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Notes on Neil Gaiman's Storytelling MasterClass

Some notes.

Notes on Neil Gaiman's Storytelling MasterClass
Connected Notes

Notes from Neil Gaiman’s storytelling MasterClass.

Fiction tells memorable lies to get at true things. You take people who never existed, in places that aren’t, doing things that never happened, and use all of it to say something true. The lie holds up when the world feels credible, what Gaiman calls verisimilitude, or “truthiness”: concrete sensory detail, honest emotion, a world that stays consistent with itself.

The raw material is a “compost heap”, everything you’ve read, watched, and lived, rotted down over years. Ideas come from confluence, two of those things colliding. Voice isn’t something you find; it accumulates until it’s “the stuff you can’t help doing”.

Character is what moves a story: one person’s wants running into an obstacle, or into what someone else wants. The question that matters most is what your characters want. The rest is craft and stamina, handling block, editing without flinching, and writing antagonists as people rather than villains.

1. Truth through lies

Fiction uses lies to tell the truth. That paradox sits under everything else.

“We’re using memorable lies. We are taking people who do not exist and things that did not happen to those people, in places that aren’t, and we are using those things to communicate true things.”

1.1 Verisimilitude

Verisimilitude is the sense of credibility that lets a reader suspend disbelief. It matters as much in realistic fiction (cultural verisimilitude) as in fantasy (generic verisimilitude). What builds it:

  • Concrete sensory detail: the smell of sewage, the sound of dripping water.
  • Honest emotion. A character’s fear lands even when the beast is impossible.
  • Familiar things set next to the strange ones.
  • Factual accuracy in real settings, and consistency with a magic system’s own rules.
  • Cover the objection. If something is strange inside the story’s world, let the characters notice it’s strange.

“What you’re doing is lying, but you’re using the truth in order to make your lies convincing and true. You’re using them as seasoning. You’re using the truth as a condiment to make an otherwise unconvincing narrative absolutely credible.”

1.2 Honesty

Emotional truth is what readers respond to. To get it you have to expose more of yourself than feels comfortable.

“If you’re going to write… you have to be willing to do the equivalent of walking down a street naked. You have to be able to show too much of yourself. You have to be just a little bit more honest than you’re comfortable with…”

This holds for any character. To write someone convincingly, even the worst of them, you have to find the part of yourself that matches.

2. Inspiration and voice

Inspiration is work, not a visitation. You gather material over years, then combine it.

2.1 The compost heap

Keep a compost heap: everything you read, write, listen to, and run into. It rots down over time, and stories grow out of it.

“I think it’s really important for a writer to have a compost heap. Everything you read, things that you write, things that you listen to, people you encounter, they can all go on the compost heap. And they will rot down. And out of them grow beautiful stories.”

Influence comes from anywhere, literary novels and bad films alike. Stay open to all of it.

2.2 Finding ideas

Ideas come from confluence: two unrelated things colliding. Your part is noticing that you can collide them.

“You get ideas from two things coming together. You get ideas from things that you have seen and thought and known about and then something else that you’ve seen and thought and known about, and the realization that you can just collide those things.”

Ways to reinterpret an old story:

  • Retell it from a minor character’s point of view.
  • Move the theme into the present (for instance, flip the genders).
  • Switch an element. Cinderella as a cyborg in Beijing.
  • Pour your own background into a familiar structure.

2.3 Voice

Voice is the personality that shows up on the page, the sum of your choices about tone, character, setting, diction, and sentence rhythm. You don’t find your voice; it accumulates as you write.

“After you’ve written 10,000 words, 30,000 words, 60,000 words, 150,000 words, a million words, you will have your voice because your voice is the stuff you can’t help doing.”

A story can also call for a persona, a narrative voice that isn’t your own. Gaiman names a few of his:

  • The “American transparent voice”: clean and plain, so the author seems to disappear.
  • The “formal” voice (Stardust): syntax and vocabulary borrowed from an older period.
  • The “cicerone” (The Ocean at the End of the Lane): close and informal, like someone telling you their story directly.

3. Building the narrative

The mechanical part: finding the idea, building suspense, putting characters in charge, and making the world hold up.

3.1 Ideas, suspense, genre

Gaiman’s definition of a story: “anything fictional that keeps you turning the pages and doesn’t leave you feeling cheated at the end.”

  • The big idea. Every story starts with one, and it shifts as you go. Neverwhere started as a story about a world beneath London and turned into one about homelessness.
  • Suspense. Keep the reader asking “and then what happened?” by raising a dramatic question they want answered. The levers:
    • Withhold information.
    • Dramatic irony, where the reader knows things the characters don’t.
    • Clear stakes.
    • Rising conflict.
  • Genre. A genre sets the reader’s expectations: its stock characters, events, and endings. Learn the conventions before you try to subvert them.

3.2 Character drives it

Characters drive the story. What they want, and what gets in the way, is what moves it.

“Everything is driven by characters wanting different things, and by those different things colliding. Every moment that one character wants something, and another character wants something mutually exclusive, and they collide, every time that happens, you have a story.”

  • Wants vs. needs. Desire is the flashlight that shows the road ahead. Characters don’t always get what they want; they get what they need, for better or worse.
  • Flat vs. round. The difference is how complicated their motives are. You round a character out by digging into what they want, especially the parts they won’t admit to.
  • Dialogue. It reveals character, moves the plot, and entertains. It’s a listening process. Good dialogue is compressed: cut the filler, keep the fragments that make speech sound real.
  • Funny hats. Give a minor character one memorable quirk: a coat of feathers, a habit of talking too much, a name like Lady Door Portico.

3.3 Worldbuilding

Fictional worlds are soap bubbles; they pop easily. One small true detail keeps the bubble intact.

“The worlds that we build in fiction, they’re soap bubbles. They can pop really easily….But that one little moment of reality, that one thing that seems to be absolutely true, gives credence, and gives credibility to all of the things that you don’t say.”

  • Set the rules. Every world has them, real or invented. Let characters hit the rules through experience instead of explaining them in exposition.
  • Use confluence. Combine unrelated things so the world feels fresh instead of stock.
  • Go through the senses, especially smell, which most writers ignore.
  • Do the homework. Visit places, read, take notes, and smuggle real detail into the fiction. Know more than you tell.

3.4 Humor

Humor sets tone, usually by subverting what the reader expects. It runs on twisted clichés, contrast, and the rhythm of a sentence.

  • Surprise. Set up an expectation, then undercut it.
  • Placement. The funny word goes at the end of the sentence.
  • Contrast. Drop something absurd into a frightening scene.
  • Figgin. Something that sounds horrible, turns out funny, and later matters to the plot.
  • Sherbet lemon. A small detail dropped in just to make the reader smile, with no payoff later.

4. Specific forms

The same principles bend to the medium. Two cases: short fiction and comics.

4.1 Short fiction

Gaiman calls short stories “tiny windows into other worlds”. They’re a good place to take risks and learn the craft.

  • Economy. Write as if you’re paying by the word. Get the most out of a small space, which usually means starting in medias res.
  • Implied backstory. The characters should feel like they existed before page one. A short story works like the last chapter of a novel: it shows the climax and implies everything before it.
  • A single turn. Not a rule, but many good short stories hinge on one moment of change that shifts the emotional charge.

4.2 Comics

Comics use “pictures and the words to try and do things inside the head of the reader that you might never be able to do in prose or in film.” Making one is a collaboration.

RoleResponsibility
WriterDevelops plot, setting, characters, and dialogue; creates the script.
ArtistTranslates the script into panel illustrations, adding visual dimension and interpretation.
LettererConveys the story through typefaces, calligraphy, titles, sound effects, and speech balloons.
ColoristFills the black and white line art with color, setting the mood and tone.
EditorProvides thoughtful criticism and helps ensure the story is resonating.

The script is a “letter to your artist”: everything they need to draw the story. Gaiman maps out the beats and panels with stick-figure thumbnails.

5. The writer’s life

The practical side of the job.

5.1 Writer’s block

Block is the feeling of being stuck. Usually the real problem is a decision you made earlier in the manuscript.

  • Step away and come back with fresh eyes.
  • Reread from the start. It often shows where you went off the rails.
  • Listen to the characters. Block often means you’re forcing one against their instincts.
  • Write the next thing you know. You don’t have to write in order; jump to a later scene.

5.2 Editing

The second draft is “making it look like you knew what you were doing all along.”

  • Get some distance first. Come back as if you’re a reader seeing it new.
  • Write a logline, one sentence naming the protagonist, the conflict, and the world, to find what the story is actually about.
  • Pay off the promise. The ending has to answer the dramatic question you opened with.
  • On feedback: when readers say something isn’t working, they’re right. When they tell you how to fix it, they’re “almost always wrong.”

5.3 Rules for getting published

Gaiman’s take on Robert Heinlein’s rules, for anyone trying to get published:

  1. You have to write.
  2. You have to finish what you write.
  3. You have to send it out to someone who could publish it.
  4. Refrain from rewriting, except to editorial request. (Gaiman notes this is a matter of personal process.)
  5. When it comes back, send it out again.
  6. Gaiman’s Rule: Then start the next thing.

On rejection, he recommends a “crazed attitude that actually the most important thing now is to write something so brilliant, so powerful, so good nobody could ever reject it.”

5.4 Responsibilities

The main responsibility is to tell honest stories. That means writing antagonists as real people, not cardboard villains, and trying to understand them rather than judge them: “the greatest triumphs and the greatest tragedies of the human race are…all to do with people being basically people.”

Every story ends up carrying some controlling idea. It should come from what you actually believe. The last responsibility is to tell the truth as you see it.

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