Fiction Is More Stressful Than Nonfiction

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

As I return to fiction writing with my next novel in the Avenoth series, A School of Many Futures, I find it more stressful than writing non-fiction. I write a lot of nonfiction, and it’s relatively low-stress, yet fiction . . .

My experience with fiction writers reveals this isn’t universal – some are quite relaxed about making it, others knotted with anxiety. So I wondered, why is it more stressful for me – if I understand that, perhaps it’ll help others.

It didn’t take long for me to find out.

Nonfiction writing is . . .

Useful: It takes effort or vast ignorance to make a nonfiction piece truly useless. Oh, it’s possible, but a sincere effort will create something of value. Even if its from a limited viewpoint, at least that nonfiction piece matters to a slim slice of humanity.

Grounded: Nonfiction is grounded in the real world (or our idea of it). Research is available, data is available, previous examples are available. As I heard it once put “nonfiction all shares the same universe.” Research and reference and editing is much easier.

Organizeable: Most nonfiction work lends itself to patterns, outlines, and so on. This is because it is grounded in reality (we can refer to the structure of that reality) but also humans have been busy organizing reality for aeons. There’s plenty of reference. In fact . ..

Relateable: Because we humans share enough similar experiences, good nonfiction work can connect with readers easily.

Marketable: Let’s be honest, when you write nonfiction you sort of know the target audience. If you’re a specialist, even moreso. Sure, your coffee table book “Toilets of America in the 1800’s” may seem narrow, but at least you know your exact audience. Besides, you tell me that wouldn’t be an amazing gift for a plumbing professional or historical writer.

Now with this said, let’s look at fiction, using the above as a template. What makes fiction so stressful?

Unknown Value: Fiction is not real. We don’t know it’s value because of the diversity and unpredictability of people. Is this story going to deliver what people want or flop?

Ungrounded: Fiction isn’t grounded in reality. Even “modern day” fiction can be complicated by the fact we’re making things up in the real world, making it more stressful. I think this is why good fiction writers find hooks.

Hard To Organize: We’re making up something that never happened. How do we organize the unreal?

Potentially Distant: We’ve got to have people “get into” the fiction. But can we create a gateway for them to connect to our work when there may be no solid common ground.

Unsure Market: With so much fiction, with so many ways our stories can go, is there a market for our work? We don’t know. I know fiction writers who obsessively research, but that has to be exhausting.

In summary, nonfiction is something that is likely valuable and grounded in shareable experience, whereas fiction is unpredictable and connected in strange ways. In this, we can see how people managed to make fiction less stressful – they make it more (but not totally) like nonfiction. I can see this in my own writing.

This gives me a few ideas of how to deal with stressful fiction writing.

Value your work: Know why you do your work, what matters, and who it’s for. “It’s fun” is 100% fine.

Ground your fiction: Make sure your fiction is grounded in something, from solid worldbuilding to hard emotional truths. That makes it real, connectable, and removes anxiety – while inspiring you.

Organize: Plotting, pantsing, outlining, iterative improvement – there’s many methods to organize fiction writing. With that organization you have that confidence in what you’re doing, that sense of re laity. Note your method may be “whatever with plenty of iterative improvement” and that’s fine.

Connectable: Make sure people can connect to your work via emotional relevance, good descriptions, etc. When it’s connectable people care – and you get that sense of connection.

Market Decisions: Address marketing concerns head-on. Do you care? Do you want to sell a lot of books? Maybe you do intense research, maybe you just do your thing. Do it and go on.

I’m not saying make your nonfiction like your fiction. That’s ridiculous. What I am saying is take lessons from nonfiction, from organization to sense-of-reality, and apply it to fiction. If you can make a book of spacefaring dragons or cyborg superspies something a person “gets” as sure as a mouth-watering recipe, then you’ve done your job.

After all, be it real or imaginary, the goal is to have people get into and experience your work, be it fact or fantasy.

Steven Savage

The Challenge of Supporting Your Fellow Creatives

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

We’d like to support our fellow creatives because we care, because they’re our friends, and because we know what we’re going through. It’s often challenging for us to do for many reasons.

  • We may have limited time and resources to help.
  • We may know creatives who aren’t good at accepting help.
  • We may know creatives who are busy.
  • We may, simply not know how to help or be able to.
  • We may have too many ways to help people and not know where to start.
  • We’re bad at helping. Some of us just lack the subtlety or knowledge.

It’s not easy, is it? I’m sure you’re nodding mentally if not physically. I’ve experienced all of these, and can’t say I’ve handled all of them well.

The challenge of helping our fellow creatives is even more complicated in that some forms of help don’t “help.” Sure you want to help that artist exercise, but buying them a gift membership to a gym may create social pressure they don’t need. You might offer to cook for a writer who’s a bit occupied, and then promptly make food they don’t like. Help that doesn’t help just becomes another problem.

To assist you – and myself – I brainstormed some ideas. How can we help our fellow creatives?

Ask: Ask what someone needs. Guess what they may be fine and you’re worrying too much.

Buy Their Stuff: I mean that goes without saying.

Check In: Look, just say hi now and then. You may find it annoys the person or they need space, but at least you know.

Connect Them: If they’re open to it, introduce them to fellow creatives, customers, and resources.

Do A Task: Someone is busy with that art project? Then pick up food for them or give them a ride.

Get Resources: Outright give that creative a new pen kit or website subscription. Holidays and birthdays are great times to do this for people who don’t like to accept help.

Gift: That creative you want to support? Buy their books, comics, etc. and use them as gifts for people. Spread the word.

Helpful Resources: This doesn’t always work, but there’s lots of great advice books, web services, software, etc. This can help – but can also burden people with something they “have” to use. Be careful.

Involve Them: I’ve taken to seeing if my fellow creatives want to do panels and events. I don’t push it, but it’s a way to get them connected and involved and having fun.

Learn: When listening and doing all of these things, learn about them and yourself.

Listen: Sometimes folks just want to talk about their project and so on. They want someone to listen – not necessarily critique.

Pre-Read/Beta Read/Critique: Sort of goes without saying.

Provide Guidance WHEN ASKED: Sometimes people are bad at asking for help, but if someone asks how you do X, show them. Be careful of providing advice unasked, that can become another burden.

Provide Resources: That creative may need your editing skill, or to borrow your sewing kit or whatever. Be open to it – or offer.

Publicize: Tell people about that cosplayer, author, artist, etc. This promotes them, connects them, and may result in them getting money which is always good.

Take a Request: That person may need a ride, a trip, some help. If they ask, keep that in mind. I mean you know, be open to it.

I hope that was helpful. It certainly go me thinking about what I do – and shouldn’t do, and can do better.

Steven Savage

Inspiration from Other Sources: RPGs

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

A few times I and my friend Serdar have discussed how we take inspiration for our writing from sources other than writing. Serdar often takes inspiration from music, I get inspiration from management processes, and so on. Lately I had a strange and interesting inspiration I wanted to share.

Role-playing games – but probably not in the way you suspect.

I began studying RPGs in depth lately for two reasons – first, to study them for my related works, and as I’d taken an interest in trying some game design. Pleasantly, I found inspiration for my fiction writing efforts as well, and I wanted to share my insights.

RPGs are sort of storytelling games – I say sort of because some games or groups have different preferences, such as having more of a tactical military game. But, overall, RPGs tell stories and many game systems in the last two decades or so have been storytelling focused, such as FATE, Cortex, or Forged In The Dark.

You have to turn writing into rules, make rules support story. Just a few examples from my latest studies and past experiences:

  • FATE literally makes character traits part of the game. You define Aspects, vital character traits, that could be everything from “Magical Powers” to “Really awful manners.” That made me think of how many times we don’t think about “what stands out with a character.”
  • The Forged In The Dark games constantly emphasize cause and effect and results and impacts. It’s meant to construct stories (and surprise players and GMs) and keep up a pace, and is a good example of interesting engagement with the story.
  • Among the FitD game, Scum and Villainy, their “Firefly-but-not” game system has various well-realized space western/space rouge archetypes that help me see how you can view archetypes. Probably my favorite is the Scoundrel (aka Not Han Solo But Is) who’s abilities include things like being able to do dangerous things and get special “gambits” to allow them to take more foolish risks. It’s a great example of turning concept into rules – and thinking about concepts.
  • The punishing CRPG Darkest Dungeon added intense psychology and madness rules, which meant generic characters quickly evolved personalities. Sure they were mechanics, but they added the feel of a story and a drama, a reminder of how such things should have impact in a tale.

Of course, as I write this I can see great lessons from older games:

  • Champions, that famous formative Superhero RPG made disadvantages and backstories part of the game. It made you think about characters, and almost forced characterization even if you tried to avoid it (hard to avoid your tendency to go berserk around blood).
  • Villains and Vigilantes, another venerable game, had the concept of points you used to invent things or solve problems – basically you had Brilliant Ideas you could spend. A good reminder of how characters have inspirations, suddenly turn the plot around, etc. – as a rule.
  • The venerable and abused Character Class idea is a good reminder about making characters distinct. From early D&D to the wild classes of Apocalypse World are reminders of how different is interesting.

I could probably make enormous lists of these – and I may if I can find a non-boring way to do it. Either way, that’s one of my latest inspirations – RPGs. If you’re looking for some new ideas or to think over your writing, maybe a break to play a game or at least examine one might unlock some ideas.

I’d love to hear your insights.

Steven Savage