The Ghosts of Past Drafts: Rewriting A Manuscript

“BITCH GET BACK DOWN THERE.”: St. Michael exorcising demons with the help of of his pretty floral bonnet.

Rewriting is harder than people think. I mean, you have the story down, in one form or another. You have the characters. Now it’s just a matter of taking out the bits that don’t work and replacing them with ones that do. Easy-peasy, right?

Imagine I’m pressing the world’s largest error buzzer right now.

See, it would be easy if the pieces you don’t want were happy to go away. If they would die, quietly and peacefully somewhere out of the way, like a gerbil that crawled into the wall and was never seen again.

But they don’t. They want to live. So they claw and scramble and pester, trying to get back into the story.

This is a problem I call the Haunting. Old drafts can haunt your current one, trying to warp it back to a mirror of themselves, flaws and all. 

Most of the problem is pure authorial laziness. Cutting and pasting without really—and I mean really—examining whether that scene works? Then get your bell, book, and candle, lads, because you’re going to have to exorcise something out of it in the future. 

Rewriting is like fighting the old draft for control. 

I was trying to rewrite a scene. A pivotal one, one that had been in the story since its very conception, when it was but a story fetus. I was fine with how it started and ended in the original, but the bits in the middle didn’t work with the changes I’d made. This will be easy, I thought. After all, the end points are the same. It’s just a matter of joining them up in a new way. Simple.

But every time I tried to rewrite it, the old scene wanted to intrude. Dialogue that I liked tried to work itself in, despite the fact that none of those characters were present any more. A fight kept trying to go a certain way when it had to go differently. Even setting details kept creeping in. The ghosts of those old drafts were doing their damnedest to hang on. 

When I realized what the problem was, I closed all other windows, including the old drafts I was working from, opened a new document, set my computer to block all incoming notifications, and started rewriting that scene again. With nothing to refer back to, it went easier. Not easy, mind you. I still had to claw for every sentence. But at the end of that day, I had a scene that was no longer haunted. 

A note for those of you embarking on the journey that is the rewrite: watch out for ghosts. Because they’ll drag you back every chance they get. 

The One-Day Stand: Cheating On My Manuscript

I knew that story was trouble the second it walked through my door.

Confession time: I’m taking a day off from my manuscript.*

Not because it’s not going well. Actually, aside from a few surprises—where did that guy come from? Why does she keep flirting with her? What the hell happened to that guy’s head?—it’s chugging along like a well-run train filled with liars, killers, and the occasional standup guy who’s wondering how he got there.*** Things are coming together.

But the day off is neither congratulatory nor a desperate attempt to break free of the project before it destroys me. It’s necessary.

This is a trick I learned from some writing book a long time ago. I can’t remember which one, though I’m tempted to say it was something by James Scott Bell. I can’t check, though, because a couple of those books got lost in one of the many, many moves in which I’ve participated. I tried Googling, but either my Google-fu is weak today or it’s just not out there.

The advice is this: when you reach a certain point in a manuscript, take a break. One day away. Step back from that relentless forward momentum. Then, after that day, look at what you’ve done. Is it living up to your expectations? Is it following the path you laid out in the outline, or the re-outline? Is it shaping up, or is it just plodding along?

And of course the big question: what’s wrong with it?

I find that a good place to take that break—at least the first time—is right around the time when the first act ends. That’s usually at somewhere between 20,000 and 30,000 words. If you’re familiar with Joseph Campbell and the monomyth, it happens when the characters leave the old world behind and enter the new. It is the tipping point. And as such it suits the needs of this break very well.

I reached that point the other day—27,000 words, for anyone who’s interested—so I’m taking the break to review what’s happened so far. Do I need to make a new outline? Do I want to keep this character that just kind of popped up last week? Should I make those world-building changes I was thinking about yesterday? And so on.

This is why I distinguish between the zero draft and the real first draft. The zero is all about forward motion; never look back because you don’t know what might be gaining. The first draft, when you go over the path you made before and make it something worth following, benefits from a little backwards gazing. You can check to see if others can follow. You can make sure the right elements are introduced. If anything strange comes up in the first draft, you can decide if you want to carry it through to the end or kill now before it has a chance to breed.

And once that planning is done, you can move on with confidence.

*”Day off” in this context meaning “day where I work on a different project like the no-good, roundheels** bitch that I am”.
**I was made aware the other day that no one else has used this word on a regular basis since 1956. That’s what I get for reading all that pulp noir fiction.
***HAHA I PUT YOU THERE. SUCK IT.