Showing posts with label how to. Show all posts
Showing posts with label how to. Show all posts

Friday, April 5, 2013

How to Write a Sci-Fi Flash Fiction Story: Part 3: The Crack in the Wall


(This post is part of a series. For part 1, click here. For part 2, click here.) 

I have one more tip for those of you who are writing sci-fi flash fiction, maybe even entering the Fly-By Sci-Fi contest to benefit Up Center Books this summer. This one may help you find a story that’s big enough to be significant and affecting, and small enough to be told in two pages, or 500 words. In the last part of this series, I focused on dissecting the climax, but now I want to look at the beginning of the story. The full plot arc of a novel has an inciting incident at one end and a climax at the other -- consider that you can tell your flash fiction from either end.

Yep, she's cracked.
When a writer thinks of when to start her story, it’s a good idea to look for firsts or lasts -- the first time something happened, or the last straw. You always want to launch your story on a day that violates the status quo, a day unlike any other, when something pushes your character to action and changes his/her world forever. When you’re writing micro-fiction, you can tell a whole story around just that first moment, when the change is initiated.

So how can a day be unlike any other? There are tons of ways -- tornado, plague, discovery, a lost tooth, , but here’s one that’s uniquely suited for the sci-fi milieu: it's a very tiny reversal that I'm calling the crack in the wall. It’s the very moment when good turns to bad, when safe turns to dangerous, when fixed turns to broken. This moment can be just small enough to be a perfect subject for flash fiction.

Think of a huge strong dam, holding back megatons of water, and imagine the moment that the very first crack is born.

Think of an impenetrable planetary shield, which keeps the inhabitants absolutely safe from all contact with the outside world, and imagine the moment that one small first particle (or person) gets through.

Good technology is good, until it's not. Then it kills you.
Think of a completely reliable piece of technology, that is unswervingly good and helpful and trustworthy, and imagine the moment that it first malfunctions, and wounds.

Think of a person who has been completely moral, just, and upstanding for her whole life, and imagine that first moment that she sins.

I’m talking about a crack in the metaphorical wall. The first, tiny crack. Sometimes in that first moment, the whole story is encapsulated, and that’s the kind of subject I’m looking for in flash fiction. Give me that first tiny crack and 500 words that let me see it, and my brain can fill in the rest of the fissure, the crumbling, the devastation. Give me that first crime, and my imagination can supply the dissolution, the aftermath, the ending.

You might also find yourself imagining sort of the opposite of a crack -- a tiny reversal that takes a character from devastation to redemption. The first good thing that happens. The first motion toward salvation. The first failure of an evil mechanism, when hope is born. The first friendly alien in a galaxy of wickedness. Writing in this direction could have the same effect -- a suggestion of the future that leads the reader to the beginning of the story.

Much of flash fiction’s value comes from what you say, but much of it comes from what you do not say, the necessary gaps you create that your reader fills in with her own extrapolation. And if you do it right, a short fiction can imply a whole novel’s worth of material, exploding, like a flash, in the reader’s brain. Good luck!



This spring, I am judging the Fly-By Sci-Fi Flash Fiction Contest, a writing contest to benefit Up Center Books. Writers in the Hampton Roads area will submit their best science-fiction-themed flash fiction to be judged first by instructors at The Muse Writing Center and then by me. Winners will win a writing class at The Muse, a nifty prize basket, and will share the microphone with me at the launch of the paperback edition of Shine Shine Shine, on July 10th, at Up Center Books. To encourage college students and adult writers who are tackling this challenge, and to give some guidance and support to teachers and parents who may be working with a younger child, I created this three part guide to explain a few (of many!) possible ways to approach writing a sci-fi short.

How to Write a Sci-Fi Flash Fiction Story: Part 2: Three Parts of the Punch


(This post is part of a series. For part 1, click here.)

Not this punch, smartass.
The second strategy for putting together a great story in a tiny space has less to do with topic and more to do with structure and chronology. You have decided on your story of a character in conflict, but the full scope of any character’s story really starts when the character is born and doesn't end until the character dies. Your most crucial job as a writer, especially as a flash fiction writer but really as a writer of any length of story, is to decide where to start and where to end. In the span of your character’s life, there may be a dozen major moments -- crises of relationships, physical dangers, decisions, turning points, etc. Maybe each character has the potential in him or her for a dozen novels or five hundred flash fictions.

The important decision is which one to tell, and then you must get as close to that critical moment as possible. You may have heard the popular writing advice to begin as late as you can and end as soon as you can. This is especially true in micro form, because there is no time to waste building up to a climax or wrapping up with explanations. No one wants to read a brief summary of a story -- they want to read the story itself, and that means immediacy, scene, physicality, dialogue. Some short shorts sound like elevator pitches for entire novels -- don't do that to yourself. Narrow your focus to the exact moment of conflict, to the pivotal scene itself, whichever one encapsulates the whole story. Now you deliver something visceral and immediate to your reader, while still telling the whole piece.

The moment of impact. 
To help you break it down into even smaller bits, think of a punch. Maybe the act of punching someone is the climax to which your character has been building, or maybe a punch is just an example and your actual climax is a kiss or a declaration or an exit or a car crash or the clink of handcuffs or a foot landing on a mountain summit or a baby being born -- whatever. I’m asking you to take that climax and break it into three smaller parts, and to help us examine that, let’s look at a punch.

A punch can be divided into three moments: the swing, the impact, and the shock. Those three discrete intervals can each be their own stories. You can tell a story in the moment when the hand is still in swing, you can tell a story in the moment with the hand and the face connect, and you can tell a story in the moment when the head is kicked back, reeling.

Check the ripples! That's shock.
When you take any climax and divide it like this, interesting things happen. For one thing, point of view becomes very important and clear. In the punch example, your story is of “the swing” is very different depending on whether you’re telling the story of the person punching or the person anticipating the pain. Likewise “the shock” would be very different. Examining your choices about where to position your narrative camera, you’ll find the most minute changes bring about interesting reverberations in your story.

So when you’re getting down to the business of writing a tiny story, I recommend you examine your scope. First, the character’s whole life. Second, the moment of climax you want to illustrate. Third, within that climax, which of the sections you want to focus on -- the swing, the impact, or the shock?

Back to Part 1 | On to Part 3
This spring, I am judging the Fly-By Sci-Fi Flash Fiction Contest, a writing contest to benefit Up Center Books. Writers in the Hampton Roads area will submit their best science-fiction-themed flash fiction to be judged first by instructors at The Muse Writing Center and then by me. Winners will win a writing class at The Muse, a nifty prize basket, and will share the microphone with me at the launch of the paperback edition of Shine Shine Shine, on July 10th, at Up Center Books. To encourage college students and adult writers who are tackling this challenge, and to give some guidance and support to teachers and parents who may be working with a younger child, I created this three part guide to explain a few (of many!) possible ways to approach writing a sci-fi short.

Thursday, April 4, 2013

How to Write a Sci-Fi Flash Fiction Story: Part 1: Fish Out of Water


Sci-fi Version: "For sale: Space suit. Never worn."
How hard could it be to write flash fiction!? After all, it only has to be 500 words long. You could get 500 words out of a detailed grocery list or an angry Facebook post calling for genetically modified undersea pothole relief. (Or calling for an end to it.)

True, writing 500 words is not hard. But what makes a story a story? What elevates your 500 words from the realm of the vignette or scene or sketch to the level of an actual short story? A reader can tell the difference between a paragraph and a piece of fiction -- there’s something about a story that feels complete, finished, whole, no matter how short it is.

This something is conflict. Conflict can be a fistfight or an internal battle, but either way it is struggle -- the struggle to move, either physically or emotionally, from point A to point B. So a story is a fight to move, no matter how minute the obstacle and no matter how infinitesimal the motion. That’s what makes it whole.

Conflict can be tricky to set up even in a long form short story, and sci-fi conflict can be even more tricky. You may find yourself imagining world-building that takes chapters, alien races that must be described in glorious detail, histories of space battles with implications that span thousands of years. The idea of condensing it into the space of 500 words seems laughable. But here are three ways you can ignite your story in a very tiny space, and a few secrets to help you get it firing immediately. (Parts 2 and 3 are linked below.)

#1. THE FISH OUT OF WATER


When sci-fi works best, the most alien of situations relate to very familiar human experiences. One category of conflict that is instantly relatable and needs very little wordy explanation is the fish out of water.

Get your jungle character into this neighborhood.
Generating this story is easy: Take a character and place him in circumstances that are opposite what he’s used to.

On the most obvious level, this can be physical. Take a character who’s used to the desert and put him on a snowy planet. Take a character who breathes water and put him on a mountain (literally the fish out of water). A city dweller in the country, a nocturnal person forced out in the day, a cave dweller on the plains. Instant conflict, just add physical discomfort, the urgent need to adapt, survive, on a primal level.

Goodbye, city life! 
On another level, this shift in circumstances might have less to do with setting and the fear of death, and more to do with the character’s identity and the fear of discovery. Maybe this is a man living as a woman, a child in a man’s body, a corporate drone living like a king on a tropical island. (Apparently Tom Hanks has a gift for portraying the fish out of water on film!) Again you have immediate and impending doom in the threat of people finding out -- any near escape would give you a chunk of conflict just the right size for a story in micro.

Your character misses his lonely hermitage.
Perhaps the most interesting way to do this type of conflict is on an ideological level. A character accustomed to freedom is in chains, a character accustomed to oppression is suddenly free, a character who lives in a ruggedly individualistic society finds himself on a commune, a character from a caste system finds himself in an egalitarian world. Here the character’s understanding must shift in some significant way, giving way to pressure from his new surroundings, or coming to a new understanding based on this new context.

Science fiction or speculative fiction is perfect for this type of set-up. Time travel, interplanetary travel, alien species, and the pervasive themes of exploration and discovery lead to many of these juxtapositions -- showing a moment of the resulting conflict can be just enough story to fill up a short short.

In the next post in this series, I’ll talk about strategy #2: Find Three Parts of the Peak.

This spring, I am judging the Fly-By Sci-Fi Flash Fiction Contest, a writing contest to benefit Up Center Books. Writers in the Hampton Roads area will submit their best science-fiction-themed flash fiction to be judged first by instructors at The Muse Writing Center and then by me. Winners will win a writing class at The Muse, a nifty prize basket, and will share the microphone with me at the launch of the paperback edition of Shine Shine Shine, on July 10th, at Up Center Books. To encourage college students and adult writers who are tackling this challenge, and to give some guidance and support to teachers and parents who may be working with a younger child, I created this three part guide to explain a few (of many!) possible ways to approach writing a sci-fi short.

Monday, July 4, 2011

How I Got My Agent

I do not have a good story. Or, rather, I do have a good story. It's in my novel. It's about a bald lady and her astronaut husband, and a meteor and a news anchorman and Burma and people dying alone in ravines and will power and robots. But I do not have a good agent-getting story. My agent story is probably going to be frustrating to read, if you're trying to get an agent. However, I do have a lesson at the end of it. One minor bit of advice that might help.

I spent ten years writing my novel. I threw out thousands and thousands of words. I started over two times. It was hard. In my mind, the novel became stranger and stranger, more and more itself. While I was writing for an audience, I did not firmly believe that it would find one. The book was more of a compulsion than a goal-oriented project. I did desperately want it to be published, but I did not think about that as much as I did getting to the end of the book, getting the characters through it, getting it all down and out of me.

During this time, while I was working away on my novel, I also became a mother and spent the decade also parenting and homeschooling two kids. Time was scarce. I did not have a lot of room to network, go to workshops, etc. I barely had time to drag myself to my critique group. However, I managed to do several things in this period of time that really helped me when I had a finished manuscript to sell.

1. Friends. I have friends who are writers. Not just writer friends, not just network friends, but mom friends, wine friends, holy crap this is awful friends, holy crap this is true elation friends, real friends. My two oldest friends are both writers. I try my very best not to feel competitive with them, and I worked very hard during the last ten years to not feel left behind by them, as they both achieved a lot of professional success and I did not. I had my moments of self loathing and doubt, but I always want my friends to succeed. It's a true fact that success often happens in clusters. When everyone around you seems to be "making it" and you are "failing utterly" you can comfort yourself by the fact that by planting yourself in a successful cluster, you're helping yourself.

Writers should not be afraid to be good friends with other writers. There are no angels of publishing sitting on high, looking down at your group of friends and deciding which lucky, golden, sparkly one to pick for success, leaving the others to sink into the mire of ruin. For every one of you that makes it, all of your chances improve. The other thing is that ultimately, they are the only ones that understand. They are the only ones that will tell you when you're fucking up, and will really genuinely be happy for you when you win.

2. Networking. Everyone tells you to network all the time. You're supposed to network your ass off. Just ask the internet. Google "The importance of networking" and you will find a lot of confirmations that it's highly important. The problem is how to network, especially if you're not already in the publishing industry or the writing world. You can make friends, yes, as I discussed up the page. And that counts. You can also send hopeful emails to people saying "Hello, I'd like to network with you." They might even send back an email that says "I would love to network with you. Let's network." However, the next step is tricky. You could easily get stuck looking at the person like, hey, do you like me? Check one: __yes __no.

The best way to network yourself into the writing world is to find a way to interact with writers, editors, agents, and other publishing types in some practical way. Before you're asking for help, before you have any need of help, you just happen to be around for some reason. You're a book designer. You're a reviewer. You're a manuscript consultant. You're a publicist. You're a party planner. You're a web site coder. You're a gadget scriptor. Something like that.

My dark plan to network while I was working on my novel was to create a writing contest for children. This project was an intersection of my homeschooling and my writing -- a happy coincidence. With a partner, another homeschooler, we set up many categories, found sponsors, and then began recruiting readers and judges from... the publishing industry. I emailed writers I have never met, agents I wouldn't have thought to pitch to, editors, illustrators, etc. Many of them ignored me, many said no thanks, but the crazy thing is that many said yes.

In the process of putting the contest together, I had a reason to talk to everyone I know, and ask them if they knew anyone in publishing. For the children, of course. Not to promote my own book, which didn't even exist at that point. It was no surprise: people knew people. I collected email addresses. I communicated, as charmingly as I could. There were exchanges back and forth. So, should you put together a writing contest for children? Maybe not. But if you can think of a way to interact with book people in a practical way that allows you to talk about, plan, and execute some arrangement that doesn't involve your novel, it will make it a lot easier, when your novel comes into the picture.

So what is my agent getting story? Here you go:

I wrote a book. I passed it to my friend, a writer. She passed it to her friend, an agent. I happened to have met this agent back when she was an editor (she was a friend's editor) and I also happened to have emailed back and forth with her as she was a judge for the children's writing contest. She liked the manuscript, and after some revision, we signed a contract.

In some ways my story can be reduced to, "It's who you know." In that way, it's a frustrating tale. However, even "It's who you know" ultimately comes down to "It's what you do." And there's always something that you can do about it. Eventually there's something you do in order to know who you know, and that's what you have to figure out.

Thursday, February 24, 2011

How to Query a Literary Magazine

I have a client who writes very tight, literary short stories. He has not been able to place them yet with a literary magazine, however. I asked to see his cover letter so I could critique it for him. The cover letter he was using was so representative of many earnest unpublished authors and so full of typical well-meaning noob mistakes, I thought I would make my critique public. A lot of people struggle with content on a query when they have nothing to say about writing career, previous publications, seemingly nothing to say at all. This letter follows all the rules of writing a query, and yet it's squeaking with awkwardness. It screams "Ignore me; I'm new."

The first step to a successful pitch to a literary journal is to write the best short story or poem you can possibly write. Write, rest, rewrite, rest, edit, line edit, format sensibly, print clearly.

The second step is to do a hell of a lot of research. Wear out your Google searching your target markets. If you can afford it, buy and read the physical publications. You will know within ten pages if your work is a fit for their editorial vision. The best story in the universe will not make it past the front door of a magazine that just doesn't do that type of thing.

The third step is to write a bitchin' query letter, or cover letter, and stick it on top.

Here's the original letter he sent me:

February 1, 2011

Fiction Editor
The Georgia Review
The University of Georgia
Athens, GA 30602-9009

To Whom it May Concern,

Please consider my 1,200-word, previously unpublished manuscript, "[Title Redacted]" for publication at The Georgia Review. I am a previously unpublished writer, but I work with earnest on the craft. This piece is a part of a collection of stories that will one day comprise a novel.

This piece is being simultaneously submitted. I will notify you immediately upon an
acceptance.

Thank you for your time and consideration.

Sincerely yours,

[Name Redacted]

And here are my critiques:

1. Dude, find out the name of the editor you're addressing. It's not hard to do this research, especially with the internet. Even if you end up addressing it to someone more senior than the person who actually reads their slush, that's okay. It's better than "To Whom it May Concern." That is the kiss of death. For example, look here: http://www.uga.edu/garev/contact.html Out of the staff listed I'd choose David Ingle to query.

2. Don't say you're previously unpublished. The fact that you're not mentioning pub credits tells them that, and you don't need to draw attention to it. You also REALLY don't need to say that this story specifically is previously unpublished. Now you just put the words "previously unpublished" twice in as many sentences. Did you want to add a neon sign over that? ;D

3. Put a little more color into it. Personal color and literary color. You don't have a publishing resume but you can say something about yourself that makes your query sound a little warmer, a little less robotic.

4. Not necessary to say you're simultaneously submitting -- just let them know if it gets accepted elsewhere. Paper and ink literary magazines do not move at a blinding speed -- it will be alright if something good happens somewhere else and you have to withdraw the submission for some reason.

5. It's good to thank the editor, but yours sounds very formal and therefore insincere.

Try this:

February 1, 2011

David Ingle
Assistant Editor
The Georgia Review
The University of Georgia
Athens, GA 30602-9009

Hi David,

Please consider my 1,200-word, story, "[Title Redacted]," for publication at The Georgia Review. It's a Texas story, sparsely told, about a death in the family and also a death out in the yard. I'm a writer living in Mississippi with my wife, dog, and antique car collection.

Thanks for all you do -- I appreciate the time it takes to look this over, and I look forward to hearing from you.

Sincerely yours,

[Name Redacted]

I hope my client hits with this new query letter. His writing is great. However, his success in this will depend on his research skills, his ability to direct his work at the right market, and his willingness to exercise the same restraint in his pitch as he is able to pull off in his fiction. Play it cool, play it simple, play it warm but not hysterical, straight but not snippy.

Got any other advice for him? Should he leave out the bit about the antique cars? What's your go-to query line?

Sunday, April 18, 2010

Call Me Mario: What Video Games Teach Us About Writing Novels

Imagine Mario Brothers with no bombs, no carnivorous plants, no death pits, no deadly turtles. Imagine Donkey Kong with no giant monkey at the top of the ladder, throwing down barrels to kill you. Picture a version of Tomb Raider where Lara Croft just walks around picking things up and saying "Ah, nice, another priceless artifact. Better put it in my pack. My, I'm getting hungry." Sounds stultifyingly boring, and yet people write books on this model all the time.

In my work as a book doctor, I frequently run into pretty manuscripts with likeable characters and believable settings but no discernable plot. These books describe one average day after another, or a reasonable sequence of events which unfold without a hitch. The authors weave elaborate emotional landscapes and carefully illustrate relationships, but there's no problem, no conflict, no obstacle. There's no villain.

In trying to explain this issue to my clients, I realized that a book without a problem is like a video game where you can't die. Not very interesting, and why? Because nothing is at stake. If there are no problems, you're just running your character from left to right, enjoying the backgrounds and the soundtrack. And nobody is going to want to do that, without the aid of chemical stimulants.

What else can video games teach us about writing novels? Here are four important lessons:

RISK: Ever since Mario the plumber jumped on and smashed his first magic mushroom, video games have followed a very predictable formula. It's not about emotions or ideas, either. It's not about illuminating a slice of life. Game after game follows the the same exact framework: Character solves a problem by overcoming obstacles. That's it. The character saves the princess, liberates itself from a dungeon, defeats an evil ruler, or finds the missing gem by destroying enemies, avoiding obstacles, and solving puzzles. And the penalty for failure is death. Here's the truth: If you can't die, there's no point. And if there's no villain in a novel, no threat of destruction from some source, whether internal or external, there's no point either.

From Sonic Hedgehog to God of War, there are a million ways to die in a video game. What would Pacman be without ghosts? Just a way to move a yellow disc around a screen in the four cardinal directions? Now, does the character in your literary novel need to be hovering on the brink of extinction every living second? No. But there must always be something at risk, something at stake, some goal that is being pursued and something valuable that can be lost if the goal is not reached. Put a ghost in the maze. Put a wolf in the cave. Otherwise it's just more geometry, more scenery, more background. And nobody's going to pay money to read that.

SCENE: Not only are there big obstacles in video games, big villains like Dr. Neo Cortex, or Eggman, but there are minor obstacles in every scene. Every single scene has a pit with spikes, or an attacking wolf, or a zombie horde, or something. What does this teach us about writing novels? Not only do we need obstacles, we need obstacles all the time. Never write a scene without tension -- real, tangible, physical tension, whether or not it's connected to the overarching plot. Does jumping on penguins relate directly to Crash Bandicoot's overarching plot to collect crystals and save the world? No. Neither does your conflict in every scene have to relate directly to your main plot arc. But it must be there.

Somebody's cold. There's a storm coming. Characters fight over where to sit at the movies. A lightbulb is burnt out. It's hard, rowing the boat. Time is running out. The soup is too salty. I challenge you to go through your novel right now, and look at every scene you've written, and think, "How could I improve this with a piranha plant? Or a pit of spikes? Or a rogue sniper?" It doesn't have to be Dahlia Gillespie in every scene. But it should be at least a storm trooper or two. There is never a scene in a video game where a character takes a walk in the woods and nothing memorable happens. There shouldn't be one in your novel either.

CHARACTER MOTIVATION: A character in a video game never wakes up in the morning wondering what to do. Characters in novels I have recently read indulge in peaceful reveries over morning coffees, wondering exactly what they should do, where they should go, what projects they should take on. This is not interesting to read. A character in a video game knows exactly what he has to do both long term and short term, including staying out of the way of that fire-breathing minotaur, unlocking that gate, and of course saving the world. Some games actually have a "Quest Log" or a blinking X on a map, or some other kind of visual/verbal reminder of exactly what the character is supposed to be accomplishing. Every one of these guys on the right has a numbered to-do list and none of the entries on the list are "Think about myself" or "Go about my usual activities." Accounts of people's usual activities are boring as dirt, my friend. Unless I am your grandmother or you are paying me to read it, I won't.

PACING: Most video games still follow the same plot structure the earliest ones did. You play a few levels fighting your way through minor bad guys, and then you play a boss (a major monster/bad guy). You play a few more levels fighting through bad guys who are a little bigger, and then you fight a bigger boss. Repeat until you get to the boss at the end of the game, who is the Mother Brain, or Diablo, or Sarah Kerrigan Hive Brain, or whatever. This same structure works in novels, and if you look at any "how to write" book you'll see something like this:



What video games teach us about this plot structure is that as the bosses get bigger the sword gets bigger, the spells get better, the armor gets more effective. As your character ascends the "rising action" toward the climax, he or she is changing shape, redefined by the course he has taken, affected by the scenes he has been through, the obstacles he has overcome. In many games (and novels), while the action intensifies, the situation seems to get worse and worse and worse as you approach that epicenter of awfulness, where the ultimate battle takes place between you and the ultimate bad guy. What video games show us overtly that novels also have to achieve is the transformation of the character that allows the climax to make sense, the fight to be won by that same character that was so feeble and feckless in scene one. The character has to change, from start to finish. in a video game, you can see it happening -- a +20 sword of smiting, a thousand power-ups, a flame thrower. In novels, it has to happen on the inside, but it's just as important.

Of course there are ways in which novels transcend the formulaic machinations of video games. But if you are looking for basics, they're all there, even in the very first Mario Brothers: an initiating incident, a problem, the fights, the obstacles, the villains, the rising action, the climax, and the denouement. Try it out: stand your novel up for comparison with your favorite video game, and see if your character needs a princess to rescue, a gorilla to fight, or maybe if more magic mushrooms are in order.

Thursday, January 7, 2010

Ten Questions to Ask Your Friend Who Just Read Your Novel

An aspiring author recently asked me to help him figure out what to say to his friends before he gave them his novel to read. He wants them to read critically, give him honest feedback, but he's afraid they'll just phone it in because they like him.

When you hand your friend a novel you've written, he or she knows you've slaved over it for months, maybe years, and how much it means to you, and how devastating it would be if he told you "Oops, it's terrible." He doesn't want to be critical, or hurt your feelings, which is why the most common response from a friend who critiques you is something along the lines of "It's good!" or "Good job!" Hearing "I liked it" presented as a critique is not helpful to you at all. But how can you get your friend to be honest when she only wants to make you feel good?

Here are ten questions to ask that will not put your friend in a tough spot, but will still give you some useful input on your novel:

1. At what point did you feel like “Ah, now the story has really begun!”
2. What were the points where you found yourself skimming?
3. Which setting in the book was clearest to you as you were reading it? Which do you remember the best?
4. Which character would you most like to meet and get to know?
5. What was the most suspenseful moment in the book?
6. If you had to pick one character to get rid of, who would you axe?
7. Was there a situation in the novel that reminded you of something in your own life?
8. Where did you stop reading, the first time you cracked open the manuscript? (Can show you where your first dull part is, and help you fix your pacing.)
9. What was the last book you read, before this? And what did you think of it? (This can put their comments in context in surprising ways, when you find out what their general interests are. It might surprise you.)
10. Finish this sentence: “I kept reading because…”

Your friend is probably still going to tell you, "It was good!" However, if you can ask any specific questions, and read between the lines, you can still get some helpful information out of even the most well-meaning reader.