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How to Critique: Best Practices for Workshopping

Abstract image to accompany blog post about critiquing stories by speculative fiction writer Cat Rambo.
If you're interested in getting your stories workshopped, click on this picture in order to find out more about My Writing Fantasy & Science Fiction Stories online class. There's also an Advanced Workshop, as well as classes focusing on individual aspects of writing, like description, characters, and fleshing out stories.
Both my Writing F&SF Stories and Advanced workshops offer students a chance to critique and be critiqued. To my mind, the latter is actually more useful, because being forced to articulate one’s position on an aspect of writing can be enlightening and instructive. With that in mind, here’s some best practices for such workshops.

Overall:

  1. Start with what works. Let the writer know what you see as the story’s strengths and how they might capitalize on them.
  2. What keeps you from connecting with the story? What don’t you understand? Sometimes the most useful thing you can give someone is a brief synopsis of what you think is going on in the story, because it may not match their intent.
  3. Critique big ticket items, not little nitpicks.
  4. It’s more important to point out what’s broken than to make suggestions how to fix it, because that fix will differ radically from writer to writer.
  5. How do the beginning and ending work together to create a satisfying story? Is the story that’s provided the one the one promised in the beginning? Is the ending set up in a satisfying way? Is it the result of character actions?
  6. What’s missing? What don’t you understand?
  7. What seems extraneous, unneeded or distracting?
  8. What’s the pacing like? Where does the story drag and where does it skip too quickly through details?
  9. Where are the info-dumps and how can that information be spread out?
  10. How well does the title work? If not well, what possible better titles can be drawn from the story?

Characters:

  1. Are the characters likeable?
  2. Are the characters acting or reacting?
  3. Does the character have a point of identification with the reader, such as a problem, situation or want that both of them hold?
  4. Where can we go deeper into the character’s head? Does the reader know what the character wants? Where don’t we understand what the character is doing?
  5. Are there too many characters? Can any be combined?
  6. Is the dialogue interesting and informative of character?
  7. Is the point of view consistent?

World:

  1. Is the world clear? Does the reader know where they are?
  2. Does it feel generic? (Is it?) How can it be made more specific and evocative?
  3. Does it make sense?
  4. How important is the science of it? Are the facts right?
  5. Where should we know more?
  6. Where can the world come forward more?
  7. Where can more sensory detail be worked in?
  8. Is the culture interesting and also make sense?

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

Prefer to opt for weekly interaction, advice, opportunities to ask questions, and access to the Chez Rambo Discord community and critique group? Check out Cat’s Patreon. Or sample her writing here.

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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This Weekend's Classes: Beginnings & Endings (Saturday) and Character Building Workshop (Sunday)

photo of a man in hello kitty armor
Taken at last year’s con, but I don’t know the gentleman’s name, unfortunately.
I’ve still got room in this weekend’s classes, Beginnings & Endings (Saturday morning) and the Character Building workshop (Sunday morning). In the first, I’m going to talk about a number of things, including how to use your beginning to create your ending and vice versa, what your beginning sets up for your reader, what your beginning and ending must contain, how to most effectively use title + beginning + ending, and various other tips and tricks. There will be 3-4 quick writing exercises over the course of the class designed to help you apply what we’re talking about in order to effectively add it to your writerly toolbox.

The Character Building Workshop is familiar to some of you, and I always love teaching it because I come away with at least a couple of wordlumps that end up being part of the current WIP as well as better insight into the characters I’m working with. Come join us if you want a little inspiration for your current project.
Register by mailing me at catrambo@gmail.com or cat@catrambo.com with the name and date of the class you’re interested in. And please feel free to pass this newsletter along to friends and fellow writers you think might be interested!

April Classes
April 16 (Sat, 9:30-11:30 AM PST) Beginnings and Endings
April 17 (Sun, 9:30-11:30 AM PST) Character Building Workshop
April 23 (Sat, 9:30-11:30 AM PST) Creating an Online Presence for Writers
April 24 (Sun, 9:30-11:30 AM PST) Description and Delivering Information
April 30 (Sat, 9:30-11:30 AM PST) Flash Fiction Workshop

May Classes
May 1 (Sun, 9:30-11:30 AM PST) First Pages with Caren Gussoff
May 14, (Sat, 9:30-11:30 AM PST) Moving from Idea to Finished Draft
May 15 (Sun, 9:30-11:30 AM PST) Literary Techniques for Genre Writers
May 21 (Sat, 9:30-11:30 AM PST) Retelling and Retaleing with Rachel Swirsky
May 22 (Sun, 9:30-11:30 AM PST) Literary Techniques for Genre Writers II

June Classes
June 3 (Sat, 9:30-11:30 AM PST) Writing Your Way Into Your Novel
June 4 (Sun, 9:30-11:30 AM PST) Moving from Idea to Finished Draft

#sfwapro
Enjoy this sample of Cat’s writing and want more of it on a weekly basis, along with insights into process, recipes, photos of Taco Cat, chances to ask Cat (or Taco) questions, discounts on and news of new classes, and more? Support her on Patreon.

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Adjusting to Altitude: Helping New Immortals Acclimate

This essay originally appeared in the June 2001 issue of Imaginary Realities.

While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members.

New immortals on Armageddon have undergone a fairly selective process to get there. When a gap is perceived, I post on our discussion board what the gaps are and who is being considered to fill them. In considering candidates, we look for the following:

  • Imagination, creativity and writing talent
  • Knowledge of the game and its world
  • Ability to function as part of the team, including the ability to work with other people, to take input/criticism without feeling diminished or angry and a willingness to work within our guidelines and rules.
  • A history of both integrity and trustworthiness
  • Sufficient time and energy to dedicate for the game

At this point, I usually feel out the various candidates to see if there’s any of them who would not want to be on staff. Some people prefer to play, and do not wish to come on staff since the mystery of the game would be lost for them. If they’re interested and I haven’t seen past examples of their writing style, I might ask them to write up two or three possible small plotlines and send them to me as a sample. Other staff members post their impressions of the candidates or email in reactions to me, and in a week or so, we come to a consensus about which candidate(s) to approach.

Once that’s done, we set up the new immortal so they can start to read through our documentation, see what’s happening on the immortal discussion board, etc. Then they can log on and begin poking around, usually with another staff member walking them through the basic commands, questions, etc.

People come onto the Armageddon staff at the level of Storyteller. Storytellers run plots and clans, animate NPCs, build (etc). There’s a bewildering medley of options and expectations for a new immortal, so we assign a primary and secondary mentor, usually staff members who have been around for a while and who can answer questions. A lot of time they’re pointing people to the documenation.

We’ve got a lot of documentation, to the point where some new immortals have described it as daunting. But much of that documentation is devoted to helping the new imm: building and procedure guidelines, information about features in the world in the form of Who Is/What is pages and histories of the major clans and noble houses, tutorials for creating objects, NPCs, rooms, and documents. When a new immortal appears, I point them towards specific documents (the immortal discussion board, the guidelines for new staff members, the staff contract, and the mission statement) that I prefer that they read before logging on for the first time.

My feeling as far as new immortals go is that acclimating is much, much easier if they have some definite things they’re supposed to be doing. These should not be overly daunting. Running a clan, for example, requires a lot of organization and coming up to speed, so something smaller, such as helping with one aspect of a clan, or writing NPCs for it, may be a much better initial project.

Additional projects might include: asking them to come up with two or three mini plotlines to run, right off the bat; asking them to work with a plotline already in progress, which has already been planned and sketched out by someone who needs assistance running it; working with npcs in a particular area in order to get a feel for it; filling in gaps in the documentation. Generally, I try not to make these projects building an area, unless it’s a very small project that fits inside another one, like a couple of houses or an oasis.

Giving new staff feedback on what they’re doing is important, but during the initial stage this is not so crucial as is making sure they have resources and teachers who can help them get up to speed on things as painlessly and quickly as possible. Towards this end, make sure they know the rest of the team — I post on the immortal board to let people know who’s coming on board and what they’ll be working on. It’s good if the new staff member posts an introduction themself, with information like what they’re interested in working on, what their areas of expertise are, how they started playing the game, experience with past MUDs, and so on.

It’s also important that new staff know what’s expected of them, in terms of work and conduct. Documentation can help enormously here, but again, it’s having people that can explain things that is the most valuable resource.

In short:

  • choose new staff carefully
  • make sure new staff members have access to the information and resources they need
  • work with them on coming up with clear, measurable tasks so they know what you’re expecting from them

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