Jan. 8th, 2022

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[personal profile] mbarker
 Original Posting April 1, 2018

Yay for those who are playing along, writing, reading, or even just thinking about it! And here we go, spinning our tales of wonder and wander and all those other er words... blunder? Plunder! Thunder, flounder...

Let’s see. If we’re still sort of using the six themes of fantasy from TVtropes, this week would be... dragons, fairies, knights? Not nights, which would be dark, but those knights in shining armor, or even knights unsung and unarmed, but still doing what they can to make the world a better place? Oh, boy, does TVtropes have a bunch of stuff about this? Here, take a look over here at the knight in shining armor

http://tvtropes.org/pmwiki/pmwiki.php/Main/KnightInShiningArmor

And then poke around a bit, and you’ll know more than you want to about this fairytale motif...

But, as usual, we need to think a bit about an engaging character, where they are trying to go, what gets in the way, and how they respond to and hopefully overcome those problems, conflicts, opposition? We need a hero!

Okay, I’m starting to drift into ear worms and other strangeness, so...

Just remember, we all want to read your story! So get set, and...

Write!
mbarker: (Burp)
[personal profile] mbarker
 Original Posting April 2, 2018

Writer‘s Digest, September 1990, pages 50-52, had an article by Suzanne von Schussler-Schell all about dialogue. As the subtitle says, “How to sidestep dialogue‘s dead-ends and get the most from this powerful fiction tool.“ Sounds interesting? Well, let’s take a look at what Suzanne has to say.
 
So, Suzanne starts out with a little discussion of dialogue. "Dialogue is super stuff. It can accomplish almost anything narrative can, often with greater immediacy and freshness; it can create mood, describe setting, filling background, reflect theme…" But there are some problems. So let's look at eight different dialogue traps, and how you can avoid them.

1. The ventriloquism trap

Try reading your dialogue without the narrative. Do all your characters sound like? Whoops, the ventriloquist dummies are attacking!

What can you do about it? Develop your characters. Let it influence their speech. You need to get inside their heads, think about motivation, make each of them speak in their own particular way. Distinctive voices should identify who is talking even if you remove the tags.

2. The stereotyping trap

You want your farmers to sound like farmers? That's good, but beware the all-purpose farmer talk. Again, if all of your farmers (or other group) talk the same way… You got a problem.

How do you avoid it? The best way is to eavesdrop on some real farmers. Go listen to how they talk. Yes, there's some common language, but different speakers have different tone, rhythm, sentence structure, and vocabulary.

Be careful that everybody doesn't start sounding like your farmers. The out-of-town detective, the minister, and the girl behind the counter really shouldn't sound just like a farmer.

3. The jargon trap

Whoops. Sometimes when you're trying to avoid ventriloquist dummies and stereotyping, you end up including too much jargon. Yes, a character should include some hints of their occupation and hobbies, but don't overdo it. This can feed stereotypes and mystify the readers.

How do you avoid both of these problems? Well, first give your characters some every day jargon. Occasionally add some esoteric or professional jargon to the dialogue, when you can clarify its meaning pretty simply.

4. The dialect trap

Dialect can be a nice spice for bringing out differences in place, social class, ethnic origin and so forth, but beware of the indecipherable conversation! If there's lots of dialect, maybe because of the setting or characters, don't try to put it all in! Use a few easily understood phrases, a dash of the rhythm and lilt, to give us a taste of the flavor, but don't overdo it.

5. The background trap

Dialogue can be a great shortcut for filling in background and backstory. BUT watch out for "As you know..." or "By the way..." and other runaway torrents of information, often things that the characters would never bother talking about. Make sure the characters are talking to each other, not educating the reader!

6. The tape recorder trap

Real conversation is full of meaningless noise -- uh, um, I mean, you know, and all those other odds and ends. Don't overdo the realism! Sometimes it can be useful, to help with characterization, but you are building an illusion, not a full recording. Think about using major speech mannerisms if you want to make the characters sound hesitant.

7. The perpetual palaver trap

Sometimes as writers, we know we are good at dialogue, so... 6 pages later, all dialogue and gossip, we finally let the reader off? Nope. Pick out what really serves the purpose of the story, and save the extra words for another time. If a conversation needs to run long, put some action or something in the middle. Or do a bit in real time, and then fill in the rest in a flashback of conversation. As to how much dialogue is too much -- it depends. Look at similar books, think about your audience, and check with your beta readers.

8. The Wimbledon trap

Also known as who's talking. Especially when you jump between characters, be careful not to lose your readers. You know who's talking, but they may not. Dialogue tags, action tags, and so forth can help.

Obviously, he said, she said are practically invisible. But they may get boring. You can also identify the speaker by name, in the speech. Action tags, where you give us a little tiny bit of speaker action, are another possibility. Sometimes you can skip the tags, and depend on individual speech patterns. Don't go too far with that. And of course, you can carefully use some substitutions for said. Don't go thesaurus crazy!

There you go. Lots of traps, but dialogue is still a good part of your writing. Just be aware of what you're doing, and try balancing different methods. Use your dialogue to build realism, rhythm, and tension. You'll be glad you did.

Practice? Take some dialogue you've written, or write a stretch of dialogue, and then double check. Ventriloquist dummies, stereotypes, jargon, dialect, background, tape recorder, perpetual palaver, or Wimbledon? Revise, and make us hear those people talking.

Write!
mbarker: (Me typing?)
[personal profile] mbarker
Original Posting April 4, 2018

Okay! Based loosely on a flash fiction worksheet that I found floating around in my files...

1. Write five problem statements. SHORT! 12 words max! A character, a desire, and a problem.
2. Expand those into beginnings. Put the character and the problem in a setting. Keep it tight! 10 to 150 words!
3. Think about complications. What could go wrong? One small complication, one large.
4. Write those as the middles! Tight! 350 words?
5. Now, dream up endings. Obvious, hideous, and ironic? Pick the one you prefer...
6. Write that ending! TIGHT! 50 words! Can you do it?
7. Poof! Pick out the best and polish it! There you go!

The big thing here is brainstorming those problem statements. You might want to start by brainstorming characters, wants, and issues separately, then try mix-and-match to come up with interesting combinations.

And... of course...

WRITE!
mbarker: (BrainUnderRepair)
[personal profile] mbarker
 Original Posting April 13, 2018

Whoops! Hope everyone is happily chewing away on their 6x6 stories? I’ve been being frustrated by a computer that seems to want to reboot, blue screen and all that, at the most inconvenient times! I’m actually writing this on my iPod, and I despise hunt-and-peck typing with my finger.

So, just thinking about MICE (or MACE, according to some folks). MICE was Orson Scott Card’s version. Milieu, idea, character, and event. Which, as I understand it, was kind of to identify which thread dominated, say at the beginning of a story, and then you need to have a matching closure at the end of your story. Of course, you may have layers, like an onion, with matching pieces at each end. MACE? Oh, in place of idea, slide in ask and answer. So if the beginning is a character problem, the ending should resolve that, or at least go back to it. Similarly for the other three areas.

Aha! Over here

https://www.writingexcuses.com/tag/mice-quotient/

There's even a summary chart about MICE.

Milieu: enter new place, struggle to get out, survive, understand, and... exit new place. Ye olde quest, more or less.
Inquiry? IDEA. Oh, well. Ask a question (mystery!), get clues and info, and... answer the question!
Character. Unhappy with self. Try to change, New understanding of self.
Event. Disruption, upset, floods, fires, and other calamities. Fight! Chase! Excitement! Status quo resumes (new or old). Action galore!

Or take a look at this summary

http://www.sfcenter.ku.edu/Workshop-stuff/MICE-Quotient.htm

or one of the many, many other writeups available from your friend and mine, Google!

So, there you go. Now layer those, and poof! Write a story!

Now, this does raise a problem. How do you match them up? One answer, that JC, a member of this writing group, used to recommend, was to write the later part first, such as the ending, then go back and do the lead up to it! After all, the reader doesn’t know what order you wrote it in, all they see is the final product. So write it out of order, then shuffle the pieces into the right order.

Write the ending first? Then do the beginning and middle that leads to that? Sure, why not? I mean, often the end is the exciting idea that grabs you, so go ahead and enjoy it!

And meanwhile, I need to crunch a bit. So, go ahead, write it in whatever order works for you, the splinters of milieu (aka setting or world building), idea (oh, fascinating!), character (who are these people?), and event (what happened? And then.,,). Then rearrange!

And when the ends meet, hey, tell us that story!


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