds of payoff they’ll find rewarding? Easy – they self-sort. Part of your job is telling your audience what to expect from you as soon as you can, so that if it’s not for them, they’ll leave, and if it is, they’ll invest and appreciate the return. (“Oh but I want as many people reading my story as possible!” No, you don’t. If you want that, you can write paint-by-numbers common denominator mass appeal fic. What you want is the audience who will enjoy your story; everyone else is a waste of time, and is in fact, detrimental to your success, because if they don’t like your story then they’re likely to be bad marketing. You want these people to bounce off and leave before you disappoint them. Don’t try to trick them into staying around.) Your audience should know, very early on, what kind of an experience they’re in for, what the tone will be, the genre and character(s) they’re going to follow, that sort of thing. The first couple of chapters of Time to Orbit: Unknown, for example, are a micro-example of the sorts of mysteries that Aspen will be dealing with for most of the book, as well as a sample of their character voice, the way they approach problems, and enough of their background, world and behaviour for the reader to decide if this sort of story is for them. We also start the story with some mildly graphic medical stuff, enough physics for the reader to determine the ‘hardness’ of the scifi, and about the level of physical risk that Aspen will be putting themselves at for most of the book. This is all important information for a reader to have.
If you are mindful of the investment your readers are making, mindful of the value of the payoff, and honest with them about both from the start so that they can decide whether the story is for them, you can respect their investment and make sure they have a good time.
3: Thou Shalt Not Make Thy World Less Interesting
This one’s really about payoff, but it’s important enough to be its own commandment. It relates primarily to twists, reveals, worldbuilding, and killing off storylines or characters. One mistake that I see new writers make all the time is that they tank the engagement of their story by introducing a cool fun twist that seems so awesome in the moment and then… is a major letdown, because the implications make the world less interesting.
“It was all a dream” twists often fall into this trap. Contrary to popular opinion, I think these twists can be done extremely well. I’ve seen them done extremely well. The vast majority of the time, they’re very bad. They’re bad because they take an interesting world and make it boring. The same is true of poorly thought out, shocking character deaths – when you kill a character, you kill their potential, and if they’re a character worth killing in a high impact way then this is always a huge sacrifice on your part. Is it worth it? Will it make the story more interesting? Similarly, if your bad guy is going to get up and gloat ‘Aha, your quest was all planned by me, I was working in the shadows to get you to acquire the Mystery Object since I could not! You have fallen into my trap! Now give me the Mystery Object!’, is this a more interesting story than if the protagonist’s journey had actually been their own unmanipulated adventure? It makes your bad guy look clever and can be a cool twist, but does it mean that all those times your protagonist escaped the bad guy’s men by the skin of his teeth, he was being allowed to escape? Are they retroactively less interesting now?
Whether these twists work or not will depend on how you’ve constructed the rest of your story. Do they make your world more or less interesting?
If you have the audience’s trust, it’s permissible to make your world temporarily less interesting. You can kill off the cool guy with the awesome plan, or make it so that the Chosen One wasn’t actually the Chosen One, or even have the main character wake up and find out it was all a dream, and let the reader marinate in disappointment for a little while before you pick it up again and turn things around so that actually, that twist does lead to a more interesting story! But you have to pick it up again. Don’t leave them with the version that’s less interesting than the story you tanked for the twist. The general slop of interest must trend upward, and your sacrifices need to all lead into the more interesting world. Otherwise, your readers will be disappointed, and their experience will be tainted.
Whenever I’m looking at a new piece of writing advice, I view it through these three rules. Is this plot still delivering on the book’s purpose, or have I gone off the rails somewhere and just stared writing random stuff? Does making this character ‘more relateable’ help or hinder that goal? Does this argument with the protagonists’ mother tell the reader anything or lead to any useful payoff; is it respectful of their time? Will starting in medias res give the audience an accurate view of the story and help them decide whether to invest? Does this big twist that challenges all the assumptions we’ve made so far imply a world that is more or less interesting than the world previously implied?
Hopefully these can help you, too.
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derinwrites · 1 year ago
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How can I make money writing fiction?
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I'm gonna be straight with you. There is no guarantee that you'll make enough as an independent writer to make it worth your time. You very well might -- I make a liveable wage as an independent writer -- but many don't. Most writers I know also have a job. And luck plays a big part in it.
If you're interested in going forward in spite of this, you have two main options for monetisation open to you, and you are going to have to pick one. I call them the sales model and the sponsorship model, and you are going to have to pick one.
The sales model involves writing stories and selling them to readers. You can put books up on Amazon or Smashwords, sell them direct from your own website, enlist the help of a traditional publisher to handle that for you and let them decide where to sell, whatever -- the point is that your money is made from the sale of books to readers. If you go with a traditional publisher, you're using this model (though they will give you some of the money ahead of time in the form of an advance). Most indie authors also use this model, publishing through draft2digital, Ingram Spark, direct through Amazon, whatever. I've never relied on the sales model and can't give you any advice on how to do this, but Tumblr is full of indie authors who probably can.
The sponsorship model involves soliciting small amounts of money from various readers over time. This is ideal for web serials, and it's what I use. I use Patreon, which is designed specifically for this purpose, but you can use other sites such as ko-fi. This model involves providing regular content for free, with bonuses for those who support you.
"Can't I do both? Sell books and have a Patreon?" You absolutely can! I know several indie authors with a Patreon. I sell my completed books as ebooks and will eventually sell them as paperbacks. But your time and attention is limited, and so is your audience's, and you're going to have to half-arse one of these in order to have enough arse to whole-arse the other. You're going to make a lo of decisions that benefit either the sponsorship model or the sales model, not both. So pick your primary income source early and commit.
I can only advise on writing web serials and using the sponsorship model, so I'll go ahead with that assumption. If you want to make a liveable wage doing this, not only will you need luck, you'll also need patience. This is not a fast way to build a career. at the end of my first year of doing this, I had one single patron, and they were a real-life friend of mine. When I reached an income of $100/month, I threw a little party for myself, I was so happy. It had taken such a long time and was so much work. I reached enough to cover rent/mortgage after I'd been doing this for more than four years. It's a long term sort of career.
Here are some general tips for succeeding in this industry, given by me, someone with no formal training in any of this who only vaguely knows what they're talking about:
Have a consistent update schedule and STICK TO IT
The #1 indicator for stable success in this industry (aside from luck, which we're discounting because you can't do much about that) is having a consistent update schedule. Your readers need to know when the next chapter is coming out, and it should be coming out regularly. Ideally, you should have no breaks or hiatuses -- if you're in a bus crash or something, that might be unavoidable, and your readers will understand if you tell them, but if you're stopping and starting a lot for trivial reasons, they WILL abandon you. You can't get away with that shit if you're not Andrew Hussie, and I'm pretty sure Andrew Hussie doesn't message me for career advice on Tumblr. If you find you need a lot of hiatuses to write fast enough then you're updating too often; change your schedule. A regular schedule is more important than a fast one (ideally it should be both, but if you have to pick between the two, pick regular).
2. Pay attention to your readership, listen to what they want from you
Your income is based on a pretty complicated support structure when you're using the sponsorship model. this model relies on people finding your story, liking your story, and continuing to find it valuable enough to keep paying you month after month. This means that your rewards for your sponsors should be things that they value and will continue to pay for ('knowing I'm supporting an artist whose work I enjoy' counts as a thing that they value, to my great surprise; there's a lot of people giving me money just for the sake of giving me money, so I can pay my mortgage and keep writing for them without needing a second job), but it also means supporting the entire network that attracts readers and keeps them having the best time they can with your story -- being part of a rewarding community. Because this is advice on making money, I'm going to roughly divide your readership into groups based on how they affect your bottom line:
sponsors. People giving you money directly. The importance of keeping this group happy should be obvious.
administration and community helpers -- discord moderators, IT people, guys who set up fan wikis, whoever's handling your mailing list if you have a mailing list. You can do this stuff yourself, or you can hire someone to do it, but if you're incredibly lucky and people enjoy being a part of your reader community, people will sometimes volunteer to do the work for free. If you are lucky enough to get such people, respect them. They are doing you a massive favour, and they're not doing it for you, but to maintain a place that they value, and you have to respect both of those things. My discord has just shy of 1,300 members and is moderated by volunteers. I'd peel my own face off if I had to moderate a community that large. If you've got people stepping up to do work for you, you need to respect them and you need to make sure that they continue to find that rewarding by doing what you can to make sure that the community they're maintaining is rewarding. Sometimes this means taking actions and sometimes this means staying the fuck out of the way. Depending on the circumstances.
fan artists. Once you have people drawing your characters, writing fanfic of your stories, whatever, treat these like fucking gold. Give them a space to do this, and more importantly, give them a space to do this without you in it. Fanworks are a symptom of engagement with your work, which is massively important. They are also a component of a healthy community, an avenue for readers to talk to each other and express themselves creatively to each other. Third, fanworks act as a bridge for new readers. When readers share their art on, say, Tumblr, it can intrigue new people and get them into the story. Your job in all of this is to give them the space to work, encourage them as required or invited (I reblog most TTOU fanart that I'm tagged in on Tumblr, for instance), and other than that, stay the fuck out of their way. These people are vital to the liveblood of your community, the continued engagement of your audience, and the interest of your sponsors. Some of the fan artists will be sponsors themselves; some won't be. Those who aren't sponsors are still massively valuable for their art.
speculators, conversers, theorists, livebloggers, and That Guy Who's Just Really Jazzed For The Next Chapter. Some people don't make art but just like to chat about your story. These people are a bedrock of the community that's supporting your sponsors and increasing your readership, and therefore are critical to your income stream. Give them a place to talk. Be nice to them when they talk to you. Sometimes, they'll ask you questions about the story, which you can choose to answer or not, however you feel is appropriate. They'll also want to chat about non-story-related stuff with each other, so make sure they have a place to do that, too.
that guy who never talks to you or comments on anything but linked your story to ten guys in his office who all read it now. Some of your supporters are completely invisible to you. You can't do anything for these people except continue to release the story and have a forum they can silently lurk on if they want to. But, y'know, they exist.
If you want to focus on income then these are, roughly, the groups of people that you will need to listen to and accommodate for. You can generally just make sure they have space to do their thing, and if they want anything else, they'll tell you (yes, guys, paperbacks will be coming eventually). Many people will fit into multiple groups -- I have some sponsors that are in every single one of these groups except the last. Some will only be in one group. A healthy income rests on a healthy community which rests on accommodating these needs.
3. If you can manage it, try to make your story good.
It's also helpful for your story to be good. Economically, this is far less important than you'd think -- there are some people out there writing utter garbage and making a living doing it. Garbage by what standards? By whatever your standards are. Just think of the absolute laziest, emptiest, hackiest waste-of-bandwidth story you can imagine -- some guy is half-arsing that exact story and making three times what you'll ever make on Patreon doing it. And honestly? Good for him. If he's making that much then his readers are enjoying it, and that's what matters. Still, one critical component of making money as a writer is writing something that people actually want to read. And you can't trick them with web serials, because they don't pay in advance -- if they're bored, they'll just stop. So you have to make it worth their time, money and attention, and the simplest way to do that is to write a good story.
This hardly seems mentioning, since you were presumably planning to do that anyway. It's basic respect for your audience to give them something worth their time. Besides, if we're not interested in improving our craft and striving for our best, what are we even writing for? I'm sure I don't need to tell you to try to write a good story. The reason I list this is in fact the opposite -- don't let "I'm not a good enough writer" paralyse you. The world is full of someday-writers who endlessly fuss over and revise a single story because it's not good enough, it's not perfect, they're not Terry Pratchett yet. Neither was Terry Pratchett when his first books were published. If you're waiting to be good enough, you won't start. I didn't think Curse Words was good enough when I started releasing it -- I still don't. I started putting it out because I knew it was the only way I'd get myself to actually finish something. I don't think it's all that great, but you know what? An awful lot of people read it and really enjoyed it. And if I hadn't released it, I'd have been doing those people a disservice.
Also, it taught me a lot, and based on what I learned, Time to Orbit: Unknown is much better. If I'd never released Curse Words, if I hadn't seen how people read it and reacted to it and seen what worked and what didn't, then Time to Orbit: Unknown wouldn't be very good. And it certainly wouldn't be making me a living wage, because it was the years writing Curse Words that started building the momentum I have today.
And Time to Orbit: Unknown as it is today has some serious problems. Problems that I'm learning from. And the next book will be a lot better.
So that's basically my advice for making money in this industry. Be patient, be lucky, be consistent. Value your community; it's your lifeline, even the parts of it that don't directly pay you. And try to make your story as good as you can, but make that an activity you do, not a barrier to prevent you from starting.
Good luck.
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derinwrites · 1 year ago
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Hi! I'm Derin. I get a lot of random questions about writing, so this blog is to answer them, and talk about writing in general. I write web serials and occasional short stories, primarily science fiction and fantasy, and you can find my stories here.
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