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[personal profile] marycatelli
There are some writers who write excellent first halves of books.

The problem is that they throw all this wonderful, whimsical stuff in the first half, and then in the second, they have to resolve the plot, so they stop throwing wonderful, whimsical stuff at you and so the story stops being fun.

The real problem is, you really do have to reach some kind of resolution so merely going on throwing stuff about doesn't fulfill the purposes of the story.  It can be hard to juggle an interesting setting and the plot -- but I've noticed the problem seems the worst in books that stay in one place.  Much maligned though the quest is, it, or any kind of journey, gives your characters excuse to keep on moving to new neat stuff while you are pulling together the plot.

Date: 2009-12-29 09:29 am (UTC)
From: [identity profile] green-knight.livejournal.com
I think in many ways quest novels are easier to write than stationary ones - you can dial up or down the events more easily to fit the required tension, and you do have the pretty background with interesting and exciting stuff free of charge.

Even in a city, I've found it useful to look for intersting locations. Instead of taking tea in the sitting room (which we've seen before) they have a tea party in the grounds. Two characters who want to talk to each other might do it over a meal (sitting out on a terrace with city views) or going for a ride or visiting a local landmark, or going fishing in a small boat, or...

White room syndrome is the enemy, at least mine.

Date: 2009-12-29 12:28 pm (UTC)
From: [identity profile] asakiyume.livejournal.com
This is so true, though I notice it more in TV shows than in novels. I'm an ancient, so I recall when Twin Peaks was on TV. More and more strange and odd stuff kept appearing ... and there was no way it could all be interestingly resolved... and it wasn't. I got the same impression from X-Files and the new BSG, though I never saw the ends of either, so can't really judge.

At a circus, it's enough if you have the jugglers juggle more and more cool things, in more and more outrageous situations. But in a *story*, you want all those items to make sense, to be part of the design, and for the resolution to be as cool as the premise promises.

Date: 2009-12-29 08:13 pm (UTC)
From: [identity profile] asakiyume.livejournal.com
That's true: some details just add atmosphere; not everything contributes directly to plot development.

Date: 2009-12-29 08:20 pm (UTC)
From: [identity profile] green-knight.livejournal.com
I would go as far as to say that if you resolve everything, you'll become predictable and boring.

Good books have plenty of ambiguity. At least IMNSHO. I want to be surprised by the story, I want the protagonist to have several equally valid choices (so that the one he takes means something - 'save the world or watch all your friends die isn't a choice. It's boring, however danger-loaded it might be). I want to _not_ be able to predict which briefly introduced minor character will prove important later on, which of the several options proves to be the bad guy etc etc.

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