As of this writing, I’m working through scene 45 of Queen’s
Legacy. I know it’s scene 45 because in
my outline (which I will never, ever do by hand again) that is the number it
has. Overall, I’ve got 126 scenes (plus
a timeline and flowchart), and I will get to them all. It provides a level of progress (along with
wordcounts), but most importantly it tells me where I’m going.
The roadmap of where I’m going is vitally important. It keeps me on track, so that I know what I
intend to write, and what each scene will include. I also include notes on whose POV I’m using
for that scene, and what I intend to accomplish in it (sort of a metadata for
that scene). The flowchart is just for
some complex battle scenes as I had trouble making sure they all fit
together. The timeline just holds
everything to a constant timescale.
Outlining also, and maybe this is the most important of all,
reminds me of all the cool ideas I had when coming up with the story.
I admit it, I can’t remember everything I think of when I’m
plotting. When I sit down to make a new
story, I sit with a blank piece of paper (and maybe a few notes from my ‘story
ideas’ folder) and start to compose.
It’s pretty free form. I start
thinking of the plot, the characters, where I want it to go, any key or cool
scenes I’d like to include. However,
that’s all it is, just an assortment of scribblings that are the nucleus of
something. Mostly to date it has been
for writing RPG adventures, but as I was sitting down to plot out Queen’s Legacy,
the techniques have served me just as well.
From there, I do an act breakdown. Treating it like a multi-act play or
adventure sort of helps me to break the action in to phases. Not in an ironclad way, such that I must hold to it, but more as a standard
starting point. This construct then
becomes the bones upon which I finalize the overall storyline, and dress up a
few characters or ideas.
For an RPG adventure, the next step for me has then been to
write the individual encounters and events that will make up the
adventure. Things get tweaked along the
way, but the writing pretty much stays true to what I outlined.
When I started fully outlining Queen’s Legacy, I replaced
the encounters from the RPG adventure with a scene-by-scene breakdown of the
story. Some scenes had a few lines of
notes, as they are quick, fairly simple in their action, or otherwise need
little explanation. Others were a full
half-page so as to capture the intended action and other details. Once this was done, the actual prose started.
Thus, everything I want to include is already outlined. This is the bones and sinew of the
story. It has all the scenes and all the
events that I want to tell. This allows
me, once it’s time to start putting the prose in place, to focus on writing
those scenes well, rather than constantly being concerned with how it
fits. I’ve already thought about how
everything fits together, even if I change it.
Change it I certainly will.
As I have written the first portions, I’ve already changed some events,
moving them between scenes. In some
cases cutting some material out or adding some in as I realized the flow would
be better one way or the other. Despite
needing an outline to stay on mission, I in no way write it in stone. Things can change, scenes can move or be
altered, all in service to telling the story as I outlined it waaaay back in
the single sheet of paper stage. Or
maybe I change it dramatically and move away from that. Sometimes I just have better ideas than when
I originally outlined it.
Sometimes I just embrace the chaos when I think of something
better or a newer, better scene I need.
That works too, but without the overall roadmap, I couldn’t do what
seat-of-the-pants (pantsers) do. More
power to them for being able to, but I just can’t. Any time I’ve tried I tend to fizzle out
after maybe a scene or two, because I just don’t know where I’m going. Admittedly, that’s me. One’s own mileage may vary, but thought I’d
share.
This doesn’t even include the revision process, which will
have its own joys.