McAnally's (The Community Pub) > Author Craft

Accountability, author's timecard, word count written, feeling lonely out there?

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the neurovore of Zur-En-Aargh:
Cut a bit of chapter 1 of vol 2, which still largely does not work; cut about 700 words from chapter 2 which does want to be in but not there, and wrote about 2000 words new, which I think pretty much ties up chapter 2 for the moment, though some I thought was there has now been moved to chapter 3.  This thing is less settled than I had thought.

meg_evonne:
What one agent last spring described, but I couldn't understand or find his technical term online, was clarified bright as day by 2nd agent this past weekend.  :-) and another :-)  Best yet, it's really an easy editing fix--a technique problem.  So far I'm pushing through the new edits with speed that amazes me.

In case you're wondering.  In the past, I've put on tags of narrative clarification at the end of paragraphs unconsciously.  Things that I've already put into the action/behavior etc.  I trained myself out of those.  Yes, you can hear the pat on my back...

BUT this agent's line by line edit showed me that I was also doing it within the blasted paragraphs. A physical showing of what the first agent was trying to tell me. Bottom line?  Trust my writing and cut the followup or over done parts.  

Problem? I fear this is so ingrained that with every manuscript I work on in the future it will still need a special edit read to yank those g** d*** suckers out of there.  

Now, I'm watching word count drop, but I'm also leaving room for new action, new tells that are different and more fun to read and to write.

Good writing all!

adgramaine:
My writing has unique self-imposed constraints; being a game designer, I do hen-picking throughout the week, usually 5-7000 words. Weekends are the bread and butter - we have our play test sessions on Saturday, and Sunday I take all the notes and make changes or additions as needed. The learning curve is what ends up hurting me more than anything. Whenever we switch gears and test a different game (I think we've got four separate games we're building right now), it always takes the testers a spell to switch gears, filtering through the rules they knew prior and adjusting on the fly to whatever's new. Having one universal rules set helps, but not as much as I thought it would....

Starbeam:
Uhm....  I think I've finished my rough draft.

Kali:

--- Quote from: Starbeam on October 23, 2010, 06:31:31 AM ---Uhm....  I think I've finished my rough draft.

--- End quote ---

Woo hoo!  Grats!!

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