A Million Little Pieces Of My Mind

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Skills of an Author

By: Paul S Cilwa Posted: 4/9/2026 Page Views: 357
Hashtags: #Writing #Fiction #Books #Opinion
Writing fiction requires at least six distinct skills. Most writers are good at two or three. Here's what to do about the rest.
Estimated reading time: 15 minute(s) (3550 words)

Everyone thinks they have a novel in them. Most people are wrong—what they actually have is an anecdote in them, which is a very different animal, the way a goldfish is a very different animal from a blue whale even though they both swim. But for those who genuinely do have a novel in them, the hard truth is that having the novel in your head is not the same as being able to write it. Writing fiction requires at least six distinct skills, and most writers—including published, award-winning, commercially successful writers—are really good at two or three of them and faking the rest.

I know this because I have been writing fiction for fifty years (I'll be done soon!), and because I have spent decades reading other people's fiction with a professional eye, and because I once edited a novel that taught me more about what can go wrong than any writing class ever could. More on that in a moment.

Skill #1: The Idea

Every story begins with an idea. Not a plot—we will get to plot—but the central thing that makes the story worth telling. The premise. The "what if." What if a hard-boiled detective were hired to find a jeweled statue and everyone around him started dying? What if a boy discovered he was a wizard? What if the last man on Earth heard a knock at the door?

"What if the fear of death is just a ploy for control? What would a world without that fear look like?" is the idea behind my novel, The Abode of Angels.

Any hack can construct a detective novel for the money, and some writers are quite successful at it. But how many of them could have written The Maltese Falcon? Hammett didn't just write a mystery. He wrote a story about greed, loyalty, and the particular kind of loneliness that comes from being smarter than everyone around you and trusting none of them. The mystery was the delivery mechanism. The idea was the payload.

Ideas are the skill that cannot be taught. You either see the world as a source of stories or you don't. The good news is that most people who want to write fiction already have this skill in abundance. The bad news is that having great ideas and no other skills is like having a garage full of engine parts and no wrench.

AIs are good at suggesting ideas, though typically they're kind of random. And it's okay to grab an idea that seems interesting and run with it. But I would maintain that the only reason to want to write a novel is because the idea is already in you, and you have to get it out.

Skill #2: The Characters

It takes a lot of non-judgmental observational hours with actual human beings to be able to craft a believable character. You have to have sat in diners and listened to how people really talk. You have to have noticed that your neighbor always touches her left earring when she's lying. You have to understand, in your bones, that people are contradictory—that the same person can be generous and petty, brave and terrified, brilliant and catastrophically stupid, sometimes in the same sentence.

This is a skill that a lot of writers are not good at, and it shows.

I have an old friend—old as in we have been friends a long time, and also old as in she is my age, which is old—who once asked me to edit a novel she had written. She is a sweetheart of a person, but she is one of those people who does not get out much. The novel was set in Florida, where I used to live, but she had never been there and had neglected to do any research whatsoever. It was a detective story, but her policeman was a city cop investigating a crime that took place in the country, which would have been a sheriff's jurisdiction. In Florida, this distinction matters. In fiction, getting it wrong tells every reader who does know the difference that the author didn't care enough to find out.

But the worst was her lesbian character.

This character was based entirely, and I mean entirely, on what Fox News told her that lesbians were like. She was angry. She was predatory. She had short hair and no sense of humor and existed mainly to make the straight characters uncomfortable. She was, in short, a cartoon drawn by someone who had never met the subject and was working from a description provided by someone who hated them. And of course—of course—the lesbian dies at the end. Because in fiction written by people who don't know any gay people, we always die at the end. It is one of the rules, apparently, like how the dog always survives in a disaster movie but the Black guy doesn't.

She published her book. It won a couple of religious awards. And essentially no one bought it, because religious awards do not, it turns out, constitute a readership.

The lesson here is not "don't write characters unlike yourself." The lesson is: if you are going to write a character unlike yourself, (and unless you are writing about a castaway and his volleyball, there had better be many characters unlike yourself!) you had better go out and meet some of those people first. Buy them coffee. Listen. Ask questions. Shut up and listen some more. Characters are not constructed from opinions. They are constructed from observation.

One more point: Of course you have to make up characters, or risk being sued if your characterization is so spot-on everyone can recognize who you were copying. (Parodying is a different process; the reader is supposed to recognize the character, but the character's traits are so magnified as to be almost unrecognizable.) But the easy trick is to simply make the person you think would be perfect for the role in your novel, look different! Amazingly, every character trait you've wanted in your character, is possessed by individuals of all genders, colors, sexual orientations, deformities or lack thereof. So if you need a really short-tempered office manager just like Mrs. Hood over there, move her out of her office, call him Mr. Pinkerton, a British transplant, and you're in the clear!

(I would suggest, however that if you are white, you not make a Black or other racial person the villain. It's too easy for stereotyping to slip in, and too important for it not to. And unless you know a lot of people in the community to which your villain is a member really well, you won't be able to write your villain believably—and the villain's backstory and presentation is only a slight second to the protagonist's in importance. To a lesser extent, don't write about Wisconsin people if you've never spent time with Wisconsin people. It's too easy to make it all about "Dontcha know?" and miss the subtleties that would see it as real.)

Skill #3: The Dialog

I almost included this in the previous section, but they are distinct skills. First of all, character traits (honesty, cowardice, greed) are not related to the accents of their owners. Secondly, ever since the writings of Mark Twain, people have expected the characters they read about to have accents appropriate to their origins, and for those accents and associated speech patterns to show up in print. When Huck Finn said, It warn't no time to be sentimentering, it told you reams about Huck's attitudes as well as his origins.

Once readers became accustomed to seeing dialect on the page, they also became attuned to the way speech patterns reveal layers of identity that go far beyond birthplace. Syntax, rhythm, and word choice can signal education, confidence, social aspiration, or the lack of it. A character who drops consonants might be signaling informality or intimacy; one who over-enunciates might be masking insecurity or striving for status. Writers quickly learned that dialect wasn't just a matter of phonetic spelling—it was a tool for conveying psychology, relationships, and power dynamics without ever breaking into exposition.

At the same time, the use of dialect in literature forced readers to confront their own assumptions. A rough accent didn't have to belong to a simple mind, and a polished one didn't guarantee virtue. Twain himself played with this inversion constantly: Huck's unvarnished speech masks a moral clarity that many of the respectable adults around him lack. By giving characters voices that felt lived-in rather than generic, writers could challenge stereotypes, complicate motives, and invite readers to listen more closely to the humanity behind the words.

Today, dialect remains one of the most potent tools a writer can wield, but it's used with greater awareness of authenticity and respect. Modern authors often collaborate with speakers of the dialects they portray, or they lean on rhythm and idiom rather than heavy phonetic spellings. The goal is the same as it was in Chaucer's time and Twain's: to let characters speak in ways that feel true to their worlds and themselves. When done well, dialect doesn't just decorate dialogue—it deepens character, enriches setting, and reminds us that language is as varied and alive as the people who use it.

Skill #4: The Plot

Writers who do not understand the need for a plot usually mistake it for the story. But the plot is not the story. The plot is the mechanism—the sequence of events, the structural scaffolding—that enables the idea to unfold. When plot plus characters produces the idea, that is the story. The story is the experience the reader has. The plot is the machine that generates it. (I made that definition up, but I have not yet encountered a better one, and I am open to suggestions.)

The Greeks knew this. They may not have had smartphones or indoor plumbing, but they understood dramatic structure the way a watchmaker understands gears. Christopher Booker, building on millennia of literary analysis, identified seven basic plots that underlie essentially all of Western storytelling:

  1. Overcoming the Monster—The hero confronts and defeats a great evil. Beowulf, Jaws, every Avengers movie.
  2. Rags to Riches—A humble protagonist rises to greatness. Cinderella, Great Expectations, Trading Places.
  3. The Quest—The hero sets out on a journey to find something vital. The Lord of the Rings, Raiders of the Lost Ark.
  4. Voyage and Return—The hero travels to a strange world and comes back changed. Alice in Wonderland, The Wizard of Oz, The Odyssey.
  5. Comedy—Not what we today would call "funny," but a story where confusion and misunderstanding resolve into harmony. Most of Shakespeare's comedies, most romantic comedies, most of P.G. Wodehouse.
  6. Tragedy—A flawed protagonist rises, then falls because of that flaw. Macbeth, Breaking Bad, every Greek play where someone puts their own eyes out.
  7. Rebirth—A protagonist trapped in darkness is redeemed. A Christmas Carol, Beauty and the Beast, Groundhog Day.

Every story you have ever loved fits one of these patterns, or combines two or three of them. Star Wars is Overcoming the Monster plus The Quest plus a dash of Rags to Riches. Pride and Prejudice is Comedy with Rebirth undertones. Knowing the pattern does not make the story predictable any more than knowing music has scales makes a symphony predictable. It gives you the bones. The flesh is yours.

Skill #5: Place

It is not enough to say your story takes place in Florida. Whether you have been there or not—and as we have established, you really should have been there—you must convey in words the feel of the place. How the air sits against the skin: heavy and damp in a Florida summer, so thick you could wring it out like a washcloth. The scent of jasmine and asphalt after a three-o'clock thunderstorm. The particular quality of light that comes off the Gulf of Mexico at sunset, which is nothing like the light off the Atlantic at sunrise even though they are the same sun and the same water and the same state.

This applies equally whether your setting is real or invented. If your story takes place on the planet M'Nar orbiting Beta Centauri (as I described in The Abode of Angels), the reader still needs to feel the alien wind on their face, smell whatever passes for air, hear the sounds of whatever lives there. A made-up world requires more sensory detail, not less, because of course you cannot expect the reader to have been there before. You are their only guide, and if you do not make them feel it, they will not believe it.

This is how you make a thousand words paint a picture: not by describing what things look like, but by describing what they feel like, sound like, smell like, taste like. Vision is the weakest sense for immersion. A reader can look at a description and remain outside it. But tell them the air tastes like pennies and their tongue will move.

Skill #6: The Words Themselves

And then, after all of that—the idea, the characters, the plot, the sense of place—someone has to actually write it down. Someone has to choose, word by word, sentence by sentence, paragraph by paragraph, the specific sequence of English (or whatever language you are working in) that will transmit the story from your skull into someone else's.

This is the skill that gets the least respect and requires the most stamina. A great idea can arrive in a flash. A character can crystallize in an afternoon of people-watching. A plot can be sketched on a napkin. But the writing takes months, sometimes years, and it demands a command of language that goes far beyond grammar. It demands rhythm. It demands knowing when a sentence should be long and winding and when it should stop. Like that.

It demands knowing the difference between the right word and the almost right word—which, as Mark Twain observed, is the difference between lightning and a lightning bug. It demands the ability to write dialogue that sounds like people talking without actually sounding like people talking, because real speech is full of "um" and "you know" and half-finished sentences that would be unreadable on the page. Fiction dialogue is a translation of human speech into something more efficient and more revealing, the way a portrait is a translation of a face into something more true than a photograph.

The Inconvenient Math

Openly Straight by Bill Konigsberg
Song of Turan by Sandra Valencia
Blood of a Stone by Jeanne Lyet Gassman

Very few writers have mastered all six of these skills. The ones who have are the ones we call great, and we call them great precisely because it is so rare. Asimov had ideas and plot in such abundance that he wrote nearly five hundred books, but his characters could be thin and his prose workmanlike. Heinlein had ideas and characters and a narrative voice so compelling you would follow him anywhere, but his plots occasionally wandered off into the woods and never came back. Clarke had ideas and place in such luminous combination that his descriptions of space still define how we imagine it, but ask someone to name a memorable Clarke character and watch them struggle.

And then there are writers who do have it all, or close enough that the seams don't show.

  • Bill Konigsberg, whose YA novels combine vivid characters with prose so clean it reads like water flowing downhill, makes the whole thing look effortless, which is the surest sign that it is not.
  • Sandra Valencia, whose fiction builds worlds so immersive you can smell the air and hear the conversations in the next room, does things with place and character that make me envious in the most productive possible way.
  • Jeanne Lyet Gassman, who I met during a brilliant Obama graduation ceremony speech, has made the ancient worlds her home. If you ever wondered what it was like to actually be in ancient Rome, this is your writer.

These are not household names—yet—but they are nothing short of brilliant, and I am lucky enough to call them friends.

What To Do About the Gaps

So what does an aspiring writer do if they feel their skills are not all up to speed? The obvious answer is: develop them. Read voraciously. Write daily. Study the craft the way a carpenter studies joinery—not because inspiration is not important, but because inspiration without technique is just a very enthusiastic person waving their hands.

But what if you are genuinely strong in some areas and genuinely weak in others? What if you have brilliant ideas and unforgettable characters but your plots meander and your sense of place is a blank wall? That is usually when one writer becomes two.

My novel, The Sun City Cannabis Club, was born this way. The idea and the character concepts came from my friend, the late Jock McNeill. Jock had the premise, the names, the general shape of who these people were. What he did not have was the characterization—the backstories, the contradictions, the small telling details that make a character feel like someone you've met—or the actual putting-into-words. I provided those. The novel was neither mine nor his. It was ours (attributed to a pseudonym, "Armentine Duryea") in the way a building belongs to both the architect and the contractor, because without either one of them it is just a blueprint or just a pile of lumber.

Collaboration is not a compromise. It is an acknowledgment that the skills required to produce something great are not always found in a single skull, and that two people who are honest about their strengths and generous about their weaknesses can produce something neither could have made alone.

The Amanuensis, Again

I keep coming back to this word—amanuensis—because it keeps being the right one. In a previous essay I described how AI serves as my computer program coding amanuensis, handling the mechanical translation of design into syntax so that I can focus on the design itself. The same principle applies to fiction, with one important caveat: the AI handles Skill #6—the physical act of producing polished prose from my notes, outlines, and verbal descriptions—while Skills #1 through #5 remain entirely, stubbornly, irreducibly mine.

The ideas are mine. The characters are mine, built from decades of sitting in diners and airports and hospital waiting rooms, watching people and wondering and sometimes asking what their story is. The plots are mine, assembled from the same seven patterns the Greeks identified and rearranged in ways that feel, if I have done my job, inevitable. (The Abode of Angels is mostly a quest, although the protagonist doesn't know what he's trying to find until he finds it.) The sense of place is mine, drawn from a life spent paying attention to how air feels and light falls and cities sound at four in the morning.

What the AI does is type. Very, very well. And I review every word, because the amanuensis is not the author, and the author's ear is the final authority on whether a sentence sounds like a human being talking or like a machine pretending to. That difference is Skill #6, and no amount of artificial intelligence substitutes for the real thing.

But having a tireless, literate, endlessly patient typist who never needs coffee and never judges my first drafts? That, I will take. Luckily, I can do—and have done—the rest on my own.

Now if you'll excuse me, I have a novel to not write by myself.