I'm wrapping up my second novel, a fantasy/steampunk adventure novel which I'll likely blog about in more detail soon. But as I begin to think about my next novel, I already know there's some things that I want to stay away from and some things I want to try. I'm calling these my "story rules". Think of them as guidelines; not necessarily set in stone, but I'm going to look to them as I start outlining. If and when I violate one of them, I'm going to have to rationalize such rule breaking (only to myself, of course).
As an example of a rule, a writer of fantasy might have one called "No elves". Another might be, "No quests". I saw a list geared towards writing science fiction once where one of the rules was "No FTL".
Some people don't like setting these sorts of boundaries. I suppose going in already having decided to do or not do something can stifle creativity. These are probably the same people who feel outlining creates the same barriers. To each his own, I say. Personally, I like planning things out beforehand. This is just another way to help in that process.
So, without further adieu, here are the rules I will be using for my next novel.
1.) No traveling
For this novel, I want everything to happen in one place. In my first novel, The Hall of the Wood, it's a journey (of non-epic proportions) just to get to where the action is happening. Even when they do get there, they're running around in the woods quite a bit. I guess the latter can't be helped, whether it's the wilderness or a city. They can't exactly sit in a room the whole time. But, for this novel, I want the story to take place in only one place. No traveling about. I have a pretty good idea what sort of setting I'll be using, too.
2.) No ancient relics
No devices of ancient origin with powers waiting to be revealed.
3.) No fated heroes or special ancestry
Everyone has a past, but in this story no one will have a past all that extraordinary or far-reaching. Sure, they may have heroic or villainous deeds in their background, but it will be their background and not some legacy passed down from generation to generation.
4.) No characters with dark, personal secrets or pasts
Not all main characters have to have dark secrets hidden away to be gradually revealed to the reader. Such secrets all too often have something to do with the current antagonist. I'm as guilty of this one as the next writer. It's a trope that works well, albeit readers can sometimes grow tired of it, right? In this next novel, no deep, dark secrets. It's a road I just don't want to go down on this one.
5.) Minimal or no magic
I lean more and more towards this anyway as my world-building moves away from sorcery and to a sort of pseudo-science. I'm finding it's much more interesting than trying to think up the next great magic system or leaning too heavily on one that's already been done to death.
6.) Do have a strong supporting cast of characters
Main characters should be strong, smart, and daring, but they shouldn't be the only ones with the brains and the brawn. In this novel, the main character is going to be average in some ways, but exceptional in others. But one of the first things he does as the story gets rolling is setup his support infrastructure. I mean, where would Special Agent Jethro Gibbs be without his team? (sorry, the wife's got NCIS on in the other room)
7.) Do have villains who are motivated by more than just greed
Greed is nice, but all too often it can become the sole motivating force behind a villain. This tends to lead to flat or boring villains that we've all seen too often.
8.) Do research pertinent topics thoroughly
I research, but only enough to make it sound like I have some idea what I'm talking about. I'd like to take that a step further by infusing some authenticity into my writing. I don't know how this one will go; I'm all for basing certain things on reality, but I write fantasy, so… If nothing else, I have certain topics in mind that I'll like to read up on, if only to give myself ideas.
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