I've been trying to strengthen the voice in McBride's Eight, my hard scifi novel, for the last few weeks. I posted a sample of the process over at Unicorn Bell. When I wrote it I didn't want to get into the characters' heads much. It's been a couple years and my opinion has shifted a bit.
Not much point in using third person limited for the narration if I'm going to stay outside the characters' heads. Might as well let the narrator be more omniscient and put that narrative distance to good use. But I didn't.
So I've been pondering how to differentiate voices within the general style that I use for science fiction. I do, definitely, have some genre-specific style habits for better or for worse...
Here's one: when a sentence has the same subject as the previous sentence, I drop the subject. Shen cracked open a fresh bottle of vodka. Poured himself a drink. There's a dozen correct ways to communicate those actions, of course, and a few dozen incorrect ways. That's how I do it in science fiction.
I also tend to drop articles at the beginning of a sentence. Barkeep would give him the friends rate, no worries. Bottle of Gunner's wasn't pricy anycase.
Kate, over in my fantasy series Disciple, would say something like I hefted the brandy carafe and tore the wax seal off; the unleashed fumes stung my eyes as I poured out a cupful. Shen would be on his second shot by the time Kate finished all of that. (It's amusing to imagine them sitting at a bar together drinking -- I wonder what they'd make of each other.)
Some people find my scifi style choppy or otherwise hard to read. Some betas have called it "twitterspeak," which may well be why I see words being dropped from sentences in the future. They're extra characters, and English is heavily dependent on context for its meaning anyways.
So how to separate out more than one voice?
Lena scanned the rack of vodka behind the bartender and spotted the Grey Nebula bottle. "Grey on ice," she said, pointing. Nice stuff -- that was champagne for someone on a beer budget. Day would come when she couldn't afford it anymore.
Chickie ordered Nebula as Shen topped his shot off. Cute chickie. Vodka sloshed over the rim of his shot glass because he wasn't watching. He hissed a curse and she glanced his way. Damn.
Sentence structure. Word choice. A codehead with a formal education and a more "civilized" past narrates differently than some skank booter who grew up on a scrap heap and lost a few years as an indentured slave. (Sorry, Shen, they would've found out about that sooner or later.) They have similar accents, as it were, but his is thicker, coarser... more blunt. High class vs. low class. Even in the future, those will still exist.
How do you decide what the accent is...? Well, that's tougher to put your finger on. A post for another time.
Have you been wrestling with narrative voice lately?
Showing posts with label voice. Show all posts
Showing posts with label voice. Show all posts
Tuesday, April 22, 2014
Tuesday, October 1, 2013
At the intersection of Voice and World-building: names
Names are wonderful, powerful things. Handle with care.
Baby name books are a must for any writer -- or at least they were before the internet came along. Personally, I find a book quicker than slogging through baby name sites hell-bent on clogging the page with banner ads. I have one that's organized by ethnicity and lists language origins and meanings for everything. That was great when I wanted German names that were pure German, not rooted in Latinate languages or the Bible/Hebrew.
Sometimes, you want to be that particular about the names in your story. Sometimes you don't want a name that sounds modern, familiar, or is easily traced to a particular ethnicity. Maybe you want something with a particular "sound" to it. Something smooth, something harsh, something with r'a'ndom punc'tu'ation. (Makes my eyes roll every time. Establish that it's a glottal stop, or that contracted names are culturally acceptable, or don't do it.)
It has long been noted that it's a good idea for names (human, geographical, etc,) in a story to be consistent -- as in, follow set patterns for each ethnic group represented. Names are, of course, a result of a group's language and traditions, and convey certain ideas to the reader even if it's on a subtle, subconscious level. Consider: John, Jean, Johannes, Ivan and Ian. All the same guy? Slightly different?
The master at this is, of course, Tolkein, but most of us don't have the chops to generate entire languages to back up our nomenclature. Still, since an author should do nothing accidentally there are easier ways to build this into your world.
Short of building whole languages, here are three ways to synch up your names: use an existing pattern (language) to generate names, use your own pattern, or play it by ear.
I've collected a fair number of links to fantasy name generators, over the years. Here's my list. If you know of more generators (not just name lists), post them in the comments!
Random or pattern-based:
Yafnag • Totro • Rinkworks
Ethnicity-based:
Lowchen • Behind the Name
Multiple generator sites:
Springhole.net • Donjon • GameDecor • Serendipity • Seventh Sanctum
Using existing languages
Existing languages do provide a fairly consistent "sound" for names. Google's translator covers an impressive number of languages, and you can use those words straight up as names or mash and mangle them as you please.
If you want something that's not on Google's list, there are online reference dictionaries out there. They aren't as easy to use as Translator, but they're better than nothing. For example, I used this Anglo-Saxon dictionary while I was writing Hawks & Rams.
Pronounceability
Say the names aloud. Yell them like a mom who's just found her favorite vase broken (that will require a full name, the universal sign that you're in big trouble.) Cut them down to the shortest possible nickname. Or the rudest possible.
Unpronounceable names have their place. But if you're going to saddle a major character with one, recognize that there has to be something short, sweet and pronounceable that other characters can yell across a crowded room to get their attention.
That's my ultimate test for a name. In the real world, anything three syllables or more will get cut down to one or two. Heck, two-syllable names often get cut to one. If anybody knows of someone who acquired a nickname longer than their actual name, I'd love to hear about it.
Do you play it by ear?
Where does naming consistency fall on your priority list? For me, it's tied into voice and world-building -- and you know how I am about world-building. :) I've been doing some of that recently, so this has been on my mind.
Baby name books are a must for any writer -- or at least they were before the internet came along. Personally, I find a book quicker than slogging through baby name sites hell-bent on clogging the page with banner ads. I have one that's organized by ethnicity and lists language origins and meanings for everything. That was great when I wanted German names that were pure German, not rooted in Latinate languages or the Bible/Hebrew.
Sometimes, you want to be that particular about the names in your story. Sometimes you don't want a name that sounds modern, familiar, or is easily traced to a particular ethnicity. Maybe you want something with a particular "sound" to it. Something smooth, something harsh, something with r'a'ndom punc'tu'ation. (Makes my eyes roll every time. Establish that it's a glottal stop, or that contracted names are culturally acceptable, or don't do it.)It has long been noted that it's a good idea for names (human, geographical, etc,) in a story to be consistent -- as in, follow set patterns for each ethnic group represented. Names are, of course, a result of a group's language and traditions, and convey certain ideas to the reader even if it's on a subtle, subconscious level. Consider: John, Jean, Johannes, Ivan and Ian. All the same guy? Slightly different?
The master at this is, of course, Tolkein, but most of us don't have the chops to generate entire languages to back up our nomenclature. Still, since an author should do nothing accidentally there are easier ways to build this into your world.
Short of building whole languages, here are three ways to synch up your names: use an existing pattern (language) to generate names, use your own pattern, or play it by ear.
I've collected a fair number of links to fantasy name generators, over the years. Here's my list. If you know of more generators (not just name lists), post them in the comments!
Random or pattern-based:
Yafnag • Totro • Rinkworks
Ethnicity-based:
Lowchen • Behind the Name
Multiple generator sites:
Springhole.net • Donjon • GameDecor • Serendipity • Seventh Sanctum
Using existing languages
Existing languages do provide a fairly consistent "sound" for names. Google's translator covers an impressive number of languages, and you can use those words straight up as names or mash and mangle them as you please.
If you want something that's not on Google's list, there are online reference dictionaries out there. They aren't as easy to use as Translator, but they're better than nothing. For example, I used this Anglo-Saxon dictionary while I was writing Hawks & Rams.
Pronounceability
Say the names aloud. Yell them like a mom who's just found her favorite vase broken (that will require a full name, the universal sign that you're in big trouble.) Cut them down to the shortest possible nickname. Or the rudest possible.
Unpronounceable names have their place. But if you're going to saddle a major character with one, recognize that there has to be something short, sweet and pronounceable that other characters can yell across a crowded room to get their attention.
That's my ultimate test for a name. In the real world, anything three syllables or more will get cut down to one or two. Heck, two-syllable names often get cut to one. If anybody knows of someone who acquired a nickname longer than their actual name, I'd love to hear about it.
Do you play it by ear?
Where does naming consistency fall on your priority list? For me, it's tied into voice and world-building -- and you know how I am about world-building. :) I've been doing some of that recently, so this has been on my mind.
Tuesday, May 21, 2013
Three elements of voice in POVs
I'm writing a romance, so that requires two characters -- well, at least two -- and the story is such that both characters need to be involved in the telling. I've been writing their POVs separately, and I'll shuffle them together later on.
Partly that's because plenty of significant events only happen to one of them. Partly because the contrast between them will let me frame their shared scenes in the most effective voice. The third "partly" is because Heathric and Adal are both "young" characters and their voices are still settling in. They need to differentiate themselves. Heathric's very sensitive to the people around him. Adal's a more action-oriented guy. This ought to be visible in how they narrate.
How can you tell one character's voice from another?
What they notice: A character walks into a party. What's the first thing they pick up on? Depending on which of my three Disciple characters it is, it might be: the top-ranking officers, the cute girls, or the familiar/friendly faces. Heathric would pick up on the room's mood. Adal would look for his shortlisted friends.
Other characters might notice what people are wearing, the decorations in the room, or be looking for a quiet corner to hide in. (That would be me.)
Level of detail: People pay more attention to the things that matter to them. Conversely, they'll spend less time on things that don't matter, or have difficulty addressing them. Some people are also more prone to long, complicated thoughts while others keep it terse and to-the-point.
Word choices: One's upbringing, personality, and formal training will also influence the vocabulary one uses. Since Heathric and Adal are both from low-tech, rural, agriculture-and-animal-husbandry cultures, their world is framed in terms of natural phenomena, animals, and a dash of superstition. In training, one is a shepherd and the other is a Ranger.
Add in their personalities and Heathric ends up with a vocabulary that leans towards animals, emotions, and a certain gentleness/acceptance/working with what he's given. Adal takes a more proactive tone, focusing on utility and seeing things in terms of hunting, pursuit, and discipline.
All of these are deeply entwined with character development and world-building, as you can see. What would you add to this list?
Partly that's because plenty of significant events only happen to one of them. Partly because the contrast between them will let me frame their shared scenes in the most effective voice. The third "partly" is because Heathric and Adal are both "young" characters and their voices are still settling in. They need to differentiate themselves. Heathric's very sensitive to the people around him. Adal's a more action-oriented guy. This ought to be visible in how they narrate.
How can you tell one character's voice from another?
![]() |
| Photo reference for Adal, despite his objections. (Zac Efron) |
Other characters might notice what people are wearing, the decorations in the room, or be looking for a quiet corner to hide in. (That would be me.)
Level of detail: People pay more attention to the things that matter to them. Conversely, they'll spend less time on things that don't matter, or have difficulty addressing them. Some people are also more prone to long, complicated thoughts while others keep it terse and to-the-point.
Word choices: One's upbringing, personality, and formal training will also influence the vocabulary one uses. Since Heathric and Adal are both from low-tech, rural, agriculture-and-animal-husbandry cultures, their world is framed in terms of natural phenomena, animals, and a dash of superstition. In training, one is a shepherd and the other is a Ranger.
Add in their personalities and Heathric ends up with a vocabulary that leans towards animals, emotions, and a certain gentleness/acceptance/working with what he's given. Adal takes a more proactive tone, focusing on utility and seeing things in terms of hunting, pursuit, and discipline.
All of these are deeply entwined with character development and world-building, as you can see. What would you add to this list?
Tuesday, May 14, 2013
Breaking in the new story
I've started writing a new story, recently. When you've spent a long time working on one story, the transition to a new one can be jarring. Even when it's set in the same universe as your previous work.
It's sort of like a stiff new pair of sneakers; a new story needs some breaking in.
Different characters
My character development process, for all my talking about it, tends to be on the slow side. And even though I've built characters from scratch many times, it always has its awkward stages when I'm waiting for the character to talk to me but he just isn't up to that level yet.
Working with "old," deeply developed characters -- like Kate, Kiefan and Anders in Disciple -- spoils you to a certain degree. I know I can just give them a topic and a direction, and they'll spool out a scene on their own.
By comparison, newer characters need more notes and more steering. It feels ham-handed, at times. I have to trust, though, that with repetition and listening for the character's voice he'll quicken on his own.
Different voice
Heathric's voice is different from Kate's. He's a different person with different priorities, different sensitivities. In some ways, he's more sensitive than she is. (I'm trying to break that T/F barrier, for those of you who read the MBTI series.)
A different character means a different narrative, since I let my characters narrate -- something I don't usually make explicit, but there it is -- and that means a different view on the story. And that is, itself, a part of the story. Hawks & Rams is a much "smaller" story than Disciple, it's very personal and Heathric's more intimate voice should be a good fit.
Even though, yes, Disciple is a very personal story also but the scope is larger and Kate's more objective voice fit that.
It's a useful exercise, as an aside, to write the same scene from different characters' POVs. One should be able to see the difference in the word choice, the focus, the whole mood or the scene.
Different expectations
Genre comes into play, also. Hawks & Rams is a M/M fantasy romance -- I don't think there will be enough sex to qualify as erotica -- and chances are that people who pick it up will not have read Disciple. I need to explain the world, from scratch, in the context of this place and time that the story is happening. Being an M/M romance, I can bet that the audience for Hawks & Rams will be mostly female. I could stand to slow the pace down and do more emotional and sensual description (which fits into Heathric's more intimate voice, too.)
Which are not my strong suit, admittedly. This will be good practice.
The "breaking-in" process is mutual, after all. I'm fitting the story to my style, and the story's fitting me to its style.
It's sort of like a stiff new pair of sneakers; a new story needs some breaking in.
Different characters
My character development process, for all my talking about it, tends to be on the slow side. And even though I've built characters from scratch many times, it always has its awkward stages when I'm waiting for the character to talk to me but he just isn't up to that level yet.
Working with "old," deeply developed characters -- like Kate, Kiefan and Anders in Disciple -- spoils you to a certain degree. I know I can just give them a topic and a direction, and they'll spool out a scene on their own.
By comparison, newer characters need more notes and more steering. It feels ham-handed, at times. I have to trust, though, that with repetition and listening for the character's voice he'll quicken on his own.
![]() |
| Character reference photo for Hawks & Rams - Heath Ledger, from A Knight's Tale |
Heathric's voice is different from Kate's. He's a different person with different priorities, different sensitivities. In some ways, he's more sensitive than she is. (I'm trying to break that T/F barrier, for those of you who read the MBTI series.)
A different character means a different narrative, since I let my characters narrate -- something I don't usually make explicit, but there it is -- and that means a different view on the story. And that is, itself, a part of the story. Hawks & Rams is a much "smaller" story than Disciple, it's very personal and Heathric's more intimate voice should be a good fit.
Even though, yes, Disciple is a very personal story also but the scope is larger and Kate's more objective voice fit that.
It's a useful exercise, as an aside, to write the same scene from different characters' POVs. One should be able to see the difference in the word choice, the focus, the whole mood or the scene.
Different expectations
Genre comes into play, also. Hawks & Rams is a M/M fantasy romance -- I don't think there will be enough sex to qualify as erotica -- and chances are that people who pick it up will not have read Disciple. I need to explain the world, from scratch, in the context of this place and time that the story is happening. Being an M/M romance, I can bet that the audience for Hawks & Rams will be mostly female. I could stand to slow the pace down and do more emotional and sensual description (which fits into Heathric's more intimate voice, too.)
Which are not my strong suit, admittedly. This will be good practice.
The "breaking-in" process is mutual, after all. I'm fitting the story to my style, and the story's fitting me to its style.
Tuesday, February 26, 2013
Subtle Things #6: How to feed the readers?
My (bad) habit of reading reviews for Disciple, Part I has dropped off considerably, but I still glance at them now and then. Those that have complaints tend to say things like "never explained anything" and, as a result, "couldn't get into it."
Okay. Valid point. That's the flip side of the "I don't spoon-feed my readers" coin -- some readers are starving for explanations.
And maybe I'm not so sensitive to that because I rarely feel starved for explanations, myself, when reading a book. I can appreciate details that don't need further exposition, and I'll wait for infrequent spoon-feedings of information. Mélusine, by Sarah Monette, was a bit of a smack up side the head, in that way. And that's probably a good thing. (Paperback available on Amazon.)
No spoons, here. Monette kept me hungry.
I read the prologue and it's a bit like getting thrown against a wall. The world-building is a mass of details and assumptions encoded in a dense (but engaging, thank goodness) voice.* The author throws down her gauntlet and that's your fair warning. A couple dozen pages in, when the few scraps of explanation raised more questions than they answered, the challenge was even clearer. Figure it out for yourself.
The fine line that Monette walked, though, is that I never doubted that what I needed was in there. Enough was intuitively obvious, coupled with minor scraps of definition, that I could build an understanding of her world even with what she didn't give me. And given that I could figure out most things, what became really glaring were the places she didn't give me enough to go on. I had to choose to not be annoyed about those.
How in the heck do you present an avalanche of world-building with enough structure to reassure people that they can run with it? It's one of those Subtle Things, and I've teased out this much: some of it is repetition in different contexts so you can see the pattern, some of it is careful coding using words you have to trust the reader to know, and some of it relies on intuition -- which can fall on its face.
Repetition with context: "flat"
The first time we see this word, it's: Kethe, spare me from flats. Second: She was a flat, sure, and she was spoiled, for damn sure... Third: [referring to dangerous neighborhoods] ...but they ain't places that I'd take a flat. Those are fairly context-free, but even so it's clearly an insult in the first line. Second time, it's put on par with being spoiled. Third time, you get a sense of social context. I caught on that it was the term for those who were not living on the mean streets.
Coded with trust: "septad"
Something they don't quite teach you in school: it behooves you to know the Latin (and Greek) prefixes for various numbers and quantities. You'll pick up a bunch by way of geometry (pentagon, hexagon) and computer literacy (gigabyte, nanosecond), but you really should learn the whole list of them. Monette's trusting that we all know septa- indicates seven. In Mélusine, "septad" is a multi-purpose word indicating a group of seven. Days, feet, coins, it doesn't seem to matter. It's never explicitly defined, and it doesn't need to be.
Intuition: colloquial phrases, "thief-keeper"
My personal favorite was: If she was any flatter, they'd be paving the street with her. Also, nutty as a box of squirrels. This was part of what made the voice so engaging -- colorful, yet intuitively graspable catchphrases. Mildmay supplies the vast majority of them.
"Thief-keeper" is another word that was used without explanation. It did eventually get some context, but it was obvious enough that it only needed minor modification: child thieves, in specific, like Fagin.
Too much to handle?
You do this all the time, actually, in everyday life: pick up details because of context and tone. If you know how people speak, and you can hear your characters clearly, these details will fall into place on their own. Mostly. It's something to tweak in revision. Good to be aware of, and good to keep an eye on, but being too deliberate or, God forbid, bending the dialogue to fit it, will only look clunky.
So, as requested, those are some of the thoughts that Mélusine stirred up. I gave it four stars over at Goodreads. I'm stingy with my stars, so that's an excellent rating for me. Wasn't five because the plot did get a little bogged down and hazy around the 2/3rds mark. But it's full of wonderful imagery, dripping with voice, and the world-building is excellent. Minor caution: it does include some sexual nastiness.
*In my brief Goodreads review, I mentioned how this book reminded me of A Clockwork Orange -- that's both because of how you're tossed into the lake (so far as the voice goes) and how the first-person narrator manages to be engaging in spite of that. Mélusine's voice is, in fact, more engaging and easier to read than Orange. Not least because even Mildmay is far more likeable than Alex...
Okay. Valid point. That's the flip side of the "I don't spoon-feed my readers" coin -- some readers are starving for explanations.
And maybe I'm not so sensitive to that because I rarely feel starved for explanations, myself, when reading a book. I can appreciate details that don't need further exposition, and I'll wait for infrequent spoon-feedings of information. Mélusine, by Sarah Monette, was a bit of a smack up side the head, in that way. And that's probably a good thing. (Paperback available on Amazon.)No spoons, here. Monette kept me hungry.
I read the prologue and it's a bit like getting thrown against a wall. The world-building is a mass of details and assumptions encoded in a dense (but engaging, thank goodness) voice.* The author throws down her gauntlet and that's your fair warning. A couple dozen pages in, when the few scraps of explanation raised more questions than they answered, the challenge was even clearer. Figure it out for yourself.
The fine line that Monette walked, though, is that I never doubted that what I needed was in there. Enough was intuitively obvious, coupled with minor scraps of definition, that I could build an understanding of her world even with what she didn't give me. And given that I could figure out most things, what became really glaring were the places she didn't give me enough to go on. I had to choose to not be annoyed about those.
How in the heck do you present an avalanche of world-building with enough structure to reassure people that they can run with it? It's one of those Subtle Things, and I've teased out this much: some of it is repetition in different contexts so you can see the pattern, some of it is careful coding using words you have to trust the reader to know, and some of it relies on intuition -- which can fall on its face.
Repetition with context: "flat"
The first time we see this word, it's: Kethe, spare me from flats. Second: She was a flat, sure, and she was spoiled, for damn sure... Third: [referring to dangerous neighborhoods] ...but they ain't places that I'd take a flat. Those are fairly context-free, but even so it's clearly an insult in the first line. Second time, it's put on par with being spoiled. Third time, you get a sense of social context. I caught on that it was the term for those who were not living on the mean streets.
Coded with trust: "septad"
Something they don't quite teach you in school: it behooves you to know the Latin (and Greek) prefixes for various numbers and quantities. You'll pick up a bunch by way of geometry (pentagon, hexagon) and computer literacy (gigabyte, nanosecond), but you really should learn the whole list of them. Monette's trusting that we all know septa- indicates seven. In Mélusine, "septad" is a multi-purpose word indicating a group of seven. Days, feet, coins, it doesn't seem to matter. It's never explicitly defined, and it doesn't need to be.
Intuition: colloquial phrases, "thief-keeper"
My personal favorite was: If she was any flatter, they'd be paving the street with her. Also, nutty as a box of squirrels. This was part of what made the voice so engaging -- colorful, yet intuitively graspable catchphrases. Mildmay supplies the vast majority of them.
"Thief-keeper" is another word that was used without explanation. It did eventually get some context, but it was obvious enough that it only needed minor modification: child thieves, in specific, like Fagin.
Too much to handle?
You do this all the time, actually, in everyday life: pick up details because of context and tone. If you know how people speak, and you can hear your characters clearly, these details will fall into place on their own. Mostly. It's something to tweak in revision. Good to be aware of, and good to keep an eye on, but being too deliberate or, God forbid, bending the dialogue to fit it, will only look clunky.
So, as requested, those are some of the thoughts that Mélusine stirred up. I gave it four stars over at Goodreads. I'm stingy with my stars, so that's an excellent rating for me. Wasn't five because the plot did get a little bogged down and hazy around the 2/3rds mark. But it's full of wonderful imagery, dripping with voice, and the world-building is excellent. Minor caution: it does include some sexual nastiness.
*In my brief Goodreads review, I mentioned how this book reminded me of A Clockwork Orange -- that's both because of how you're tossed into the lake (so far as the voice goes) and how the first-person narrator manages to be engaging in spite of that. Mélusine's voice is, in fact, more engaging and easier to read than Orange. Not least because even Mildmay is far more likeable than Alex...
Thursday, November 29, 2012
Subtle things #2: Using adverbs correctly
Correctly? Never use adverbs!
In general, yes. Saying "never!" is certainly simpler than trying to explain all the situations where they could be used correctly, if the conditions are right. Plus, English is a great language with tons of specific words and it will let you make stuff up on the fly -- you can cut down on your adverbs just by taking advantage of that. So do that.
Given those five adverbs, you would probably do something different. That's the nature of these "subtle things" I've been ruminating on. (See Subtle Things #1, explanation's at the bottom.)
And looking at it now, I have to invoke another Subtle Thing: "Arcea would surely return fire." No, they won't, because they're using bows. Fire came mean shoot only after guns were invented and fire got involved in the process (cannons, matchlocks, flintlocks, etc.) Ha! I've been fighting to keep the language period-accurate, but one snuck through. That's a whole 'nother post to do...
In general, yes. Saying "never!" is certainly simpler than trying to explain all the situations where they could be used correctly, if the conditions are right. Plus, English is a great language with tons of specific words and it will let you make stuff up on the fly -- you can cut down on your adverbs just by taking advantage of that. So do that.
But. Adverbs can be used to convey information that doesn't easily go anyplace else. It's a judgement call on the writer's part, so it's difficult to argue about without being either very situation-specific or very macro-level non-specific (as in, "never!"). I'm going to be very situation-specific, to try to illustrate a pattern.
Some of my transgressions in the raw draft of Disciple, Part VI, with adverbs highlighted:
Some of my transgressions in the raw draft of Disciple, Part VI, with adverbs highlighted:
- His one short, melancholy letter was tucked safely away at home.
- The pavilion cleared quickly; even the steward and the pages left, once they’d cleared the trenchers.
- At bow range, Arcea would surely return fire, and my widest shield… “I won’t be able to protect them all,” I had to admit.
- The armsman in front skidded in surprise and nearly fell.
- I could feel his pulse, faintly.
(Searching for "ly" in my manuscript points out two words I'm guilty of over-using: only, and nearly. That's a whole 'nother post, on quirky habits, though.)
- This adverb is 95% redundant. Things that are tucked away can be reasonably assumed to be safe, IMO. Delete.
- This one, I would keep. Pavilions can clear slowly, so quickly is carrying important information. Clear is not a terribly specific verb, but I'm summarizing a nonspecific group of actions. What might be more specific? Emptied, but it's also not very specific. Evacuated and deserted have the wrong connotations, and indicate that the pavilion did the action. I could go into more detail about people lingering to chat, or who left right away, but I need to get to the important stuff. Short sentence, adverb, extra detail to specify how empty the pavilion is, keep moving.
- Surely here is... 75% redundant, because the enemy will return fire. There's no question of it. This one is a voice issue, my gut says. I'll probably delete it, but it bears some thought.
- Why not almost fell? Voice. But does this adverb convey important information? Skidded indicates loss of control. It's close to falling already. I could be more specific, here -- did the armsman fall to one knee? Manage to keep his balance? Run into a wall and catch himself on that? I'll have to look at the surrounding sentences to make a final call on this.
- Faintly does bring important information about the patient's health, but what I have to reconsider here is whether the feeling is what's faint or the pulse. And, actually, it's the pulse that's faint. This should be an adjective, not an adverb: I could feel his faint pulse.
Given those five adverbs, you would probably do something different. That's the nature of these "subtle things" I've been ruminating on. (See Subtle Things #1, explanation's at the bottom.)
And looking at it now, I have to invoke another Subtle Thing: "Arcea would surely return fire." No, they won't, because they're using bows. Fire came mean shoot only after guns were invented and fire got involved in the process (cannons, matchlocks, flintlocks, etc.) Ha! I've been fighting to keep the language period-accurate, but one snuck through. That's a whole 'nother post to do...
Thursday, October 25, 2012
Wordiness: clear as mud
Mooderino wrote a nice post on wordiness, on Tuesday. I wanted to comment, but that's one of many blog pages that won't let me post comments (see this for more info) so I'll write a post of my own instead.
Mooderino pointed out that wordiness has its place, and that it's very useful in setting the pace of a scene. The tricky part being, of course, knowing when is a good time to slow the pace of a story down and when's a good time to let it rip.
Most people will agree that action sequences should move fast -- which for me begs the question: when would you want a slow action scene? Most people would think that highly emotional scenes should go slowly -- should they? How does the impact of emotion change when the scene moves quickly?
These are things you learn by consuming other stories alertly -- with awareness of what the storyteller is doing and how they're doing it -- and through the experience of writing your own stories. Your gut has its own opinion of what feels like a good story, and it's a mix of all the stories you've consumed along with your own creative instincts. Which is then smoothed out by the practice of actually doing it over and over.
Revision comes into play, too, because it can be very enlightening to rewrite a scene to change its pace or tone -- both of which are directly impacted by wordiness or lack thereof. This is on my mind because I just had to do it the other night. I'd written a scene with a recently captured prisoner who had a passive, defeated attitude, but on further thought I realized it would be useful if that prisoner had an interest in cutting a deal. In rewriting it, the dialogue shortened, descriptions dropped out, the verbs turned more active, and overall I hope tension came through rather than passivity.
I didn't necessarily set out to shorten the dialogue, drop descriptions, and active up the verbs; for my gut, that's just a natural consequence of upping the tension in a scene. It took a long time for me to gain that kind of reflex for what I was putting on the page. For years, I just spewed out words and was never quite sure why some things worked and some didn't. My grammar was always decent, but I was guilty of some pretty epic and sprawling ruminations that were about as speedy as molasses. With a lot of practice, the awareness began to seep in.
Have you rewritten scenes to change their pace and tone? How did it impact the language you used?
Mooderino pointed out that wordiness has its place, and that it's very useful in setting the pace of a scene. The tricky part being, of course, knowing when is a good time to slow the pace of a story down and when's a good time to let it rip.
Most people will agree that action sequences should move fast -- which for me begs the question: when would you want a slow action scene? Most people would think that highly emotional scenes should go slowly -- should they? How does the impact of emotion change when the scene moves quickly?
These are things you learn by consuming other stories alertly -- with awareness of what the storyteller is doing and how they're doing it -- and through the experience of writing your own stories. Your gut has its own opinion of what feels like a good story, and it's a mix of all the stories you've consumed along with your own creative instincts. Which is then smoothed out by the practice of actually doing it over and over.
Revision comes into play, too, because it can be very enlightening to rewrite a scene to change its pace or tone -- both of which are directly impacted by wordiness or lack thereof. This is on my mind because I just had to do it the other night. I'd written a scene with a recently captured prisoner who had a passive, defeated attitude, but on further thought I realized it would be useful if that prisoner had an interest in cutting a deal. In rewriting it, the dialogue shortened, descriptions dropped out, the verbs turned more active, and overall I hope tension came through rather than passivity.
I didn't necessarily set out to shorten the dialogue, drop descriptions, and active up the verbs; for my gut, that's just a natural consequence of upping the tension in a scene. It took a long time for me to gain that kind of reflex for what I was putting on the page. For years, I just spewed out words and was never quite sure why some things worked and some didn't. My grammar was always decent, but I was guilty of some pretty epic and sprawling ruminations that were about as speedy as molasses. With a lot of practice, the awareness began to seep in.
Have you rewritten scenes to change their pace and tone? How did it impact the language you used?
Thursday, September 6, 2012
A 15-second word sketch
In the last blog post, I talked about voice in a little snippet of Disciple. I also want to draw a connection here between this and my blog post about seeing. So here is a bit of context for that snippet. This is an example of my "practice seeing" put to use -- this is a 15-second word sketch:
That's the really important part, because I dislike (on a gut level) narratives that spoon-feed me everything that's going on. I don't want to be told, in narration, "We agreed that there would be more to the story later." The characters saying it out loud is even worse. I want to figure these things out for myself.
The body language does most of the work. I show it to the reader because we are all sensitive to body language (or we ought to be) and I trust them to see what I see. This makes me prone to writing down my characters' every twitch, though, so I have to keep an eye on it.
I've now spent two blog posts unpacking the content of a hundred words (less?) in a minor scene -- and I bet it's not much surprise that I could do that. I bet you could do it with any hundred words of your story: explain what's going on grammatically, its voice, the character-building context, the world-building ("a girl that's not discipled to Saint Woden"?), how it's moving the plot... I didn't even get to those last two.
Part of that is because as its creator, I could talk about my story all day long. It's also because every bit of a story is important; every bit has several jobs to do and should be treated as such.
One more note: the voice I use in Disciple is very different from the voice I use in my science fiction stories, but no matter what I write, I'm always going to assume that the readers are paying attention and seeing the things that I don't tell them directly. That's a part of my personal voice that I've identified and I'm going to stick to it.
He fixed me with a steady look and spoke slowly. “We meant to bring the Elect, but lacking him — this is no place for a girl that’s not discipled to Saint Woden. So keep your hood up. We’re hunting lamia. That is what you’ve been told.”What I'm trying to sketch, here, is the connection that my MC making with another character -- by way of what she's not being told, the existence of which she's acknowledging. This establishes that they understand each other, without them saying it to each other and, more importantly, without me telling the reader straight out.
My head cocked, on reflex, weighing that. There was more to come, I didn’t doubt. “Yes, m’lord,” I responded, quietly. “I see.”
I thought I saw the corner of his mouth pick up a little, at that.
That's the really important part, because I dislike (on a gut level) narratives that spoon-feed me everything that's going on. I don't want to be told, in narration, "We agreed that there would be more to the story later." The characters saying it out loud is even worse. I want to figure these things out for myself.
The body language does most of the work. I show it to the reader because we are all sensitive to body language (or we ought to be) and I trust them to see what I see. This makes me prone to writing down my characters' every twitch, though, so I have to keep an eye on it.
I've now spent two blog posts unpacking the content of a hundred words (less?) in a minor scene -- and I bet it's not much surprise that I could do that. I bet you could do it with any hundred words of your story: explain what's going on grammatically, its voice, the character-building context, the world-building ("a girl that's not discipled to Saint Woden"?), how it's moving the plot... I didn't even get to those last two.
Part of that is because as its creator, I could talk about my story all day long. It's also because every bit of a story is important; every bit has several jobs to do and should be treated as such.
One more note: the voice I use in Disciple is very different from the voice I use in my science fiction stories, but no matter what I write, I'm always going to assume that the readers are paying attention and seeing the things that I don't tell them directly. That's a part of my personal voice that I've identified and I'm going to stick to it.
What aspects of your personal voice have you identified?
Tuesday, September 4, 2012
Final polish: voice vs. grammar
I'm putting the final polish on Disciple, Part I: For Want of a Piglet. Then I'm going to publish it.
The line edits I got from my freelance editor (Debra Doyle, respectful namaste) are great. She targeted the places where I was genuinely unclear or poorly structured, and didn't complain about all the stuff I did to create a narrative voice.
Which is difficult. I certainly have trouble discerning between Disciple's voice and what's unclear, which is why a line edit is a must. It got me to thinking about what voice is and how we balance it with clarity and grammatical correctness.
Voice is a difficult thing to define, from what I've seen. It's hard to talk about in a concrete way, but I'm going to take a stab at it. Here's a random snippet of Disciple:
The first sentence is more complicated and potentially unclear. I could have said:
Two stylistic sins, by most standards. Get the cat-o'-nine-tails and flog this writer! I will plead voice in my own defense -- but that's not a card you want to pull often. Voice is not an excuse for unclear, sloppy writing. I think you can earn an adverb and a soft dialogue tag with five thousand words of good, tight stuff, but that's only my opinion.
The quote above is just a small snippet; the reader breezes through this in no time. Which is as it should be. This is all supposed to be invisible under normal circumstances. This blog post constitutes far more thought than I usually put into three sentences. I've also slid from talking about grammar into touching on rhythm and pacing at the sentence level -- which is part of voice, too.
Stay tuned for another topic I'm going to pull into this snippet...
The line edits I got from my freelance editor (Debra Doyle, respectful namaste) are great. She targeted the places where I was genuinely unclear or poorly structured, and didn't complain about all the stuff I did to create a narrative voice.
| A little red-inking that I did a while back. |
Voice is a difficult thing to define, from what I've seen. It's hard to talk about in a concrete way, but I'm going to take a stab at it. Here's a random snippet of Disciple:
My head cocked, on reflex, weighing that. There was more to come, I didn’t doubt. “Yes, m’lord,” I responded, quietly. “I see.”Now, when it comes to grammar, sentence structure, and voice, I tend to be more instinctive than rigorous. I let my gut make the call, most of the time. My gut says there's nothing wrong with that excerpt. OMG adverb! Yes. And an adverbial phrase, too. That's a different blog post. Let's also skip the first sentence for a moment and consider the second one. I could have said:
I didn't doubt there was more to come.and that would be fine and correct. It would fit the voice, even. My gut made this call, and now that I'm looking at it with my brain I'd have to say that I structured the sentence as I did because the emphasis here isn't on what's to come, it's on the narrator's lack of doubt. (The last thing in a sentence carries the most weight.)
The first sentence is more complicated and potentially unclear. I could have said:
My head cocked, on reflex, as I weighed that.but I dropped two words to shorten the sentence. It's a quick action, a snap judgement. It's got a good, snappy verb in cocked and the implied action of weighing. The next sentence is slower, as the MC thinks a bit, and the verbs are was and didn't. Then we get into what she actually says aloud, which in my head has always been a bit slow and thoughtful. That's probably why I used a big, soft dialogue tag like responded and slowed it down further with an adverb.
Two stylistic sins, by most standards. Get the cat-o'-nine-tails and flog this writer! I will plead voice in my own defense -- but that's not a card you want to pull often. Voice is not an excuse for unclear, sloppy writing. I think you can earn an adverb and a soft dialogue tag with five thousand words of good, tight stuff, but that's only my opinion.
The quote above is just a small snippet; the reader breezes through this in no time. Which is as it should be. This is all supposed to be invisible under normal circumstances. This blog post constitutes far more thought than I usually put into three sentences. I've also slid from talking about grammar into touching on rhythm and pacing at the sentence level -- which is part of voice, too.
Stay tuned for another topic I'm going to pull into this snippet...
Thursday, August 16, 2012
Three annoying things in my WIP
What is it about lists? People love blog posts of lists. I am writing this at the last minute, to be honest, since I've been distracted this week by starting big revisions on Part IV and squeeing over artwork for Part I. Unlike the big revisions I did for Part III, blogging about these revisions will take some careful consideration. I'll get to them eventually.
In the meantime, three things about Disciple that are annoying me right now:
1. The Caer voice is infectious
Did build a fantasy world of many tongues, despite that I've little skill for such myself. 'Twas a question on how to display them, early on. In time, did settle on that each group of foreigners has their voice, their accent, and do use it whichever tongue 'tis they're speaking. Thus, need not do more than mention a shift in language and leave off anything my narrator can't ken.
Well enough, save the Caer voice... 'tis infections. Sticky in my mind.
'Tis especially troublesome in Part V, as I've broken from my first-person narrator and did bring in a Caer for POV. Full half the tale did go to her and 'tis well settled in my mind, now, that 'tis a proper way to speak. Needs must shake it ere it creeps into Part IV's revisions -- did fight it all last night, in writing Alice's dialogue.
Treacherous thing. Do catch myself thinking in Caer, while musing on revisions...
2. The other voice I developed keeps falling out of the story
At the other end, I needed a separate voice for my other major group of foreigners. Whereas the Caer voice came easy, the Arceal one put up a fight. I've had to go back and revise it a couple times now. Part of the problem is that it keeps dropping out of the story. I tried to introduce it in Part III, but the scene has gotten butchered down to less and less dialogue. There was going to be a fair chunk in Part IV, but now I'm going to cut most of that, too. We won't be hearing from them until well into Part VI, at this rate.
3. Keeping it close to the bone
I recently read Name of the Wind. I enjoyed it, and I was intrigued by how Rothfuss used the jumps back to the "present-day" to remind me that he's promised me an awesome story. Because I could tell pretty quickly that this book was going to only be set-up for later volumes. There wasn't going to be any significant progress toward the character's main goal.
95% of that fat book was noodling around. Fun and well written noodling.
I doubt anyone's going to accuse me of noodling around or wandering away from the main goal in Disciple. I could probably get away with some. While I was writing the first chunk of Part V, I was starting to feel just how close to the bone I was writing -- there was nothing extra in that chunk, no secondary storylines to pad it out a all. I kept thinking we could talk about Gregor's crush a bit more, but my gut kept shooting it down.
It kept saying that the whole chunk was a noodle, I shouldn't have broken away from my narrator -- but the reader needs to know what happened in this part.
Lean and mean, my stories. Perhaps skeletal, though. How much meandering do you like in a story?
In the meantime, three things about Disciple that are annoying me right now:
1. The Caer voice is infectious
Did build a fantasy world of many tongues, despite that I've little skill for such myself. 'Twas a question on how to display them, early on. In time, did settle on that each group of foreigners has their voice, their accent, and do use it whichever tongue 'tis they're speaking. Thus, need not do more than mention a shift in language and leave off anything my narrator can't ken.
Well enough, save the Caer voice... 'tis infections. Sticky in my mind.
'Tis especially troublesome in Part V, as I've broken from my first-person narrator and did bring in a Caer for POV. Full half the tale did go to her and 'tis well settled in my mind, now, that 'tis a proper way to speak. Needs must shake it ere it creeps into Part IV's revisions -- did fight it all last night, in writing Alice's dialogue.
Treacherous thing. Do catch myself thinking in Caer, while musing on revisions...
2. The other voice I developed keeps falling out of the story
At the other end, I needed a separate voice for my other major group of foreigners. Whereas the Caer voice came easy, the Arceal one put up a fight. I've had to go back and revise it a couple times now. Part of the problem is that it keeps dropping out of the story. I tried to introduce it in Part III, but the scene has gotten butchered down to less and less dialogue. There was going to be a fair chunk in Part IV, but now I'm going to cut most of that, too. We won't be hearing from them until well into Part VI, at this rate.
3. Keeping it close to the bone
I recently read Name of the Wind. I enjoyed it, and I was intrigued by how Rothfuss used the jumps back to the "present-day" to remind me that he's promised me an awesome story. Because I could tell pretty quickly that this book was going to only be set-up for later volumes. There wasn't going to be any significant progress toward the character's main goal.
95% of that fat book was noodling around. Fun and well written noodling.
I doubt anyone's going to accuse me of noodling around or wandering away from the main goal in Disciple. I could probably get away with some. While I was writing the first chunk of Part V, I was starting to feel just how close to the bone I was writing -- there was nothing extra in that chunk, no secondary storylines to pad it out a all. I kept thinking we could talk about Gregor's crush a bit more, but my gut kept shooting it down.
It kept saying that the whole chunk was a noodle, I shouldn't have broken away from my narrator -- but the reader needs to know what happened in this part.
Lean and mean, my stories. Perhaps skeletal, though. How much meandering do you like in a story?
Subscribe to:
Posts (Atom)

