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---
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id:
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aliases: []
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title: Notes on Writing Weird Fiction
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tags:
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- authorship/other
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- destiny/permanent
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- exclude-from-word-count
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- status/complete
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- topic/writing
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- type/media/article
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authors:
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- Howard Phillips Lovecraft
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type: article
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year: 1937
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---
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# Notes on Writing Weird Fiction
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My reason for writing stories
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is to give myself the satisfaction of visualising
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more clearly and detailedly and stably
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the vague, elusive, fragmentary impressions
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of wonder, beauty, and adventurous expectancy
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which are conveyed to me by certain sights
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(scenic, architectural, atmospheric, etc.),
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ideas, occurrences, and images encountered in art and literature.
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I choose weird stories because they suit my inclination best---
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one of my strongest and most persistent wishes being to achieve, momentarily,
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the illusion of some strange suspension or violation
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of the galling limitations of time, space, and natural law
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which for ever imprison us and frustrate our curiosity
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about the infinite cosmic spaces beyond the radius of our sight and analysis.
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These stories frequently emphasise the element of horror
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because fear is our deepest and strongest emotion,
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and the one which best lends itself to the creation of nature-defying illusions.
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Horror and the unknown or the strange are always closely connected,
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so that it is hard to create a convincing picture
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of shattered natural law or cosmic alienage or "outsideness"
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without laying stress on the emotion of fear.
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The reason why _time_ plays a great part in so many of my tales
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is that this element looms up in my mind
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as the most profoundly dramatic and grimly terrible thing in the universe.
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_Conflict with time_ seems to me the most potent and fruitful theme
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in all human expression.
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While my chosen form of story-writing
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is obviously a special and perhaps a narrow one,
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it is none the less a persistent and permanent type of expression,
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as old as literature itself.
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There will always be a small percentage of persons
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who feel a burning curiosity about unknown outer space,
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and a burning desire to escape from the prison-house of the known and the real
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into those enchanted lands of incredible adventure and infinite possibilities
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which dreams open up to us,
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and which things like deep woods, fantastic urban towers,
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and flaming sunsets momentarily suggest.
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These persons include great authors
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as well as insignificant amateurs like myself---
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Dunsany, Poe, Arthur Machen, M. R. James, Algernon Blackwood,
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and Walter de la Mare being typical masters in this field.
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As to how I write a story---there is no one way.
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Each one of my tales has a different history.
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Once or twice I have literally written out a dream;
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but usually I start with a mood or idea or image which I wish to express,
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and revolve it in my mind until I can think of a good way of embodying it
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in some chain of dramatic occurrences capable of being recorded in concrete terms.
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I tend to run through a mental list of the basic conditions or situations
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best adapted to such a mood or idea or image,
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and then begin to speculate on logical and naturally motivated explanations
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of the given mood or idea or image
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in terms of the basic condition or situation chosen.
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The actual process of writing is of course
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as varied as the choice of theme and initial conception;
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but if the history of all my tales were analysed,
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it is just possible that the following set of rules
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might be deduced from the _average_ procedure:
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1. Prepare a synopsis or scenario of events
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in the order of their absolute _occurrence_---
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not the order of their narration.
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Describe with enough fulness to cover all vital points
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and motivate all incidents planned.
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Details, comments, and estimates of consequences
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are sometimes desirable in this temporary framework.
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2. Prepare a second synopsis or scenario of events---
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this one in order of _narration_ (not actual occurrence),
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with ample fulness and detail,
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and with notes as to changing perspective, stresses, and climax.
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Change the original synopsis to fit
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if such a change will increase the dramatic force
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or general effectiveness of the story.
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Interpolate or delete incidents at will---
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never being bound by the original conception
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even if the ultimate result be a tale wholly different from that first planned.
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Let additions and alterations be made
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whenever suggested by anything in the formulating process.
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3. Write out the story---
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rapidly, fluently, and not too critically---
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following the _second_ or narrative-order synopsis.
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Change incidents and plot
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whenever the developing process seems to suggest such change,
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never being bound by any previous design.
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If the development suddenly reveals new opportunities
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for dramatic effect or vivid storytelling,
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add whatever is thought advantageous---
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going back and reconciling the early parts to the new plan.
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Insert and delete whole sections if necessary or desirable,
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trying different beginnings and endings until the best arrangement is found.
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But be sure that all references throughout the story are thoroughly reconciled with the final design.
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Remove all possible superfluities---
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words, sentences, paragraphs, or whole episodes or elements---
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observing the usual precautions about the reconciling of all references.
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4. Revise the entire text,
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paying attention to vocabulary, syntax,
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rhythm of prose, proportioning of parts, niceties of tone,
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grace and convincingness of transitions
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(scene to scene, slow and detailed action
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to rapid and sketchy time-covering action
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and vice versa. . . . etc., etc., etc.),
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effectiveness of beginning, ending, climaxes, etc.,
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dramatic suspense and interest, plausibility and atmosphere,
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and various other elements.
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5. Prepare a neatly typed copy---
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not hesitating to add final revisory touches where they seem in order.
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The first of these stages is often purely a mental one---
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a set of conditions and happenings being worked out in my head,
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and never set down until I am ready to prepare a detailed synopsis of events in order of narration.
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Then, too, I sometimes begin even the actual writing
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before I know how I shall develop the idea---
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this beginning forming a problem to be motivated and exploited.
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There are, I think, four distinct types of weird story;
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one expressing a _mood or feeling,_
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another expressing a _pictorial conception,_
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a third expressing a _general situation, condition, legend, or intellectual conception,_
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and a fourth explaining a _definite tableau or specific dramatic situation or climax._
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In another way, weird tales may be grouped into two rough categories---
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those in which the marvel or horror concerns some _condition_ or _phenomenon,_
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and those in which it concerns some _action of persons_
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in connexion with a bizarre condition or phenomenon.
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Each weird story---to speak more particularly of the horror type---
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seems to involve five definite elements:
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(a) some basic, underlying horror or abnormality---condition, entity, etc.---,
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(b) the general effects or bearings of the horror,
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(c) the mode of manifestation---object embodying the horror and phenomena observed---,
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(d) the types of fear-reaction pertaining to the horror, and
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(e) the specific effects of the horror in relation to the given set of conditions.
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In writing a weird story I always try very carefully
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to achieve the right mood and atmosphere,
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and place the emphasis where it belongs.
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One cannot, except in immature pulp charlatan--fiction,
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present an account of impossible, improbable, or inconceivable phenomena
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as a commonplace narrative of objective acts and conventional emotions.
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Inconceivable events and conditions have a special handicap to overcome,
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and this can be accomplished only through the maintenance of a careful realism
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in every phase of the story _except_ that touching on the one given marvel.
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This marvel must be treated very impressively and deliberately---
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with a careful emotional "build-up"---
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else it will seem flat and unconvincing.
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Being the principal thing in the story,
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its mere existence should overshadow the characters and events.
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But the characters and events must be consistent and natural
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except where they touch the single marvel.
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In relation to the central wonder,
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the characters should shew the same overwhelming emotion
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which similar characters would shew toward such a wonder in real life.
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Never have a wonder taken for granted.
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Even when the characters are supposed to be accustomed to the wonder
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I try to weave an air of awe and impressiveness
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corresponding to what the reader should feel.
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A casual style ruins any serious fantasy.
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Atmosphere, not action, is the great desideratum of weird fiction.
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Indeed, all that a wonder story can ever be
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is _a vivid picture of a certain type of human mood._
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The moment it tries to be anything else
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it becomes cheap, puerile, and unconvincing.
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Prime emphasis should be given to _subtle suggestion_---
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imperceptible hints and touches of selective associative detail
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which express shadings of moods
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and build up a vague illusion of the strange reality of the unreal.
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Avoid bald catalogues of incredible happenings
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which can have no substance or meaning
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apart from a sustaining cloud of colour and symbolism.
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These are the rules or standards which I have followed---
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consciously or unconsciously---
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ever since I first attempted the serious writing of fantasy.
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That my results are successful may well be disputed---
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but I feel at least sure that,
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had I ignored the considerations mentioned in the last few paragraphs,
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they would have been much worse than they are.
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