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Cameron Montague Taylor

The Dark Arm of the Maker is LIVE on Kindle Vella!

July 17, 2021 by Cameron Montague Taylor Leave a Comment

Exciting news, everyone! The Dark Arm of the Maker has gone live on Kindle Vella. For those of you who read the story under its original name (Potionmaster) and in its original form, you’ll be excited to learn that the edited and expanded version contains almost 10k more story, including a much-requested pre-epilogue scene. Want to learn more about the edited version? Read on!

What’s Kindle Vella?

Kindle Vella is Amazon’s new serialization platform. Creators post content one episode (or chapter) at a time, often on a schedule. Readers can check out the first three episodes for free, after which they can purchase coins, or tokens, to unlock the rest of the story. Right now, Vella is only available for Amazon US customers, but they should start expanding to other regions soon.

If you have an Amazon US account, you can log in and claim your first 200 coins for free! You can unlock an extra five chapters of The Dark Arm of the Maker with them, and I’d be extremely grateful for the support.

Click here to read The Dark Arm of the Maker on Kindle Vella!

Tell me more about the story!

The Dark Arm of the Maker is a standalone, Dark Fantasy & MM Romance novel. Here’s the blurb:

Royal Chef Neveshir Sevelin is a Karán: a man born with dangerous magic running through his veins. Like all Maker-touched, he can use fire to transmute, but only Karán have the power to kill with it. Though most Karán spend their careers bound in service on the war-front, Neveshir has sworn off killing. He roams free in Alkaya where he uses his talents to craft culinary masterpieces for his former shieldmate and dearest friend, Shah Melík Saf Kanh, ruler of all Esenia.

When a terrible disease breaks out in the city, however, Neveshir is asked to revisit the powerful magic he hasn’t used in decades — a request that has the Maker’s Guild up in arms. Neveshir can’t blame them. He knows what he is: a poison-blood who was Maker-made to take lives, not save them.

Then Melík falls ill. The disease spreads beyond the Guild’s ability to control, showing a malevolence that defies medicine and forces Neveshir to consider more extreme measures. In order to discover the source of the disease, transmute a cure, and save the man he’s not supposed to love, Neveshir must overcome his fear of his own nature — before it’s too late.

Are you all about the tropes? The Dark Arm of the Maker features found family, magic that comes at a price, and forbidden love. It also includes gay, bisexual, non-binary, and aroace representation.

That sounds great, but I’m not giving Amazon another dime

No worries! The Dark Arm of the Maker is also available, edited and in full, on Patreon at the Patron+ tiers. Click the link below to head over to my novels masterpost and check it out:

Click here to read The Dark Arm of the Maker on Patreon!

Filed Under: News Tagged With: Dark Arm of the Maker, fantasy, Kindle Vella, Potionmaster, writing

Morning Pages: Bad Idea

July 4, 2021 by Cameron Montague Taylor 3 Comments

Welcome to Morning Pages — it’s time for a monthly roundup. I hope you’ve got your pencils sharpened and ready to write. Wanna join in on the fun? Read the prompt, set your timer* and get ready to let the words flow. Feel free to post the results of your work in the comments below where we chat about writing and (if the mood strikes us) get a craft discussion going.

If you want critique from other commenters, use #YESTHANKS in your comment. Otherwise, you can tell us about the flash fic and the process you went through to write it. And of course, I’m always open to hear what you think about my excerpts!

*you can write for as long as you want, but most folks choose 15-30 minutes.

What I learned this month: I’ve had a lot of fun incorporating experiences from my work-life into SFF worlds this month. Between What’s That Smell, Ivy, and Bad Idea, I’ve used sailing not just as a mode of transportation or a backdrop for an epic quest, but as the purpose, the punchline, the vector through which the story gets told.

(Okay, Ivy has nothing to do with sailing, but have I gifted someone a plant they ended up being allergic to? Yes, yes I have.)

There’s a lot of me and my specific, concrete experiences in these flash fics. What’s That Smell is, fundamentally, a joke for anyone who has spent any time living or working aboard a sailboat. Mystery smells (usually unpleasant ones) are part and parcel of shipboard life, and when I say I’ve gone through entire compartments sniffing things with my fellow crew, trying to isolate the source of the funk… well. Yes. I had a lot of fun with that fic.

Then there’s Bad Idea — the ultimate personal-experience-as-narrative. This past month, I’ve been training to perform high-risk, close-quarters maneuvers in tight channels with fast currents for the very first time. Do I have the license to captain a ship? Yes. Have I trained for years to dock vessels like this? Absolutely. That hasn’t stopped me from feeling desperately unprepared for the responsibility on my shoulders. There’s only so much training can do for us, though. Past a certain point, we need to take the leap, trust our skills, and figure out the rest as we go.

I could flesh out a lot of allegories, here, but the obvious one is the connection to writing/publishing. Eventually, we hit a point where we’re no longer in the ‘learner’ phase… and what then? Do we self-publish? Join bigger, badder writing groups? Query and try for trad? Pitch to serialization sites? Whatever we choose, eventually there’s no prep work left to do, and we just have to bite the bullet and go.

But how do we know when we’re ready, whether at the helm of a ship, after editing a manuscript, or otherwise?

Well. That’s the question, isn’t it?

The Prompts:

“Maybe this was a bad idea.”

A young pilot second-guesses their career choice.

“What’s that smell?”

Oceana ‘verse: Ehrin plays every sailor’s favorite game.

“Fish out of water (literally or figuratively).”

Oceana ‘verse: Imran never belonged in Anaphe.

“Write a story based on a real-life tragedy.”

“Feed:” They all know they’re going to die here.

“A character gets asked to do a favor they really don’t want to do.”

“The Look of Her:” Oceana ‘verse. Arden gets conned into being Jonah’s wing-man.

“You bought a run-down coffee shop located in a laid-back, mundane town for below market price. Not a perfect investment, but it’s an investment you can afford. You turn the coffee shop into something unique and contemporary that changes the town for the better. Suddenly, the coffee shop becomes a gossip hub where secrets of the town’s residents begin to unfold. Turns out, this town isn’t so mundane after all.”

Oceana ‘verse AU; a narrator watches two strangers get closer during the long months of the pandemic.

“Character A gives character B a gift. It backfires.”

Mel from Dark Arm of the Maker isn’t so good with house plants.

“The sky is all wrong, here.”

It’s hard to travel so far from home.

Get Involved!

Answer the prompts or dive straight in and respond to others’ comments — let’s share our knowledge, our experience, and have a discussion we can all learn from! Don’t want to miss a post? Subscribe to the blog in the sidebar to get notified about new posts.

Today’s questions:

  • How do you know when a story is ready for submission/publication—whatever submission and/or publication mean to you?

Looking for more writing? Become a Patron!

In addition to extra flash fiction (at least once a week), my Patreon hosts my full-length novels, artwork, behind-the-scenes worldbuilding, and more. Click below to check out the tiers I offer and support the blog!

Click to visit my patreon!

Filed Under: Morning Pages Tagged With: fiction writing prompts, flash fiction, writing community, writing exercises, writing inspiration, writing prompts

Epithets in Fiction

July 3, 2021 by Cameron Montague Taylor 1 Comment

Since the beginning of the summer, I’ve casually worked on a challenge called 100daysofwriting, posted daily by @the-wip-project on Tumblr. I don’t do the challenge daily–I dip in and out, occasionally answering prompts on my Pillowfort account–but one of their questions really got me.

What’s a pet peeve you have, that you try to do differently in your own work?

Um. EPITHETS, folks. Epithets.

There are loads of things I focus on when I’m writing, and to be fair, this doesn’t quite answer the question properly (because I no longer have to focus keeping epithets out of my writing, though I did at one time). But a “pet peeve” is by definition a small thing, not a big one, so I don’t want to throw down one of my Top Three like 1) pacing or 2) overwriting or 3) believable ethical conflicts.

No. It’s the epithets for me today.

Whatever kind of fiction you write, if you’ve ever ended up with two same-gendered characters in the same room and struggled to figure out how to let the reader know who you’re referring to every time you write ‘she said,’ this one’s for you.

Wait, so what are epithets?

For anyone unaware of what I mean when I say epithets: I mean the title / descriptor by which a character is known — one that doesn’t involve their name, often preceded by the article “the”.

ie: “the soldier” / “the young man” / “the doctor” / “the tall girl”

Obviously, there are characters who will only go by epithets, and that’s okay in certain circumstances, like when the POV character doesn’t know their name, or wouldn’t feel comfortable calling them by their name. This is often the case with royalty, doctors, people of high rank… epithets are super useful when they cue the reader into a power imbalance or other unique interpersonal dynamic.

Why the hate on epithets, then?

Because the place epithets are most commonly BUT SHOULD NEVER be used…

…is to escape the Gay Pronoun Problem.

Have two dudes in a scene together? Don’t want to call them by their given names (let’s say Dan and Josh) for 2k straight words? “He” isn’t clear enough because both of them ID as male? Just refer to them by other attributes! Dan is “the blonde,” “the wizard,” “the taller man,” and Josh is “the brunette,” “the soldier,” “the stocky man.”

What could go wrong?

What goes wrong is this: at no point in your life have you ever thought of one of your friends as “the stocky man” in your head, nor would you ever narrate a conversation with one of your friends that way.

So if we’re in Josh’s POV and all of Dan’s dialogue is tagged ‘said the blonde’ and ‘the wizard replied’ and ‘the taller man shouted’… instead of telling me something important about the relationship dynamic between Josh and Dan, the narrative does the exact opposite. It tells me Josh is so unfamiliar with Dan that he won’t refer to Dan by either his 1) given name or 2) his simple pronoun. Which is untrue, out of character, and (honestly?) weird.

Epithets break immersion and do the story a disservice.

And don’t even get me started on when they’re used in sex scenes.

Solving the Gay Pronoun Problem

There are a few technical solutions to the GPP. Clarity of prose is a craft-level skill, which is why I suspect epithets are a crutch used primarily by new writers (I certainly used them when I first started writing!). This kind of clarity has also become a subconscious habit in the intervening years. That said, I do have a handful of tips for making it clear who we’re writing about when there are two (or more) same-gender characters in a scene.

(These tips should also be helpful when writing characters who use they/them pronouns, which can get weedy in certain narrative contexts.)

  • I continue using their name or pronoun, even though I’ve been using it a lot.

Readers ignore names and pronouns (especially pronouns) more than you’d think. Unless the rhythm of the sentence results in a heavy prose echo, “he/she/they” is an invisible word, much the way “said” is when tagging dialogue.

If there’s a prose echo, I either rephrase the sentence, or delete it entirely. (I’m a stubborn overwriter, but years of beating my head against narrative walls has eventually helped me realize that, when something is impossible to phrase without sounding terrible, it usually means I don’t need to keep it in the story.)

  • I use paragraph breaks when I switch the focus to a different character.

In one paragraph, I’m talking about what Josh is thinking. Josh, therefore, is the subject of that paragraph, and “he” will refer to Josh. When I switch from internalizing to externalizing, and Josh starts describing what Dan is doing, I’ll use a paragraph break to make it clear that “he” could now refer to a different character in the room.

  • There’s only one ‘he’ in a scene.

Especially when two same-gender characters are interacting (ie: the scenario that puts the Gay in the Gay Pronoun Problem), I’ll call the POV character by their pronoun and the other character by their name. Obviously this isn’t a hard-and-fast rule. It’s not foolproof, and I don’t stick to it the whole time, but it does help the reader figure out who’s talking (or doing) by associating a shared pronoun with a single character.

tldr:

Epithets are for tombstones. Let’s keep it that way.

Looking for more content? Find me on Patreon!

Filed Under: Craft Of Writing Tagged With: craft of writing, epithets, how to write a novel, pronouns, writing the first draft, writing tips

Morning Pages: Righting Wrongs

June 6, 2021 by Cameron Montague Taylor 1 Comment

Welcome to Morning Pages — it’s time for a monthly roundup. I hope you’ve got your pencils sharpened and ready to write. Wanna join in on the fun? Read the prompt, set your timer* and get ready to let the words flow. Feel free to post the results of your work in the comments below where we chat about writing and (if the mood strikes us) get a craft discussion going.

If you want critique from other commenters, use #YESTHANKS in your comment. Otherwise, you can tell us about the flash fic and the process you went through to write it. And of course, I’m always open to hear what you think about my excerpts!

*you can write for as long as you want, but most folks choose 15-30 minutes.

What I learned this month: I’ve been crafting stories in my head since I was a little kid. I don’t think that’s a particularly unique trait—I think the unique bit is how I wrote so many of those stories down, and finished approximately none of them. I have endless writing notebooks kicking around drawers in my apartment, and because the writing isn’t quality (look, some of them date back to middle school) I tend to overlook them as sources of inspiration.

The thing is… there’s nothing wrong with the ideas I came up with. The flaws were always in the execution—because it takes a heckin’ long time to develop any kind of writing craft, and I certainly wasn’t there when I jotted down the ideas for those stories.

But flaws in craft have nothing to do with concept flaws, and I’m starting to see that I shouldn’t stop myself from revisiting old ideas just because the dialogue is wooden or the descriptions are awkward. The fun part about rereading my writing notebooks is revisiting the stories, not how they’re told. And now, years later, I finally have the ability to retell them the way they originally deserved to be written.

I’m not sure I’ll end up throwing any of these old ideas on the backburner pile, but hey—I might. Either way, it was worth revisiting one of them in the short after which this roundup is named. Check out Righting Wrongs for a window into Teenage!Cee’s head.

The Prompts:

“Put the main character from one of your books into the circus.”

Turns out, Arden from the Oceana ‘verse is a decent aerialist.

“It will take the rest of my life to right the wrongs I’ve done.”

Revisiting Crecia: a world I built when I was a kid.

“Beware the Six-Toed Cat.”

Anya from Weaver doesn’t put much stock in advice from psychics. (Maybe she should.)

“If you find yourself in need of an answer, blow out a candle and ask the smoke. But ask quickly–it can’t stay around for long.”

An old King wonders whether he was right to wear the crown.

“The island is made of skeletons, creatures big and small polished into shining bone roads. The people who live there are peaceful. So far.”

“Albatross:” A shipwrecked sailor pays for his errors.

“You’re Spoiling Me.”

Neveshir from Dark Arm of the Maker has a hard time believing he deserves kindness.

Picture Prompts

“Monolith:” Arden and Val from the Oceana ‘Verse explore a foreign land.

Get Involved!

Answer the prompts or dive straight in and respond to others’ comments — let’s share our knowledge, our experience, and have a discussion we can all learn from! Don’t want to miss a post? Subscribe to the blog in the sidebar to get notified about new posts.

Today’s questions:

  • Have you ever rewritten a story you started as a kid? How much time passed between the original idea occurring to you and the rewrite happening?
  • Were you happy with the end result? Why/why not?

Looking for more writing? Become a Patron!

In addition to extra flash fiction (at least once a week), my Patreon hosts my full-length novels, artwork, behind-the-scenes worldbuilding, and more. Click below to check out the tiers I offer and support the blog!

Filed Under: Morning Pages Tagged With: fiction writing prompts, flash fiction, picture prompt, rewrites, writing community, writing exercises, writing inspiration, writing prompts

Worldbuilder’s Disease: Devil’s in the Detail

June 3, 2021 by Cameron Montague Taylor Leave a Comment

Welcome back to my series on Worldbuilder’s Disease! If you’re looking for the other parts in the series, you can check out the first, second, third, or fourth posts right here on the AuthorShip.

Part five is all about how to incorporate worldbuilding details to enhance (rather than detract from!) our stories. Those of us with Worldbuilder’s Disease have often spent long, long tracts of time dreaming up everything about our world. Some of us have story bibles with thousands of words inside. The hardest thing for us to remember when getting started on the actual writing, however, is that these details don’t tell a story in and of themselves.

Worldbuilding =/= plot:

Setting isn’t plot. Or: epic worldbuilding does not a story make.

Setting doesn’t drive plot, either. Setting drives character, which drives plot. Our world isn’t the main attraction. Our characters are.

When readers open our books, they don’t have a reason to care about the mountain range we’ve built, or how that range is actually the spine of an ancient sleeping dragon.

I mean, that’s a super cool detail, but how does it impact the characters?

Beware irrelevant worldbuilding details

If the sleeping mountain dragon doesn’t impact the plot, but is a cool idea we really want to mention in-story, a little yellow flag should wave somewhere in the back of our minds. While there is wiggle room for irrelevant, but cool in SFF, only so many of these details can make it onto the page before we stop enriching our setting and start detracting from our story.

The most important rule of irrelevant-but-cool is:

The more we describe something on-page, the more readers will think it’s an important part of our plot. Over-described but irrelevant details will ultimately frustrate our readers. They spend time learning and conceptualizing these details, expecting them to connect first to our characters, and then to the plot. If we never deliver on those connections, they’ll begin to lose faith in our ability as storytellers. This could have two possible outcomes:

  1. Our readers succumb to information overload

Information overload—or an ultra-steep learning curve—is a common issue for SFF writers (and one I’m constantly grappling with, myself). Adding in too many irrelevant details will make it difficult for the reader to keep track of what’s going on. Frustrated, they may simply shut the book and walk away before reaching the “good parts”. And that’s the worst case scenario for a writer, isn’t it?

  • Our readers can’t see the forest for the trees

Even if readers stick with us through information overload, scatter-shotting our description across too many irrelevant details will make it hard for them to hold onto all of that information. At that point, they’ll start missing out on important details, too.

Failing to draw the reader’s eye to the plot-important worldbuilding details will create a foreshadowing problem. When the plot-twist comes, it will fail to hit, because we gave the reader too much irrelevant information for them to follow the main track of the plot.

How do we avoid these unfortunate outcomes? By limiting the number of irrelevant-but-cool details, and limiting the amount of time we spend describing those details. We ought to use our narrative space to draw the reader’s eye to the most important parts of our story: bits and pieces that will become increasingly relevant as time goes by.

So—how do we draw the reader’s eye to important worldbuilding details?

When worldbuilding impacts character

Let’s return to the example of the sleeping mountain dragon. Let’s say this mountain dragon will directly impact the protagonist—it’ll wake up and torch the protagonist’s village, killing most of their loved ones, and driving them on a vengeance quest.

Now we’re talking.

This is a major story event in which a worldbuilding/setting detail drives the character, which in turn drives the plot. This major story event will require setup/foreshadowing, but most of the specifics (where did the mountain dragon come from? Why did it come back to life now?) will only interest the reader after the protagonist’s village burns.

Thus, we must balance the worldbuilding details and how we distribute them to the reader. A handful of mentions of the mountain dragon range can come before the dragon returns to life. Think of these most important details as, again, the tip of our narrative iceberg. Everything under the surface can be discovered by the protagonist after the village burns, or, after the reader has skin in the game and wants to know more about the monster that killed our protagonist’s family.

To prologue, or not to prologue?

SFF writers often try to get around the infodump problem by including the history of the sleeping mountain dragon in a prologue. But prologues are an iffy choice.

While they often do an adequate job of foreshadowing and laying out the story’s main conflict, they also attach the reader to the wrong character—a character who is often long-dead by the time the real story starts. It shows too much detail. It crosses way past that iceberg boundary and explains history to the reader in a way that won’t matter to them until the protagonist’s town burns down, which doesn’t happen until chapter four.

The Great War that happened 1,000 years prior doesn’t matter until its legacy directly impacts our protagonist.

We must filter our details in order to expose what’s necessary, and use only the Necessary to motivate our characters and drive the current plot.

What are Necessary detals?

Worldbuilding is a bit like sending Indiana Jones into a booby-trapped ancient temple.

We understand what the ancient temple is. We have just enough backstory on the temple to know why Indy is going into it, and suspect that Bad Things Will Happen in the temple. What we don’t know is where all of the booby traps are, and what they’ll be like—until Indy trips over them.

In fact, none of those booby traps (read: worldbuilding details) are shown on-paper until Indy activates them.

If we were to write an Indiana Jones novel, we wouldn’t start the temple scene by writing “there’s a giant rolling ball, a pit of snakes, death knives, and poison spray between Indy and the Object He’s Looking For. There are also spiky gates, alligators, and a team of death-cult guards, but Indy won’t see any of those because he takes a different tunnel.”

For one thing, that’ll suck the tension right out of our story. For another, why does the reader care about the booby-traps Indy doesn’t encounter?

We find out about the booby-traps—aka, the worldbuilding details—because Indy sets them off, then has to wrangle his way out of them.

That’s what good worldbuilding looks like. We may have a story bible full of backstory, history, and magic, but the reader ought to only see what the protagonist steps on. Doing this creates the illusion, the knowledge, that we’re standing on the tip of a very large iceberg. We don’t need to see the rest of the iceberg to believe it’s there.

It also lets us reveal relevant details as they come up instead of throwing them at the reader all at once and hoping some of it sticks.

But how do we incorporate major worldbuilding details without infodumping?

Let’s return (again) to the dragon-mountain-range detail.

There are loads of plausible ways this sleeping dragon mountain range could impact our characters, and therefore impact our plot—and it doesn’t have to be the most dramatic (dragon burns the town down). I’ve picked the three most likely off the top of my head—three different reasons we decide the mountain range must be mentioned in-story:

  1. We’ve already mentioned this one: the ancient sleeping mountain dragon is a legend, and one day this mountain dragon is going to awake.

In this case, we need to foreshadow that the dragon will awake. In order to decide how to spread our worldbuilding details, this is the question we must ask ourselves: prior to the dragon awakening, what does the reader need to understand?

  • There is a legend that the mountain range overlooking the village is actually a sleeping dragon.
  • At some indeterminate time in the past, that dragon rained fiery terror over the land.
  • People may or may not believe in and fear this legend.
  • In the days/weeks leading up to the dragon awakening, things aren’t quite right in the surrounding lands.

How can we expose those worldbuilding details without infodumping?

  • The protagonist or one of their relatives can tell a younger sibling to behave, or the mountain dragon will come to eat them.
  • A religious service could give a sacrifice to the sleeping dragon to appease it and keep it from raining fiery terror upon the land.
  • An older sibling looks at the dragon-shaped mountain range, scoffs, and says “that doesn’t even look like a dragon, that’s stupid”, but the protagonist feels icky about talking smack about the dragon.
  • Animals have started acting strange. There are sightings of dark things in the forests. Smoke has begun to rise from the place where the dragon’s nostrils would be.

The above examples are all ways that the dragon slowly coming back to life can be foreshadowed. Worldbuilding details are peeled away piece-by-piece in a way that compels and interests the reader, because these worldbuilding details are viewed through the protagonist’s eyes and delivered in a way that impacts the character personally.

These details also give just enough context that when the protagonist wakes in the middle of the night to screaming and their village lighting on fire, the reader knows immediately what happened. The reader might not understand why the dragon awoke, what the dragon wants, or how the protagonist will defeat it—and that’s okay. But we’ve drip-fed the reader enough information that they understand the protagonist’s terror and fear when they wake to an ancient mountain dragon’s attack.

We’ve walked the delicate balance between giving away too much information (thus boring and overwhelming the reader) and not giving away enough information (thus preventing the reader from understanding the context and stakes).

  • The ancient sleeping mountain dragon will never awake, but the range itself is a hint that dragons exist in this world.

In this case, the mountain range itself is foreshadowing for a plot-relevant event. Perhaps, in this case, the protagonist is fated to become a great dragon rider.

This is foreshadowing of a different kind, but the mechanics of foreshadowing would be very similar. This mountain is very important, these dragons are important, and they’ll be mentioned in passing multiple times.

Here, the mountain itself is the foreshadowing. We’re using the mountain to:

  • Put the idea of dragons in front of the reader.
  • Transmit lore about dragons or dragon riders.
  • Foreshadow that something big is about to happen to the protagonist.

How can we do that without infodumping?

  • The protagonist’s village celebrates a holiday honoring the Dragon Mother—the mountain from which all dragons were born.
  • The protagonist sneaks away from the village to get a closer look at the mountain and has a close encounter with a baby dragon.
  • The protagonist sees or senses something about the mountain that none of the other villagers can perceive.

These examples don’t foreshadow that the mountain itself is about to come back to life, but can transmit information about the world and foreshadow that something dragon-related is about to happen to the protagonist—which is why we’d include the detail of the dragon mountain in the first place. In this scenario, the dragon mountain drives the characters—to celebrate, to sneak away from the village, to question their reality. Thus, setting drives character, which drives plot.

  • The ancient sleeping mountain dragon will never awake, and dragons aren’t real, but the characters in this story superstitiously (or religiously) believe in dragons

This could be plot-relevant—especially if these belief systems get called into question, or cause conflict further on in the story. Why might we include mention of such a belief system?

  • To enrich our world by showing characters with a diversity of religious beliefs.
  • To create a storytelling tradition that allows characters to orally pass on pieces of their history and culture to young members (and thus, the reader).
  • To build a cultural or ideological conflict between characters.

And how might we show this diversity of belief?

The most important question we need to ask ourselves: does this diversity of belief directly impact the plot, or is it meant only to flesh out our setting and characters?

If the first is true, we’ll spend far more time ensuring our readers have an intimate understanding of how this belief system works—because knowledge of the system will help them understand the tension and stakes in future religious conflict. If the second is true, explanation becomes less important than passing description to build a vivid setting.

For example, if the practice of dragon-worship is plot relevant, we could explore it by:

  • Showing a religious ceremony.
  • Getting a window into our character’s religious life or holy studies.
  • Show an argument between our protagonist and someone with different beliefs.
  • Show a greater conflict that has taken on sociopolitical dimensions (ie: the hanging of a heretic in the square, discrimination against a minority population, etc.).

A plot-relevant practice of dragon worship would also touch on some of the following examples, which will enrich our setting and worldbuilding to make it feel real and unique. In other words, if dragon worship is plot relevant, we’ll use both types of examples, above and below. If it isn’t, we’d focus only on the examples below rather than the ones up ^there.

How to enrich our setting? (a handful of ideas)

  • Show a character praying.
  • Show how a character’s religion impacts their diet, clothing choice, and vocabulary.
  • Have the character interact with artwork or architecture reflective of society’s religious beliefs.
  • Show relics or items of worship in the character’s home.

Most importantly: we shouldn’t describe all of these at once. A world develops its richness when the reader experiences the character’s repeated interactions with their setting—not through hearing about these worldbuilding details as part of a long litany of descriptions in chapter one.

Remember Shroedinger’s Wyvern from previous posts? Readers will care about rituals of prayer, celebration, food, art, clothing, etc. inasmuch as they influence the daily life of our characters. Even if a protagonist’s religious beliefs don’t have much of a bearing upon our overall plot, they will show up as part of our character’s day-to-day life. Occasional mentions of time spent at prayer, in-universe swear words, or even introspective questioning of faith during difficult times are all ways for us to inject worldbuilding into our stories.

We can mention these setting-enriching details as our characters encounter them, but must resist the temptation to dump a page-long explanation of their religious beliefs when they first appear on the screen—an explanation that reads more like an encyclopedia entry than a story.

In conclusion

Those of us with worldbuilder’s disease have an incredibly broad and deep world to draw from as we write. The hardest thing for us, at a craft level, is editing—picking and choosing which details make it through to the page.

Our goal isn’t to shoehorn the entirety of our story bible into our narrative. Rather, our goal is to select which details to focus our readers’ attention upon in order to build the illusion of an immersive, real world.

This takes time (and practice!). It’s extremely rare to strike the right balance during the first draft. But in order to keep improving our craft, we must go through successive drafts with a critical eye and a creative mind, looking for ways to ground our worldbuilding details in the protagonist’s POV and show them to readers as part of an immersive setting—and not a laundry list of details they have no reason to care about.

Thanks for sticking through the whole of the series, friends! If you’re looking for more posts where I write about writing, you can check out the Craft of Writing category in the sidebar, or follow me on Patreon where I’ve begun the #100daysofwriting challenge. You can find all of those challenge posts right here.

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Filed Under: Craft Of Writing Tagged With: craft of writing, how to write a novel, how to write fantasy, infodumps, prologues, worldbuilder's disease, worldbuilding, writing, writing the first draft, writing tips

Worldbuilder’s Disease: Infodumps

May 21, 2021 by Cameron Montague Taylor Leave a Comment

Welcome back to my series on Worldbuilder’s Disease! If you’re looking for the other parts in the series, you can check out the first, second, or third posts right here on the AuthorShip.

Part four is all about What Comes Next after we’ve pushed past Worldbuilder’s Disease and gotten to drafting. Science Fiction & Fantasy writers with WBD face a particular set of problems when we finally put pen to paper. This post is dedicated to looking out for and troubleshooting those issues as they arise.

Most of our worldbuilding-related drafting problems can be boiled down to a single root cause:

We worldbuilders love our infodumps.

We’ve spent ages building a lush, interesting world. Now we want to show the whole thing to readers, and wow is it hard to resist the impulse to throw the story bible at their heads.

In my experience, there are two kind of infodumps:

  • The irrelevant exposition and backstory dump
  • The very-important-information drop that still somehow manages to be boring

And they’re often presented in one of several ways:

  • A fourth-wall breaking chunk of text from the narrator describing a thousand years of history
  • A tremendously boring story or lecture from a mentor or authority figure
  • Awkward “as-you-know” dialogue

Look, getting this information on the page is difficult—and ensuring readers have enough context to understand the story is critical, so SFF writers tend to walk a thin line between too-much and too-little exposition. I struggle to find that balance when writing my early chapters. It’s tempting to sneak in a paragraph here, a lecture there, an occasional “as-you-know”. But it helps me to remember that I take an enormous risk every time I incorporate worldbuilding information using any of the aforementioned techniques. A poorly-hidden infodump is one of writing’s cardinal sins. Why?

Because infodumps break immersion for the reader.

Thus, our goal is to figure out a crafty way of incorporating worldbuilding information on a need-to-know basis that doesn’t involve clobbering the reader with our story bible.

Why infodumping isn’t the answer

If this is the first time you’ve encountered this concept, lemme quickly get us all on the same page.

According to TvTropes:

“Infodumping is a type of exposition that is particularly long or wordy. Intensive infodumping about the world itself is most commonly used […] where the reader cannot necessarily make assumptions about the way the fictional universe works. […] most infodumps are obvious, intrusive, patronizing, and sometimes downright boring.”

In other words, this is not how to hook a reader.

This is hard to hear, because we think our worlds are amazing! Fascinating! And of course they are—otherwise we wouldn’t have put so much time and effort into building them. We know everything about these worlds and want to share them with our readers. So why aren’t readers interested?

Good in-story worldbuilding comes down to two major factors:

  1. What we choose to share, and
  2. How we choose to share it.

Get choosy with your worldbuilding integration

Here’s one of the most important worldbuilding lessons I’ve learned: readers tend to care only about the parts of our world that impact our characters.

The information in our story bible is irrelevant to the reader unless a character encounters it, or unless the reader believes that piece of information will soon become important to the story.

In other words: no one ever wants to sit through two pages of explanation about rainbow wyvern physiology… but readers are far more likely to tolerate a paragraph of it when the protagonist encounters a rainbow wyvern in the wild.

Think of it as Schroedinger’s Wyvern. The reader doesn’t care what exists inside the box until the character opens it.

Or, another silly metaphor:

If a bear is pooping in the woods and none of your characters are there to see it (and the bear poop has no bearing on the plot)…

The reader doesn’t need to know about the bear. If we’re getting choosy with worldbuilding integration, the bear won’t make the cut.

What does that mean for us?

What does Schroedinger’s Wyvern mean for us and our worldbuilding? Alas, it means that a heaping ton of it stays inside the box, only seeing the light of day in extras, deleted scenes, or companion books.

If readers don’t care as much about the behind-the-scenes worldbuilding, then we can only (or mostly) show them what our characters encounter in-story. Characters may come across lore, wisdom, and history … but we need to use these bits and pieces of our story bibles sparingly, and only for the sake of advancing one of the Big Three: setting, character, or plot.

That’s not to say worldbuilding is unimportant. Fleshing out our worldbuilding is vital – it adds depth to our story, it makes drafting easier, it creates the toolkit we use to craft our arcs. But. Storytelling isn’t about finding a way to cram the entirety of our story bible into narrative form.

Think of it this way: if the world we’ve built in our heads is an iceberg, the tiny tip above water is all our readers ever see. That means most of the details we spent ages crafting will never make it out of our story notes. And that’s okay.

If we dream of being the next GRRM and having our readers keep wikis of our worlds—the iceberg in all its glory—we must first write a compelling story. We must fascinate our readers—enough so that they read our book and crave a look beneath the water’s surface.

Make no mistake: their curiosity comes not from the rainbow wyvern itself, but from the story we told with it. Readers want to see what lies beneath the surface because they sense there are more stories waiting to be told. They say, ‘hey, I heard the matriarch of the Blurgity line slayed a rainbow wyvern barehanded when she was fourteen—let’s have that story next, plz.’ They don’t say ‘hey, I just wanna know the name of every female heir of the Blurgity house for ish and giggles.’

(I mean, okay, maybe a few people do, but—they aren’t our majority audience.)

Most readers aren’t looking for facts.

They’re looking for more stories.

They’ll start sniffing around our world for more stories only when our primary plot and characters are so compelling that they, on good faith, assume everything else about our world must be that interesting, too.

But we can’t acquire this level of faith from our readers unless we tell a good story first—and alas, a good story isn’t an encyclopedia of the history of our world, no matter how cool it is.

It’s not just about what we share, but how we share it.

Let’s talk about guiding readers through our worlds—and the worldbuilding information they need to know in order for the story to work. For the rest of this post, we’ll look at what not to do, expanding on the worldbuilding pitfalls I listed in the intro. My next (and final, I promise) post in this series will break down tips on how to incorporate worldbuilding without infodumping.

This is by no means an exhaustive no-no list, but it should give us a good starting point for how our love of our rainbow wyverns could come around to bite us in the drafting phase.

A big fat caveat:

Sometimes, when we’re working on early drafts, the best (only?) way to get words on the page is to let it all hang out in an infodump to rival the Titanic AU fanfiction I wrote when I was ten years old. This is a totally fine and absolutely normal thing to do in our rough drafts.

We can throw all of that information at the paper to get it out of our systems. I do it every single time I start a new story! But if we’re going to infodump in a first draft, we must remember most of that information will be pruned out, rewritten, or rephrased during the editing process. Infodumping can be used as a crutch while drafting, but it ought never make it into the final manuscript.

Onward!

Here are a few examples of what not to do: ie: ways we might break reader immersion via infodumping when describing our rainbow wyverns:

  • By having the narrator explain everything about rainbow wyverns long before we encounter the first one on-page.

This tends to be a prologue or intro chapter problem. We, as authors, know the book will be about rainbow wyverns, so we want to give the reader full context on what wyverns are and how they came to be before the story even starts.

Problem? The story is what makes the reader care about the wyverns, not the other way around. A prologue or early-story infodump about wyvern history will make readers scratch their head the same way Bilbo Baggins’ 111th birthday party made all of us headdesk repeatedly during our first reading of The Fellowship of the Ring.

They will look at the prologue and say “why do I care?”

That is the absolute last thing we want our readers to ask.

And yes, there are absolutely writers who are the exception to this rule. Fantasy published in Tolkien’s time was famous (infamous?) for it. Some of today’s writers manage to do it and yet still hold their readers’ attention. These writers are not the norm. Until we’ve honed our craft and built a devoted reader following, it’s best not to play fast and loose with infodumping, and structure our stories accordingly.

  • Video game infodumping, and/or a lecture from an authority figure.

Our protagonist has encountered their first rainbow wyvern in the wild! Big! Scary!

But instead of jumping into the fight, we end up with two pages of solid text in which the full history and physiology of wyverns gets dumped onto the page either by the narrator, or through the story/lecture of a mentor figure. Oop! This is like seeing a Pokemon pop out of the grass and, instead of getting straight to the fight, cutting to Professor Oak reading a super-detailed entry out of the Pokedex. Boring.

Again: there are ways to use the mentor/neophyte trope to get information across to both our POV characters and the reader—but the volume of information and when that information gets dispensed is vitally important to consider.

Information transfers like ^that will immensely slow our pacing. This might work well after the fight with the wyvern to allow the reader (and protagonist!) time to process and recover from what just happened. A lecture immediately prior to the fight, however, will trainwreck the pacing and tension we’ve tried so hard to ratchet up in the pages leading up to it. Readers are smart! If we drop enough contextual clues, they’ll be able to follow along with the fight, hovering at the edge of their seat, until the fight is done and a broader explanation of What The Heck That Colorful Dragon Thing Was surfaces.

  • The dreaded “as-you-know” dialogue.

Hear me out: this is the mansplaining of the fictional world.

In “as-you-know” dialogue, the POV character and at least one other character explain the history and physiology of rainbow wyverns through dialogue. This seems like an immersive way to get around the infodumping rule, but it’s a trap. Why?

Because “as-you-know” implies just that: one character is telling the other something they know the other character already understands. Imagine a bunch of knights standing around and mansplaining rainbow wyverns to one another—

“Well, Bob, as you know, the rainbow wyverns have a variety of scale colors.”

“Yes, Bill, and as you’ve experienced, their venom is highly toxic.”

People NEVER talk like this—unless, of course, they’re condescending jerks. It’s as obnoxious in fiction as it is in real life. Unless our characters are inveterate mansplainers, why would they tell one another things they already know?

Because the author is trying to find a way to convey information to the reader without using either of the two ^above methods of infodumping. Unfortunately, this method doesn’t work either. It breaks 1) immersion, 2) characterization, and 3) maybe even the fourth wall. Why? Because our characters aren’t talking to each other—they’re talking to the reader.

This is eye-roll inducing. Don’t do it.

So how do we get important worldbuilding information across to the reader?

Join us next time for tips on how to properly incorporate worldbuilding details!

This post was all about what not to do when translating worldbuilding onto the page and why. Next week, we’ll look at:

  • How to tell when a worldbuilding tidbit should make it into the story, and
  • Examples of how to include that information based on why we want the reader to know it.

I look forward to seeing you there! Until then, you can check out my Morning Pages or, if you enjoyed the content, support the blog on ko-fi or find more of my writing Patreon. I’d appreciate it a great deal!

Filed Under: Craft Of Writing Tagged With: how to write a novel, how to write fantasy, infodumps, worldbuilder's disease, worldbuilding, writing advice, writing the first draft, writing tips

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