Writing a Christmas Ghost Story: A Seasonal Prompt Guide
A guide to writing festive ghost stories, with conventions of the Victorian tradition and prompts for both...
The drawer by the front door is a small museum of failures. A key that fits nothing, three foreign coins, one glove, a birthday card signed by someone whose name you cannot quite place. Most people see clutter. Writers should see inventory.
Everyday objects are the cheapest, most reliable story starters available to you, and you already own hundreds of them. You do not need a prompt book, a workshop or a lightning bolt of inspiration. You need a biro that has run out and ten minutes of attention.
A blank page asks you to invent from nothing. An object asks you a question. That is the difference.
Pick up a cracked watch and you are not staring into the void; you are holding something with a past. Someone bought it, wore it, scratched it, kept it. That history gives you somewhere to begin.
Objects are also specific, and specificity is where stories live. "A lonely man" is fog. "A man who irons his newspaper before reading it" is a person. A physical thing hands you that kind of detail for free, along with a world for your characters to stand in. Concrete beats abstract nearly every time.
Before you write anything, gather raw material. Set a timer for five minutes and collect five items. The rules matter more than they sound:
Resist anything obviously dramatic. A sword, a vintage diary or a letter marked private arrives with a plot already attached, and that plot will fight yours. Choose the dull items instead: a takeaway menu, a hair grip, a supermarket receipt, a dead biro, a rubber band. Dull objects leave room for you to work.
Put them on the desk. Do not tidy them.
Freewriting has one rule: keep the hand moving. Do not stop to check a fact, do not cross anything out, do not decide whether it is any good. Ten minutes, one object, no editing. If you stall, rewrite your last sentence until something better turns up. Here are three openings that rarely fail.
Describe the object as though you are meeting it for the first time. Its weight, its smell, the sound it makes, the mark your thumb leaves on it. A pen that clicks. A receipt gone soft at the folds. Twenty seconds of sensory writing usually makes the thing real enough to have consequences, and consequences are what you are really after.
Who would be upset if this vanished? Why is it here rather than in the bin? What is the least comfortable reason someone might have kept it? Answer in the voice of its owner if that helps. You are not looking for the correct answer. You are looking for the one that makes you slightly uneasy, because that is the one with a story behind it.
Things outlast people. A chipped mug has watched more arguments than most of us have. Write from inside the object, or as somebody who has known it for years.
I have been in this coat pocket since November, and I have heard things.
That line is not a story. It is a door, and you can walk through it in any direction.
The same object can be turned three ways. When a freewrite stalls, switch lens rather than starting again.
Objects carry wants. Something is missing, something has been found, something must be delivered, hidden, sold or given back. A set of keys to a house your character no longer owns: who does she hand them to, and what happens when she cannot bring herself to? That is a plot in one sentence, and it came from a keyring.
Setting is not wallpaper; it is a set of constraints. A box of ornaments in a flooded garage tells you about the house, the water, the family who left in a hurry and what they chose to carry. Let the objects do the describing and you will avoid the paragraph of weather that usually opens a first draft.
What a person keeps says what they value. Someone who saves every receipt in a shoebox is not the same person as someone who saves every birthday card, and neither is the same as someone who keeps both and lies about it. Let your character handle an object badly: drop it, hide it, polish it too often. Behaviour beats description.
Some items arrive loaded. Keep this list nearby for days when nothing is working:
Each one implies a relationship and a decision, and decisions are what plots are made of. You do not need a twist. You need somebody who has to choose.
Reread what you wrote and underline the first sentence that surprises you. Not the prettiest one, the surprising one. Then write the scene in which that sentence happens, keeping the object physically present: someone gripping it, hiding it, arguing over it, throwing it away and coming back for it at midnight.
Two traps are worth knowing. The first is forcing the object into a symbol before it has earned it. Announce that the clock represents mortality and the energy drains out of the page. Let it be a clock for a while. The second is loyalty to your own freewriting. Most of it is scaffolding. Keep one good detail and bin the rest without guilt.
Start a box, a jar or a notes file for objects that catch your eye: a ticket stub, a single earring, a note in somebody else's handwriting, a label peeled off a jar. Add to it whenever something makes you pause. When a story stalls, pull one out at random and freewrite for ten minutes. Randomness helps, because an object that seems completely wrong forces you to build a bridge to it, and bridges are where the interesting material hides.
So: choose one thing within reach. It does not need to be meaningful. Set a timer for ten minutes, keep your hand moving, and let the object ask its question. You will not finish a story in one sitting, but you will have somewhere to go next time you sit down, which is more than a blank page ever gives you.
Photo: TeeFarm / Pixabay
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