JOSHUA GILLINGHAM
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How to Take a Punch: Tips for Surviving the Editing Process

3/22/2020

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I had a Russian professor in university with who opened his third year class with the bold claim that the best part about physics is that it can help you win bar fights. Though I have never been in a saloon-style rumble, I must confess that it was an intriguing introduction. And so I thought I would draw on that experience and open with this claim: physics can help you win bar fights and survive the editing process.
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"​And so I thought I would draw on that experience and open with this claim:​ physics can help you win bar fights
​AND survive the editing process."
Know that this article was inspired by recent and very real events. A few weeks ago I received an edited manuscript from a very patient editor, almost three-hundred pages absolutely covered in red-slashed edits. Flipping through it was like fast-forwarding through a B-grade slasher film. A few days later, I got a review back from a female beta-reader who said that the mother in the story wasn’t landing properly and that a risk I took near the end, a scene that was meant to be the narrative climax of the second book, bored her. Double ouch. So let’s get real about what the editing process is like and how to survive it. 

"...almost three-hundred pages absolutely covered in red-slashed edits.
​Flipping through it was like fast-forwarding through a B-grade slasher film."
​

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​First off, editing is brutal. It is taking a scalpel, a chisel, a sledge hammer, and a chain saw to something you crafted with care and diligence and love. Then you open the front door, toss it outside, and call on everyone in the neighbourhood who has a spare moment to come over and beat on it. That is the part where you cross your fingers and hope it emerges in some recognizable form as something you wrote. So if you are about to step into the ring, or you feel like you are going down in the third round, there are three physics/bar fighting/editing principles to help you through. 
​
"First off, editing is brutal. It is taking a scalpel, a chisel, a sledge hammer, and a chain saw to something you crafted with care and diligence and love."

Principle 1: Force equals mass times acceleration.  

Application to Bar Fights: Big people (i.e. big mass) don’t have to move very fast (i.e. low acceleration) to throw forceful punches. Small people (i.e. small mass) need to strike extra fast (i.e. high acceleration) to hit with the same kind of force. 
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Application to the Editing Process: If you are really sensitive to honest criticism (i.e. fast acceleration) then don’t get people whose opinion matters a lot to you (i.e. big mass) to read your work. Instead, get strangers or friends-of-friends (i.e. small mass) to review it in order to lessen the force when those criticisms hit. Alternatively, if the reviews are not forceful enough then get people who you really care about (i.e. big mass) to read your work and give you some honest feedback. 
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​​By the way, this rule also explains why sugar-coated feedback (i.e. low acceleration) is not helpful. It doesn’t matter if you are dealing with a big mass or a small mass; if it’s moving really slowly it isn’t going to hit with noticeable any force. 
​
"...get strangers or friends-of-friends (i.e. small mass) to review it in order to lessen the force when those criticisms hit."
​

Principle 2: Force can also be viewed as change in momentum over time.

Application to Bar Fights: Bones don’t break because they are moving really fast. Bones don’t break because they stop moving. Bones break because they go from moving really fast to a complete stop really quickly. It’s the difference between being shoved up against a wall and being thrown into it.
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Application to the Editing Process: Making major changes (i.e. change in momentum) is easier if you do it over a longer period of time. Madly tearing into your MS for four hours on a Friday night will likely have some serious repercussions for the state of the narrative, not to mention your mental health. By spreading your edits out over a longer period of time you can effectively make the changes that need to be made without giving yourself creative whiplash.
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"By spreading your edits out over a longer period of time you can effectively make the changes that need to be made without giving yourself creative whiplash."
​

Principle 3: Intensity of impact is proportional to an object’s rigidity.

Application to Bar Fights: If you tense up your shoulders and neck as that burly barbarian takes a swing at your jaw it just might end up being a knock-out hit. However, if you let yourself go slack before impact and ‘go-with’ the punch then your body can spread out the force of impact. This principle is also the reason you can go diving into a pool of water but not into a pit of gravel.
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"This principle is also the reason you can go diving into a pool of water but not into a pit of gravel."
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Application to the Editing Process: The more nervous you are about others critiquing your work (i.e. rigidity) the harder their criticism is going to hit you. This is unfortunate because that means your own fear of criticism is proportional to how much it is going to hurt when it inevitably comes crashing into you. 

So don’t tense up. Pretend you are someone else looking at your work. Even better, treat the work as if it was someone else’s story or poem. The more you can relax into the idea that your story is going to take a few hits, the more efficiently you can spread the impact of that criticism around. 
​
"Pretend you are someone else looking at your work.
Even better, treat the work as if it was someone else’s story or poem."
​

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So there it is. If this article refreshed your knowledge of physics, turns the tables in your favour the next time you are in a tavern brawl, or helps you manage the punches thrown at you during the editing process, then I will consider that a solid win. Good luck, be brave, and never, ever give up. 
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For more on how to stay resilient through the editing process, Joshua recommends The War of Art by Steven Pressfield. 
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    Joshua Gillingham is an author, editor, and game designer from Vancouver Island, Canada.

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