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Fiction writing

There is no shortage of advice on how to write fiction. There is a shortage of anybody admitting that the advice contradicts itself, that the contradictions are real rather than a sign that somebody is wrong, and that the thing which actually separates people who write from people who intend to is none of it. This page covers the decisions a writer genuinely faces, marks the places where the craft honestly divides, and treats finishing as the skill it is.

HobbyCraft

Also known as novel writing, writing a novel, short story writing, writing fiction, short stories.

Fiction writing splits into two activities that share a name and very little else. There is generating — producing new words that did not exist, which is the part people imagine and the part that feels like writing. And there is revising — changing what exists so that it does what you meant, which is where nearly all of the actual craft lives and which almost nobody pictures when they picture a writer.

The proportion between them surprises beginners. A finished piece of fiction is typically the product of far more revision time than drafting time, and the skills involved are close to opposite: drafting rewards momentum and suspended judgement, revising rewards patience and merciless reading. A great many people who describe themselves as blocked are trying to do both at once, which is a reliable way of doing neither.

The third thing, and the one that separates people who write from people who intend to write, is finishing. It is not a personality trait and it is not talent; it is a specific and learnable habit of getting to the end of a bad draft rather than restarting a good beginning. This page treats it as a skill, because it behaves like one.

What it costs to start
Nothing at allA notebook and a library card is a complete setup.
Where the craft lives
Revision, not draftingMost finished prose has been through several passes.
Typical novel length
70,000–120,000 wordsVaries substantially by genre, and shorter than most beginners assume.
The real bottleneck
Finishing thingsA learnable habit rather than a character trait.

A sequence that is much less romantic than the alternative and works far more often:

  1. Step 1: Write something short first

    A complete story of two or three thousand words. It teaches beginning, middle and end in a fortnight rather than in two years, and finishing anything is the habit that everything else depends on.

    You will know it worked when: One finished thing, however bad.

  2. Step 2: Finish the bad draft rather than perfecting the first chapter

    The single most common way a novel fails is a first chapter rewritten forty times. A complete bad draft can be fixed; a perfect opening attached to nothing cannot.

    You will know it worked when: An end, which is the only thing that can be revised.

  3. Step 3: Put it away for a month

    Long enough to read it as a reader rather than as the person who wrote it. This is not a nicety — revision without distance mostly reproduces the same choices.

    You will know it worked when: The ability to see what is actually on the page.

  4. Step 4: Revise in passes, one concern at a time

    Structure first, then scene-level work, then line editing, then proofreading. Fixing sentences in a chapter you will cut is the commonest waste of effort in the craft.

    You will know it worked when: A draft that improves rather than merely changes.

  5. Step 5: Get it read by people who are not your friends

    A writing group, a workshop, or beta readers who read your genre. The useful feedback is where readers were bored or confused; the least useful is a list of what they would have written.

    You will know it worked when: Information about the reader’s experience.

  6. Step 6: Start the next thing before you submit this one

    Both because the wait is long and because your second project is where the learning from the first one lands. Writers who submit and then wait tend to stop being writers for a year.

    You will know it worked when: A practice rather than a project.

On routine, the only defensible generalisation is that regular beats heroic. Whether that is five hundred words a day, an hour on Sunday or two thousand words in a burst once a fortnight matters much less than that it recurs, and prescriptions about writing every day come from people for whom that worked and are not a moral requirement. What is genuinely worth protecting is the ability to start quickly, and the most reliable trick for that — stopping mid-scene while you still know what comes next — costs nothing.

Rather than a method, here is the set of choices a piece of fiction actually requires, with the trade-offs stated. Most of them have no correct answer and all of them have consequences.

  • Point of view — Who is telling this, and how much do they know? First person is intimate and constrained by what one character can see. Third limited is the workhorse of most contemporary fiction. Omniscient buys scope at the cost of closeness. The most common beginner error is not choosing badly but drifting between them within a scene, which reads as carelessness even to readers who cannot name what is wrong.
  • Tense — Past is the default and is invisible to readers. Present is more immediate and more conspicuous, and a proportion of readers actively dislike it. Neither is better; the choice is about how much you want the telling noticed.
  • Outlining or discovering — The genuine methodological fault line. Planning ahead trades spontaneity for structural soundness and a much lighter revision; discovering as you write trades a harder revision for material you would not have planned. Both produce good novels. Which one suits you is an empirical question about yourself, and the only way to answer it is to try both.
  • Scene and summary — What gets dramatised in real time and what gets compressed into a sentence. Controlling this ratio is most of what people mean by pacing, and it is far more learnable than "pacing" makes it sound.
  • How much to describe — Contemporary fiction generally describes less than fiction of a century ago, and genre conventions vary widely. The useful test is whether a detail is doing work — establishing character, creating unease, marking a change — rather than whether it is vivid.
  • Dialogue — The part most beginners write best and most over-punctuate. Real speech transcribed is unreadable; fictional dialogue is a compressed impression of speech. Almost all attribution should be "said", which readers do not see, and adverbs attached to it are usually doing work the line itself should do.
  • Structure — Something has to change, and the reader needs to feel the shape of the change. Beyond that, the available structures are numerous and the three-act model is a convention rather than a law — literary, episodic and non-linear forms all work and none of them is a failure to follow the rules.

Improvement in this craft is slower and less visible than in most, because the feedback loop is long and the standard keeps rising — you get better at noticing problems at roughly the rate you get better at avoiding them, so the work feels equally flawed for years. That is normal and it is the reason so many people conclude they are not improving when they are.

What actually moves the needle, in rough order of effect:

  • Finishing more things — By a wide margin the biggest factor. Each completed piece teaches the whole arc; each abandoned one teaches only openings, which is why so many people have brilliant first chapters and no craft.
  • Reading as a writer — Rereading something that worked and asking how. Where did the tension come from, what was withheld, how long was that scene actually. This is slow and it is the closest thing the craft has to an apprenticeship.
  • Real critique — From readers who will tell you where they stopped caring. A group that only says what it liked is a pleasant social activity and does nothing for the work.
  • Revising to a specific concern — A pass for structure, a pass for a single character’s consistency, a pass for over-explaining. General revision produces general improvement, which is to say very little.
  • Reading your work aloud — The cheapest editing tool there is. Rhythm problems, repeated words and dialogue nobody would say are all audible and mostly invisible.
  • Writing something outside your comfort — A different point of view, a different length, a genre you do not read. Uncomfortable and disproportionately instructive.

Writing is solitary and the culture around it is not. Local writing groups meet in libraries and pubs almost everywhere, and they are free or nearly so; workshops and courses run from a Saturday afternoon to a two-year degree; and there is an enormous online culture of critique communities, timed writing events and the annual November novel-drafting challenge, which has probably produced more finished first drafts than any other single institution in the hobby.

The one piece of etiquette worth learning early is how to receive critique, because it determines how much you get. Listen, do not defend the work in the room, and treat every reaction as accurate about the reader’s experience even where the suggested fix is wrong. A reader who was bored on page forty was genuinely bored on page forty; their theory about why may be useless and their observation is not.

Giving critique has its own convention: describe your experience rather than issue instructions, be specific about where rather than general about quality, and remember that "I would have written it differently" is not a fault in somebody else’s book. Groups that get this right are unreasonably valuable, and groups that get it wrong are worse than writing alone.

Fiction is not one thing with a length setting. The forms below differ in what they can do, how long the feedback loop is, and how quickly you find out whether you are any good — and the last of those matters more to a beginner than any of the craft differences.

  • Flash fiction — Under about a thousand words. Finishes in an evening, which makes it the fastest way to practise endings — the part of storytelling almost nobody gets to rehearse. Compression is unforgiving and teaches more about sentences than any amount of drafting.
  • Short stories — Roughly 1,500 to 7,500 words. The traditional apprenticeship form, with a live magazine market that accepts unsolicited work and returns a verdict in weeks rather than years. One complete arc, usually one central turn.
  • Novelettes and novellas — From around 8,000 to 50,000 words. Genuinely awkward to place commercially and enjoying a revival in some genres. Long enough for a subplot, short enough to hold in your head at once, which many writers find is the ideal working length.
  • The novel — 70,000 to 120,000 words for most adult fiction, varying substantially by genre. Everything about it is slower — the drafting, the revision, the submission — and the structural problems only become visible at a scale where fixing them is expensive.
  • Serial fiction — Published in instalments as it is written, on a platform or by subscription. Enforces a deadline and a readership, at the cost of being unable to revise backwards. Closer to how a great deal of nineteenth-century fiction was actually produced.
  • Linked collections — Short stories sharing a place, a cast or a preoccupation. Reads as a whole and is written in finishable pieces, which is a genuinely useful compromise for anybody who stalls in long projects.
  • Interactive and branching fiction — Choice-based or parser-driven, with its own tools and its own annual competitions. Structure is the medium rather than a frame for it, and the craft is closer to game design than most fiction writers expect.

The practical advice that follows is the same one this page gives everywhere: the shorter forms are not a lesser version of the novel and they are not a warm-up. They complete, which means they teach the whole arc — beginning, middle and end — in a fortnight rather than in two years. A writer with ten finished short stories has practised finishing ten times; a writer two years into a first novel has practised it never.

Genre is a separate axis from length and is worth treating as one. It is a set of reader expectations and a place on a shelf rather than a quality judgement, the boundaries are drawn differently by different people, and plenty of the best fiction has been filed on both sides of them.

Most people who write fiction as a hobby never publish it, and that is a complete and legitimate version of the hobby rather than a failure to progress. For those who want readers, the routes are genuinely different from one another and choosing between them is a decision about what you want rather than a ladder.

  • Short fiction to magazines — Submitting stories to literary or genre magazines. Free to enter, competitive, and the traditional way of building a track record. Rejection volume is high and impersonal, and this is where most writers learn not to take it personally.
  • Competitions — Widely available and a reasonable way of getting a deadline and occasionally a readership. Entry fees are modest individually and mount up quickly, and the reputable ones are transparent about judging and prize money.
  • Traditional publishing via an agent — For novels, the conventional route is to secure a literary agent, who then submits to publishers. Slow, competitive, and free — an agent is paid a percentage of what they earn you and never a fee in advance.
  • Self-publishing — Entirely respectable and now a substantial part of the industry, particularly in some genres. You pay for what you use — editing, cover design, formatting — and you keep control and the rights. The costs are real and they are yours to choose.
  • Small presses — Independent publishers, often specialising by genre or form, frequently open to direct submission without an agent. Advances are small or absent; the editorial relationship is often much closer.
  • Rewriting chapter one forever — The commonest way a novel dies. The first chapter is the part you understand least when you write it, because you do not yet know what the book is.
  • Editing while drafting — Generating and judging use opposite modes. Trying to do both at once produces a slow trickle of polished words that frequently get cut anyway.
  • Waiting to feel like it — The mood follows the work considerably more often than it precedes it. Almost everybody who writes regularly does so on days they did not want to.
  • Over-attributing dialogue — "He expostulated", "she riposted". Readers do not see "said" and do see everything else, which is why almost all attribution should be the invisible word.
  • Explaining what the scene already showed — A line of dialogue, then a sentence explaining what the character meant by it. Trusting the reader is a skill and it is learned by having readers.
  • Front-loading the backstory — Three pages of history before anything happens. Backstory is a resource to be spent when the reader wants it, not a foundation to be laid first.
  • Showing it only to people who love you — Warm feedback is pleasant and uninformative. What you need is somebody who will say which page they stopped caring on.
  • Treating rejection as assessment — A rejection is one reader in one market on one day with a full list. It is information about fit, and the volume is high enough that treating each one as a verdict ends careers before they start.

Most writing problems have a structural cause rather than a psychological one, and diagnosing them that way is more useful than treating them as failures of will.

Symptoms and their usual causes
SymptomUsual causeWhat tends to help
Stuck in the middleThe plan ran out, or the story lost its central questionAsk what the character wants right now and what is stopping them. Middles sag when nothing is being resisted.
Cannot start a sessionBeginning cold from a finished sceneStop mid-scene the day before, while you still know the next sentence.
Everything reads as flatSummary where the story wanted a sceneFind the moment the reader was promised and dramatise it in real time.
Characters all sound the sameThey all want the same thing, or nothingGive each one a distinct goal in the scene. Voice follows from want more reliably than from vocabulary.
The draft is far too longScenes that establish rather than change somethingCut any scene the story survives without. Most novels lose a fifth in revision and improve.
Endless research, no writingResearch as a comfortable substitute for the hard partDraft with gaps marked, research later. The research you need is not knowable in advance.
Rewriting the same chapterNo complete draft to judge it againstPush to the end at any quality. Chapter one is unfixable until the book exists.
Symptoms and their usual causes
Point of viewalso: POV
Whose consciousness the story is filtered through, and how much that perspective can know. First person, third limited and omniscient are the main options.
Free indirect style
Third-person narration that takes on the vocabulary and judgements of the character, without quotation marks or attribution. The dominant mode of the modern novel.
Scene and summary
Events dramatised moment by moment, versus events compressed into narration. The ratio between them is most of what readers experience as pacing.
Beat
A single unit of change within a scene — a decision, a revelation, a shift in the balance between characters.
Voice
The distinctive texture of a narrator or character on the page. Emerges from syntax, attention and judgement rather than from vocabulary.
Beta reader
Somebody who reads a complete draft as a reader and reports their experience of it, as distinct from an editor who works on the text.
Query letter
The one-page pitch sent to a literary agent, comprising a hook, a short synopsis and a brief biography.
Structural editalso: development edit
Editing at the level of plot, structure and character arc rather than sentences. Always precedes line editing, and reversing the order wastes the line work.
Line edit
Editing at sentence level for clarity, rhythm and precision. Distinct from copy-editing, which addresses correctness and consistency.
Novella
A work longer than a short story and shorter than a novel, conventionally somewhere around 20,000 to 50,000 words. Boundaries are disputed and vary by market.
Slush pile
The stack of unsolicited submissions at a magazine or agency. The thing your query letter is competing inside.
Comp titles
Recently published books a manuscript is comparable to, used in a query to tell an agent which shelf it belongs on.

Prose fiction is very old and the novel as we recognise it is not, and any account of where it starts is a matter of definition rather than of record — scholars disagree about which early works count, and the disagreement is genuine rather than pedantic. What is uncontroversial is that the form as it is now understood consolidated in Europe over the seventeenth and eighteenth centuries, and that its rise is bound up with printing, literacy and the commercial circulation of books.

The practical consequence for a writer is worth drawing out. Most of the conventions that feel like the natural shape of storytelling are conventions with dates on them: the interior life rendered as free indirect style, the unity of point of view within a scene, the chapter as a unit, and the expectation that a novel resolves. Reading widely across periods is the fastest way to discover how much of what looks like a rule is a fashion, and institutional collections of literary material make that unusually easy to do without a specialist library.

Genre fiction developed alongside and partly out of the magazine and serial markets, which is why so many genre conventions are really conventions of length and instalment. That history is also why the boundary between literary and genre writing is drawn differently by different people and is not worth arguing about: it describes a marketing category rather than a quality judgement, and plenty of the best fiction has been filed on both shelves.

Sources for this section

Should I outline or just start writing?
There is no correct answer and this is the most genuine methodological division in the craft. Planning ahead buys structural soundness and a much lighter revision, at the cost of some spontaneity and of occasionally executing a plan you have stopped believing in. Discovering as you write produces material you would never have planned, at the cost of a substantially harder revision and a real risk of stalling in the middle. Accomplished novelists work both ways and each camp finds the other baffling. The only way to find out which you are is to write one short piece each way and notice which one you finished.
How long should a novel be?
For most adult fiction, somewhere between 70,000 and 120,000 words, and the range varies substantially by genre — some categories run shorter and epic fantasy notoriously runs longer. It is worth knowing that this is shorter than most beginners assume, and that a first novel arriving at an agent at 180,000 words signals inexperience before anybody reads a sentence. If you are writing for yourself, length does not matter at all. If you intend to submit, check the current expectations for your specific genre rather than working from a general figure, because they are conventions of the market rather than properties of storytelling.
Do I need to write every day?
No, and the advice that you must comes from people for whom it worked rather than from anything about the craft. What matters is that the practice recurs often enough that you do not have to rebuild context each time — regular beats heroic, and five hundred words three times a week finishes a novel comfortably inside a year. What is genuinely worth adopting is the habit of stopping mid-scene while you still know what comes next, which removes most of the friction of starting and costs nothing. Writers who stop at a natural break spend the first twenty minutes of every session rereading.
How do I get past being stuck in the middle?
Middles sag for a structural reason rather than a psychological one: either the plan ran out, or the story has stopped having a question it is trying to answer. The most useful diagnostic is to ask what your character wants right now, in this scene, and what is preventing them from getting it — if either answer is vague, that is the problem, and it is fixable. The second most useful is to check whether you have been summarising where the story wanted a scene. Neither of these is a matter of inspiration, which is why treating a stalled middle as writer’s block tends to make it last longer.
Should I pay somebody to publish my book?
No. Money flows towards the author: a publisher earns from selling books and an agent earns a percentage of what they earn you, never a fee in advance. Anybody asking for payment to publish you, for a contribution to production costs, or requiring you to buy copies of your own book, is selling a service and calling it a publication. The Society of Authors and the Writers’ Guild of Great Britain surveyed writers who had used paid-for and hybrid publishing services and published the findings, and the reported losses were substantial. Self-publishing is a different thing and is entirely respectable: there you knowingly buy editing, design or distribution as services you chose, and you keep your rights.
Is a creative writing course worth it?
It depends entirely on what you are short of. A course buys three things — deadlines, informed critique and a cohort — and if what is stopping you is finishing things or having nobody honest to read your work, it can be transformative. If what you are short of is craft knowledge alone, three good books and a local writing group will get you a long way for almost nothing. Nothing about publishing requires a qualification, and no course can be relied upon to produce one. The most common genuinely useful outcome is the group of readers you leave with rather than the teaching.
How do I know if my writing is any good?
You largely cannot judge this from the inside, and the reason is worth understanding: your taste improves at roughly the same rate as your ability, so the work feels equally inadequate for years even as it gets substantially better. That gap is normal, it is nearly universal, and mistaking it for evidence of a lack of talent stops more people than any actual limitation does. The only reliable external signal is readers — where they were bored, where they were confused, where they put it down — and the fastest way to get that is a critique group that will tell you rather than reassure you.

Within this activity

Disciplines, variants and techniques that sit inside it.

Variants

  • Fan fiction writing — Writing fiction in somebody else’s world, with an enormous online culture.

Each of these is here for a stated reason, not because it is also a hobby.

Easier way in

  • Journaling — The same daily habit of putting words down with none of the structural burden, and the route by which a great many people discover they will actually write regularly.

Similar to

  • Harp — Both are solitary daily practices with a long slow gradient, no external schedule, and a community that meets to share work rather than to compete. The discipline that sustains one sustains the other.
  • Songwriting — The same solitary daily practice with the same defining failure — a folder of beginnings — and the same fix, which is finishing things that are not good yet.
  • Poetry — Shares the line-level attention and the workshop culture, and it is the cheapest way to practise compression — which is the single most transferable skill back into prose.
  • Screenwriting — The same storytelling problems under a different set of constraints: everything must be visible or audible, structure is far more prescribed, and the page count is a hard limit rather than a convention.

Goes well with

  • Comics making — The story problems are the same and the constraint is not — a comic writer is choosing which moments to show rather than which words to use, and most people who do both say each improved the other.
  • Game development — Narrative games are a whole branch of this craft, and the interactive-fiction end needs no art at all — which makes it the fastest route from writing to a finished playable thing.
  • Game mastering — The same problems from the other side: a game master prepares situations rather than plots and finds out immediately whether a scene works, which is feedback a novelist waits months for.
  • Tabletop roleplaying — Improvised collaborative narrative under time pressure, which is unusually good practice at character voice and at letting a plan survive contact with other people.

Sources for this section

Comprehensive

Last reviewed 2026-08-14. Cost, time and difficulty figures on this page are HobbyHQ estimates — see how we work. Something here wrong or out of date? Tell us.