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writing advice

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

Worldbuilder’s Disease: Writer’s Block

March 10, 2021 by Cameron Montague Taylor Leave a Comment

Welcome to my series on worldbuilder’s disease: a Sci-Fi/Fantasy problem in which aspiring writers end up with notebooks full of history/backstory, but no drafted words on the page. This is the third post in the series – click to check out the first and second posts.

Last week, I wrote about draft-blocked and plot-blocked processes and how to overcome them to get a draft out. This week, we’ll look at strategies for overcoming revision-related blocks. While revision-blocked writing isn’t unique to the SFF landscape, it can certainly come as a result of worldbuilder’s disease, so I’ve included it in this series.

Revision-blocked writers come in two different flavors:

  1. The structure-blocked writer, and
  2. The perfection-blocked writer.

Structure-blocked writers

Structure-blocked writers start their projects with boundless enthusiasm, churn through the first several chapters of their manuscript, then abruptly lose interest (or: find it impossible to continue).

A close cousin of the plot-blocked writer, many structure-blocked writers don’t know where to go with their story after the opening chapters – or find everything between the opening and the ending too boring to write.

SB writers tend to either 1) abandon their project in favor of a shiny new WIP (work-in-progress), or return to the beginning and fuss, fuss, fuss with their initial chapters.

I like to think of SB writers as folks who have a partially-assembled piece of Ikea furniture sitting in the corner of their living room. A bag of all the spare bits and pieces they couldn’t figure out how to fit into the furniture – let’s call it a bookshelf – sit in a bag on top.

How do we go from a structural disaster to an immaculate Kallax unit?

By reading the directions. Or, to zoom out of this weird furniture metaphor and apply it to our writing: by having a roadmap.

Structure-blocked writers often start writing with an idea for the beginning, an end, and an empty wasteland of a middle. This is a plot-structure problem. In order to fix it, we need a roadmap.

You may say, “But Cee, I hate plotting!”

That’s fine! Remember, plotterßàpantser is a wide spectrum. Plotting work =/= scene level outlines if you don’t want it to.

If you’re a structure-blocked writer who needs to find a workable way to build a scaffold for the sagging middle of your novel, here are two different techniques to try. Each involves a different level of pre-plotting intensity to help you get past the black hole that opens up the moment you draft chapter four.

  • Low-intensity plotting: flashlight/waypost method

If plotting sucks the life out of you, try the flashlight/waypost method (aka Plotting Lite).

The flashlight method = working towards the end.

Working towards the end means taking a look at the current drafted chapters and asking ‘ok, given what I’ve already got on the page, what interesting thing can I make happen next?’

Or, as some authors put it, “how can I leave the most blood on the floor?”

When you’re stuck and all of the options you come up with seem boring, that’s when you want to wreck your character’s life. Throw them an unhittable curve ball. Burn down their house. (Sometimes literally.)

‘Boring’ comes from a dearth of compelling conflict – so create some. Think of an event (a breakup, a death, a horrible loss) that will propel the character forward and give them something to fight for/against/toward.

It may yet be unclear how that conflict will fit into the greater narrative, but hey, that’s why flashlight-method writers are often called “discovery” writers.

You’ll think of something.

And even if it winds up being the wrong turn, or a scene you need to tweak for it to sit right – it got you writing, didn’t it? You can fix wrong turns. You can’t fix a blank page.

The waypost method = working towards the middle.

Working towards the middle is the same concept, but turned on its head. Instead of putting blood on the floor right away, you try to find the mid-point between the last chapter you have drafted and the next major event set in stone in your book.

This might very well be the climax/ending. If that’s the case, you want to focus on the midpoint.

(Side-note: I absolutely swear by the midpoint as one of the most, if not *the* most, important parts of a book. If you dread the middle, try to think of it as an opportunity instead of a chore.)

What huge event happens halfway through your novel? The midpoint clarifies and raises the stakes, changes the game for the protagonist, and adds a plot twist to show the protagonist the true nature of the enemy they’re facing.

What kind of event would do that?

Once you have that event, cut the story in half again – go between the last chapter you wrote and the midpoint. What has to happen halfway between those two points to get the characters to the Midpoint Event?

Then cut it in half again, and again, and again – until you have a roadmap of how to get yourself to the halfway mark. These are your major plot points. Instead of writing into a sagging, soggy void, you can write your way from waypost to waypost, adding more as necessary whenever you come upon a big blank chunk of time.

To summarize:

Pros: flashlight/waypost will get you writing! It’s better for pantsers and plantsers who find the will to write sucked out of them when adhering to a strict plotting structure. Best for those who enjoy the editing and revisions process, because…

Cons: The end result could need a lot of revision.

Caveats: It’s still possible to get stuck! In that case, it’s safe to assume the story has taken a wrong turn somewhere. This could require zooming out and looking at the story structure with a plotting, revisionist eye to spot what’s tripping up the plot.

  • High intensity plotting: aka using beat sheets and story structure

If you’re a plotter (or if you’ve tried pantsing, but it doesn’t work for you), the best way to unstick yourself is to have a roadmap. In other words, you need to dust off the instructions that came with your Kallax unit and use them for assembly.

Many writers operate under the misconception that story structure – and adhering to it – will leave you with a cookie-cutter story that’s ‘been done’ before. That’s not true! Creative problem-solving can always lead you to an original, fresh take. The secret to writing with a structure is to use each ‘beat’ in the structure as an opportunity to put a twist into your story.

There are many different kinds of story structure, but I use (and recommend) three-act as a fantastic jumping-off point.

Earlier in my writing journey, I came across a breakdown of three-act by Paranormal Romance author Jami Gold. I don’t write ParaRo, but her blog (and description of structure) helped immeasurably when I was slogging through early drafts of my first books. She also offers downloadable beat sheets that you can use to workshop your books.

If you’re interested in a detailed dig into three-act, though, I cannot recommend Save the Cat Writes a Novel by Jessica Brody enough. STC is a cornerstone of how I conceptualize story structure. Although it’s not the only resource I use to plot my work, Brody’s book helps me create the scaffold for everything I write.

I’m a self-identified plotter, so I do all of my scaffolding as pre-work before I get writing. That said, books are wild things, and tend to go off-script on us. When that happens, I often end up running my current draft back through beat sheets (or STC exercises and worksheets) to diagnose my story structure problems.

Beat sheets (and a familiarity with story structure in general) can help you reverse-engineer almost anything: a character arc, a relationship arc, an external plot, a climax sequence, a solid midpoint. Most importantly, it can help you figure out why you have pacing issues (huge for me!), or even (!!!) why you’re struggling to get past chapter four.

Story-structure is a big-picture, front-loaded cousin of the flashlight/waypost method. It will help you pinpoint each place a Major Event must occur within your writing, and guide you as you work out what the best event could be to keep your story moving in the direction you want.

Early in my writing life, I used to get blocked four to six chapters in all the time. I was a structure-blocked writer: I pushed through the conflict and worldbuilding exposition in the first chapters, then stared at the yawning void between there and the climax with no idea how to make it through. Three-act structure helped me map the space between the beginning and the end, creating interesting conflict, twists, and turns along the way.

As soon as I knew where those twists and turns were, the fire to write always reignited for me. Suddenly, instead of having to find a way to get through 50k to reach the climax, I only needed to write 2k to get to the next major plot event – and the way was so much clearer.

So… what if you’ve picked a method (plotting, pantsing) that works for you, hammered out a structure… and still can’t get past those first few chapters?

You might be a perfection-blocked writer.

Perfection-blocked writers

A close cousin to the draft-blocked writer, perfection-blocked writers may have made it out of the draft-blocked stage only to get hung up four or five chapters in. Why? Although perfection-blocked writers are super excited to write their story (and know exactly what they want to put down on paper!), they can’t get past their perception of the quality of their early chapters.

In other words: they think their first chapters suck, and it prevents them from moving past the beginning to continue the draft.

Instead of writing their way to the middle and end they’re so excited about, perfection-blocked writers will redraft, and redraft, and redraft the beginning. They feel that they can’t move past the beginning until it’s perfect. Of course, once they reach the end of the beginning, something else is wrong with it – or perhaps they draft chapter six only to realize it creates a plot hole in chapter two.

Back they go to fix it, never making it to chapter seven, never reaching the end.

Many of the perfection-blocked writers I know are parts of writing groups or critique circles. They send the same chapter (or series of chapters) in over and over, returning to the drawing board with their feedback to redraft instead of moving forward.

Here’s the problem, though:

It’s impossible to know what the perfect beginning is until you’ve written the end.

We can hazard good guesses at it based on our story structure, of course, but even our esteemed critique partners might give feedback that misses the mark because they’re looking only at one chapter and not at a complete story.

No matter how stringent a plotter you are, the story will change between chapter one and The End by the time you get there, often necessitating a different first chapter.

Think of those early chapters as placeholders – your best guess at what groundwork you need to lay for the rest of the book to stand upright. It’s normal to need more foundation work after laying the roof. That may seem counter-intuitive (we never build houses on broken foundations!), but it’s a fundamental truth that’s worth swallowing about writing fiction, otherwise you’ll never build anything but a foundation.

All that said, perfection-blocks can battle with our logical understanding of story structure, compelling us to keep rewriting our beginning.

Here are a few tools that can help you manage your inner perfectionist while holding you back from redrafting the beginning ad infinitum.

  • Find a way to organize and structure the critique you’re receiving.

This could be critique you’ve given yourself (sudden realizations! Changes in the plot! Lightning bolts of inspiration!) or crit from others. Either way, part of the compulsion to go back and edit the beginning comes from suddenly knowing what to fix and being afraid to forget how to fix it.

Different writers organize and retain this information in different ways. You could use a writing notebook with separate sheets of paper for each scene, listing changes by hand. (I recommend disc binders for this – they’re my personal favorite – but any system that functions for you will do.)

You could use an excel spreadsheet that helps track scenes, chapters, arcs, characters, or any number of data points through time, letting you take notes on how those aspects of your book develop (and what needs to change when you enter revisions).

You could copy your draft into an entirely new document – one only meant for future edits – and compile inline comments from crit buddies (or your own critical brain!) for later review.

The most important thing is to have your information and ideas safe, organized, and ready for when it’s time to start that draft. That way, you don’t feel the need to hold every single scrap of revisions information in your head while you’re writing.

  • Find a different writing group.

If you’re receiving critique on early chapters that jumpstarts your perfectionist brain and makes it impossible not to go back and make changes… you may need to reconsider membership in your writer’s group.

I know several amazing, successful writers who absolutely cannot show early chapters to anyone – who won’t show anything but a full first draft to their alpha and beta readers. Why? Because as soon as they receive crit, or explain later events of the story to critters in order to facilitate crit, they lose all motivation to complete the draft.

Critique and writer’s support groups are amazing ways to build connections and make friends, but don’t feel obligated to get your early chapters critiqued before you’ve gotten to a comfortable place in your work. Some writers can take crit on half-baked books. Others can’t – and that’s okay! Figure out where you fall on that spectrum and take the necessary steps to protect yourself and your work.

There are writer’s communities based on socialization, craft chat, and support, too – not just critique exchanges. Plenty have popped up on discord that are searchable through social media sites like twitter or tumblr. NaNoWriMo also has a forums section that gets busy in April, July, and November, but has activity all year round.

  • Ignore the processes of writers who don’t have this problem.

I’m not (and never have been) a perfection-blocked writer. If you ever see me post about my drafting and editing process… ignore me.

Writing advice is never one-size-fits-all – hence the myriad debates in the writersphere about The Definitive Way to Write Things (a debate I’d love to see die one day, but alas, I suspect that day isn’t forthcoming). Among those debates: whether or not a writer should go back and make changes to the manuscript during draft one.

There are many writers (myself included) who hit a particular milestone in their story structure (usually the midpoint or somewhere just past it) and go back to clean up the plot, foreshadowing, and character motivations/arcs in the first half of the book.

Do not let yourself get drawn in by their methods. These writers aren’t perfection-blocked writers. They don’t have the same temptation to rework, and rework, and rework those early chapters. Their methods will not work for you until you’ve broken your blocked habits and completed at least one (possibly several) manuscript drafts.

Scrutinize where your writing advice comes from (this blog included). Not every successful writer’s process will work for you. And certainly, beware of the temptation to use advice from non-perfection-blocked writers to justify continued tweaking.

Could this tweaking become a part of your process in the future? Perhaps. For now, however, it’s time to break a habit and get a draft on the page.

Up next week: craft and worldbuilder’s disease

Come join me next week for part four of my series on worldbuilder’s disease. I’ll break down the common problems worldbuilders run into when translating their worlds into draft form: exposition, info-dumping, and backwards causal chains between setting and character.

As always, if you’re enjoying the content, please consider liking this post or dropping your e-mail in the subscribe box in the side bar so you don’t miss an update.

Filed Under: Craft Of Writing Tagged With: how to write a novel, how to write fantasy, pantsing, plotting a novel, save the cat, story structure, three-act, worldbuilder's disease, worldbuilding, writer's block, writing advice, writing the first draft, writing tips

Worldbuilder’s Disease: Getting Started

February 17, 2021 by Cameron Montague Taylor 1 Comment

In my first post on worldbuilding, I talked about worldbuilder’s disease: what it is, and why it keeps SFF writers from getting their stories onto the paper. This week, we’ll look at strategies for overcoming worldbuilder’s disease and getting started on our manuscripts.

Help! I’ve built a massive world and have no idea where to start

A missing starting point comes from one of three issues. Either:

  1. We’re draft blocked: we know what story we want to tell, but have no idea how to write chapter one, or
  2. We’re plot blocked: we have 10,000 years of global history and don’t know how to focus on a book-sized idea, or
  3. We’re revision blocked: we know the story, we know where to start, we’ve started writing… but we can’t get past the beginning (one of two reasons: structure or perfectionism.

While 1) and 3) aren’t problems exclusive to worldbuilder’s disease, they crop up often enough I think they’re worth including in the greater discussion. Even if you’ve never struggled with worldbuilder’s disease, you may see yourself in these problems/solutions.

This week, I’ll explore tips for draft-blocked and plot-blocked writers.

Draft-blocked writers

Draft-blocked writers tend to struggle because they don’t know where to start… and therefore assume they’re not ready to get drafting. Instead of putting words on the page (which feels so big! so final!), draft-blocked writers noodle endlessly with worldbuilding details, plot structure, character bios, etc. – anything that delays the inevitable.

The defining feature of a draft-blocked writer is how much about their story they already know. A draft-blocked writer could probably narrate the entirety of their plot off the top of their head. They can tell you all about their characters, their world, the central conflicts in their story… and yet they still don’t have a draft. This isn’t a writer at a loss for where their story goes. They have the beginning, middle, and end (imagined in a whole lotta detail) sitting in their head.

(They’re also the kind of writer who wishes they could download their thoughts onto the page and be done with it – though I suspect we’ve all wished for that superpower at some point!)

Does this sound like you? If so, here are some tips for ripping off the band-aid and forging into that first draft:

  • Give yourself permission to suck.

I’m serious. First drafts are always a little wonky, no matter how much experience you have as a writer. If you’re brand new to the novel-writing thing (or the SFF novel-writing thing), your first draft is going to be wonkier than, say, a career writer who has spent thirty years in the business.

You’ll find writing advice on the internet that goes something like “Don’t worry about your first book, it will suck and you will be ashamed of it.” That’s absolutely not what I’m trying to say.

You can and should be proud of the first book you write.

But even the best writers don’t get it perfect on the first (draft) try. Many of us struggle with beginnings. It’s okay if the dialogue isn’t sparkling. If the setting is a little wibbly. If you feel like you aren’t getting your character voices right.

It’s okay if you start in the wrong place and realize, after writing, that the first scene is boring. It’s okay if you write it out and decide that, actually, you want to switch from first to third person narration (or vice versa).

It’s okay if you write chapter, after chapter, after chapter, thinking ‘wow, this is harder than I thought, and I’m not very good at it’.

Let go of the fear of failure – of the words on paper falling short of the magical world that lives inside your head.

You can fix the words on the page in revisions. You can’t fix a blank page.

Every mistake you make in the drafting process is one you can learn from – and those mistakes will, ultimately, make you a stronger writer so long as you do the work needed to fix them.

  • It takes 10,000 hours (or 1,000,000 words, depending on who you ask).

If you’ve taken advice on subject mastery from Malcolm Gladwell or Stephen King, you might have run across either of these two figures. Gladwell champions the 10,000 hours approach (ie: that’s how long it takes to master a discipline). Stephen King believes the first million words of written fiction are practice.

That’s a lot of practice.

Where are you in your writing journey? If the words you’re struggling to squeeze out are the very first you’re putting to paper, take some solace in those numbers. Is the road to mastery a long one? Yes. Can it seem daunting at times? Of course. The upshot, though, is that the book you’re writing is a practice round. It doesn’t have to measure up to published works in your genre. It doesn’t need to be groundbreaking or profound.

It doesn’t need to be perfect.

The clock on that 10,000 hours starts the moment you put those first words to paper. All writers have a long way to go before achieving mastery of their fields, so get started!

Plot-blocked writers

So you’ve built a world with 10,000 years of consecutive, fleshed-out history. Perhaps there’s no single, definitive conflict, but rather, lots of cyclical conflict. That’s very cool – very true to life! I love SFF that serves as both an escape from the real world, and a mirror through which we can explore real-world issues.

But.

These epics can be a beast to plot.

The defining features of a plot-blocked writers are twofold: first, in how much of the world they’ve developed. (If you know the name of every king to sit on a nation’s throne for a 2,000-year dynasty, you might fall into this category.) Second, in how much of the plot they don’t know.

You might be a plot-blocked writer if you stare at all your worldbuilding notes and think ‘But where do I even begin?’ Not just where to start your opening chapter – that concern might not even cross your mind. Plot-blocked writers often don’t know who their protagonist is. Do you focus on the king in the year 523, or the draconic invasion in year 1278?

Do you set the story in Nriian, the elvish forest, or among the coastal mountain dwarves?

The world is your sandbox, and you have no idea what kind of castle you want to build.

You’ve put in a whole lotta hard work into this incredible, rich world. So much work, in fact, that your issue isn’t the lack of possible plot points, but a surfeit of them. That’s an amazing problem to have, even if it might not feel that way right now. Why not reward yourself for all of that hard work by letting yourself play in your sandbox for a little while?

No pressure. Just messing around.

How does one ‘play in the sandbox’ of an epic, multi-generational world?

Flash fiction.

There’s a ton of writing advice championing short fiction (particularly short stories) as a great way to get to know characters, hone voice, and strengthen your plot and setting ideas before forging into the novel itself. I agree with that advice in theory, but want to sharpen it further in practice.

Don’t worry about writing a complete short story. Those can range up to 20k! Instead, focus on short, exploratory writing bursts: aka flash fiction.

The definition of flash fiction varies depending on which source you consult, but for the purpose of this post, let’s say that flash fiction is any story less than 1500 words. When I write flash fiction, especially when I’m doing exploratory writing, I try to use time-based goals instead of wordcount goals.

In other words, I sit down at my computer, set my timer for fifteen minutes, and start typing to see what comes out.

Want to write about an elf in year 214 when the empire was still young? Set your timer and do it. Want to skip next to the orphan farm boy in year 2783 when the apocalypse is nigh? No worries. And of course, if you skip back a thousand years the following morning, that’s fine.

Continuity isn’t an issue. Changing characterization between flash fics is fine. You can alter your history, change names, play with conflicting ideas – anything is fair game in these exploratory shorts. You’re poking at ideas in writing exercises. There’s no such thing as a plot hole, here.

What a relief, right?

Try to set these fics in super-deep POV. Resist the temptation to retell history from an authorial perspective (you already know the history! That won’t teach you anything new). By getting inside different characters’ heads, you can start sniffing out where the interesting stories are. Eventually, you’ll start to see trends emerge – ideas you keep noodling with, time periods you prefer, or characters you return to time and again.

Even the characters, time periods, and setting details you don’t see the relevance of will work their way into your story in surprising ways. Flash fiction is, above all, a brainstorming exercise. Instead of daydreaming by looking out the window, though, we’re daydreaming directly onto the page in short narrative ‘thoughts’. Expressing these thoughts via written word – and having record of them! – will help tremendously when you eventually start the drafting process.

Double bonus? You’ve finally gotten words onto the page, at last! You’ve broken the seal! You’re doing it!

Triple bonus? You’ll have a wealth of short stories to use in newsletters, as promo, or to start a Patreon someday.

If you’d like to try writing flash fiction but need a push to get started, why not join me for my Morning Pages? I write to SFF prompts in the morning several times a week. Sometimes I dip into universes that already exist in my head. Other times, I write whatever idea jumps into my mind. They’ve been a tremendously helpful way to flex my creative muscles and explore different writing styles, skills, and ideas. I’d love to see you there!

Up next week: revision-blocked writers

Come join me next week for part three of my (now four-part, eek) series on worldbuilder’s disease. I’ll break down the problems facing revision-blocked writers and offer solutions for those of us who catch ourselves revising our first four chapters ad infinitum instead of finishing our novels.

As always, if you’re enjoying the content, please consider liking this post or dropping your e-mail in the subscribe box in the side bar so you don’t miss an update.

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

Worldbuilder’s Disease: Intro

February 3, 2021 by Cameron Montague Taylor 3 Comments

Many Sci-fi/Fantasy (SFF) writers create their first worlds in childhood. They might spend years crafting epics in their heads before putting pen to paper. (I did it, too.) We build settings, characters, backstories, religions, environments, and systems of governance. Some of us have art, maps, maybe even notebooks full of details. Pinterest boards. Folders on our hard drives filled with inspo.

We know everything about our worlds. Clothing, food, trade systems, how sociopolitical factions conflict with one another. Some of us might have the scaffold for thousands of years of history already constructed. These worlds are real, are alive inside our heads.

…but we don’t have a draft of the novel.

In this three-part blog series on worldbuilder’s disease and its associated elements, I’ll tackle the following topics:

  1. What worldbuilder’s disease is and why getting trapped in the worldbuilding phase is dangerous
  2. Overcoming worldbuilder’s disease and getting our project started
  3. The pitfalls those with worldbuilder’s disease will likely encounter while drafting

I hope this serves as a useful reference for my fellow spec fic writers, whether or not you identify as a member of the worldbuilder’s disease club.

What is worldbuilder’s disease?

The defining characteristic of worldbuilder’s disease lies not in the vividness of the built world, but rather, in the sparseness of the writing. In other words: there isn’t any writing, even though we’ve spent years upon years cooking ideas in our heads.

Or, alternatively, there is writing – but not a complete story. Maybe we’ve started a bunch of different novels but never finished any of them. Maybe we keep rewriting the same opening chapters of one story over, and over, and over again.

Whatever the case may be, we have a head (or notebook) full of ideas and almost no narrative content in functional draft form.

Not all diseases are malignant.

Worldbuilder’s disease isn’t necessarily a bad thing. There’s nothing wrong with filling notebooks with new languages or alternate universes (Tolkien did it, too). Some worldbuilders are more interested in the building than the storytelling, and that’s fine. If you get joy from making character profiles but never want to craft the narrative itself, that’s cool and don’t let anyone tell you otherwise. You don’t have to ‘use’ your world by putting it into a story.

That said, if your ultimate goal is to write a SFF epic someday, worldbuilder’s disease starts to look a little less benign.

Once we’ve spent years worldbuilding without writing, the act of worldbuilding becomes an impediment instead of an aid. This doesn’t apply if the project is backburnered in favor of drafting others, of course. Worldbuilder’s disease becomes a problem only when it prevents us from getting any words onto the page.

At that point, we’re faced not with a fun story-building pastime, but rather, elaborately crafted writer’s block. We trick ourselves into thinking we’re working on our work-in-progress (WIP) by doing everything but the writing itself and put months (years?) into the pre-production phase. In reality, once we’ve spent more than a few weeks on worldbuilding, we’re well past the point of diminishing returns.

Writers with worldbuilder’s disease tend to have one of two drafting roadblocks:

  • “I don’t know how to get started.” (Related: I’m not done fleshing out 10,000 years of history. I just can’t make myself pick up the pen. I’m afraid the reality won’t live up to what’s in my head. I have no idea how to make a story out of a bible’s worth of worldbuilding facts.)
  • “I don’t know where to start.” (Related: How do I fit 10,000 years of history into a single story? I’m not sure which characters to focus on. How the heck do you figure out where to start chapter one after you’ve crafted an entire space opera universe?)

If you have worldbuilder’s disease and are stuck in an inescapable rut, I have a spoonful of motivation to share with you: the same realization that helped me transition from building worlds in my head to putting them down on paper.

We don’t need to spend ten years getting a world down on paper. We don’t need to know everything about our worlds when we start writing.

Most importantly: our readers don’t need to know everything about our worlds, either.

Why?

No one cares about our worlds.

Yes, ouch, I know – believe me, I know.

You may be squinting at the screen and saying ‘No way, Cee. GRRM, Tolkien, etc. built words that people are obsessed with. There are wikis and merch and fanworks to prove it.’

And yes, you’d be right to say so. People are obsessed with the world of the Lord of the Rings, Game of Thrones, etc. I’m not immune to this obsession. Know what else all of those works have in common?

The authors already wrote the stories. People don’t read Tolkien’s notes for giggles. They read them because they fell in love with the story Tolkien told. Though Tolkien ostensibly wrote LotR to have somewhere to house his nerdy languages and eons of history, he wove all of that worldbuilding into the story via

  • Engaging characters, and
  • A compelling narrative tale.

If he hadn’t, the SFF community wouldn’t have spent years digging through every letter he wrote to trace the history of Middle-Earth.

(If Frodo hadn’t (mostly) cast the ring into the fires of Mount Doom, no one would care about the Dark Lord, his tower, or his ring.)

In other words, the bitter part of the medicine – no one cares about our worlds – is sweetened by this:

No one cares about our worlds until we tie them to plot and character.

Rest assured, it is possible to get readers to love the world we’ve built as much as we do – but the only way to get there is to write the story that goes with it.

When we worldbuild, we come up with some truly amazing, creative ideas. Rainbow wyverns who eat prismatic light and pelt attackers with gold. Desert wyrms who can split apart and multiply in-battle like the world’s most infuriating videogame boss.

Yet those amazing creations aren’t enough on their own. They only matter inasmuch as they have a direct impact upon the characters in our story.

These wyverns and wyrms won’t drive the reader to keep turning pages unless they come into direct conflict with characters the reader cares about. Until a rainbow wyvern lobs a nugget into the protagonist’s head, why should it matter to the reader that they turn light to gold? Until worldbuilding details interact with a character, they exist in a vacuum.

I’m going to distill this idea, because it’s vital to understanding how worldbuilding serves our writing: a setting’s importance to the reader is directly proportional to how much of an impact that setting has upon the characters. The more conflict the setting causes, the more interesting the setting becomes.

In order for our readers to care about the world we spent ten years crafting inside our minds, we have to write a story that takes them through that world, showcasing its most interesting bits through the events of the plot.

Think of the narrative like the tracks on an amusement park ride. The ride itself is meaningless from the outside – a potential experience that has yet to come to pass. The story (or the rail the ride’s car sits on) guides the reader through that world in a fun, engaging way. Readers might not notice every bit of machinery that makes the ride go. They may focus on one bit of the ride and ignore others. But the tracks you’ve built – or the story you craft – is what makes that ride accessible.

Otherwise, they’re standing on the other side of a gate, looking in at an overwhelming amount of information without any compelling reason to slog through any of it.

Worldbuilding isn’t writing

For those of us with worldbuilder’s disease, it’s imperative that we stop thinking about worldbuilding as time spent writing.

(Caveat: those of us who don’t have worldbuilder’s disease may find the opposite helpful. I have a friend who counts all of his worldbuilding words as ‘words written today’ to keep himself from skimping on the planning process.)

Until you have several completed drafts under your belt, counting planning words is a kiss of death. It gives you permission to avoid the difficult work: actually writing your story.

This is hard. Harder for those of us who’ve been worldbuilding for years and consider the worlds in our head a second home. So long as the setting remains intact in our minds, it’s perfect – the exact story we’ve always wanted to read. We can play it through our minds in its entirety – all ten thousand years of it – and don’t have to think about character arcs, killing darlings, or avoiding white-room syndrome.

As soon as our worlds hit the page, they’re beholden to two Big Scary Limitations:

  • The limits of narrative structure, and
  • The limits of our technical skill.

If we want to write our story, we must accept that imperfect words on a page are better than perfect words inside our head. We must let ourselves believe that, even though some of the richness of our world will invariably be lost in translation, we cannot transport anyone else to that world with us unless we make an attempt at translating. And even if the limits of narrative structure demand that we only tell a mere fraction of the full measure of the story in our heads, that mere fraction is more than what currently sits in our blank drafting document.

The first step of curing worldbuilder’s disease is getting started.

Stay tuned for next week’s post when I’ll write about mending our worldbuilding ways and getting words onto paper for the first time (or getting past whatever chapter keeps hanging you up!). Join me again on week three when I break down some of the biggest pitfalls those of us with worldbuilder’s disease encounter as soon as the words start flowing.

And if you’re looking for a way to get something – anything – on paper in the meantime, join me tomorrow (and Saturday, and Sunday, and Tuesday) for Morning Pages: short flash fiction prompts for SFF writers looking to jumpstart creativity and chat about craft.

Filed Under: Craft Of Writing Tagged With: craft of writing, how to write a novel, how to write fantasy, worldbuilder's disease, worldbuilding, writing, writing advice

Romance and the ‘Other’

January 27, 2021 by Cameron Montague Taylor 6 Comments

What makes a Romance?

There’s a difference between a story with romantic elements and a capital-R Romance. In Romance, the romantic arc finishes with a default happily-ever-after (HEA) or happily-for-now (HFN) ending. The HEA isn’t the only required element of a Romance, but it’s among the most important. These elements are part of a Romance’s DNA, and must be there in order for the story to fulfil the promises made to the reader when they pick up the book.

A romantic story can be a love story, but it doesn’t need to have a HEA, nor does it need to include all of the classic elements of a Romance. That gives the writer more flexibility, but also means they can’t bill their story as a capital-R Romance without making a false promise to the reader.

While these ironclad conventions can be found in just about every genre, Romance’s obligate HEA makes it a particularly difficult genre to write. Why? Because readers know how the book is going to end. If readers know the ending, how can it be exciting and compelling?

That’s the unique difficulty faced by Romance writers.

Romance is in the journey

Romance doesn’t spring from a vacuum. The romantic plotline must be tied:

1. to the character’s internal growth arc (ie: how they become a better person throughout the course of the book), and

2. to the external conflict (ie: your protagonist’s quest to defeat the Big Bad Werewolf. Or whatever).

If the romantic arc doesn’t have that depth, it’s going to lack power. Readers won’t connect with the relationship. They won’t see how it’s essential for those characters to end up together, and thus, they won’t ‘ship’ it.

We need our readers to fall in love not just with the romantic arc, but with our external plot, our world, and our characters. Only then will they begin to root for that happy ending.

The journey of the plot

Part of the lure of Romance is in the drama: in Love Overcoming the Forces of Evil (or, at least, love overcoming a super thorny obstacle). Not necessarily love itself, mind, but the characters who are in love. By the end of the book, each character must choose to put their partner and relationship first. They face the Big Bad together as a unit – and together, they can’t lose.

Naturally, this unity can’t come too easily or you won’t have a plot. Every good Romance needs repelling forces – something that pushes the couple apart.

This is what makes Romance interesting even though readers know the HEA is just around the corner. Romance isn’t about the surprise of the ending – it’s about how the writer builds up to and delivers the ending. That journey only becomes interesting when the reader can’t imagine how the characters are going to make it to the HEA.

There’s a saying about three-act (and most classic Romances are three-act): first, you get your character in a tree. Then, you throw rocks at the tree. Finally, you have to figure out how to get them out of the tree. This is the crux of a good Romance: the tree has to be so high, and the rocks so heavy, that your reader can’t see how your character can possibly win. When it all comes together in the end, though, it’s incredibly satisfying.

Readers know the answer. The hook is all about how we lead them to it – and how good we are at getting them to root for the happy ending they know is coming.

The secret to a good HEA? Building attracting forces.

The journey of the characters

If we do a good job of character building, we’ll end up with a pair of puzzle pieces: two characters who uniquely complement one another. When they’re in their healthiest, most functional state, they push one another to grow positively towards the end of their character arc. This growth allows them to solve the external plot problem (and defeat the Big Bad) in a creative way.

That positive growth is a huge attracting force.

In a classic Romance, both MCs are POV characters. One of the two is always the primary protagonist. This character tends to be easier to flesh out. They start the story, they carry the primary growth arc, they drive the plot forward. It’s harder to create the love interest, though – even when we get the chance to dip into their head.

If we make our love interest (LI) as dynamic as the protag and successfully tie their arc to both the relationship conflict and the external conflict, we’ll end up with a compelling duo. These characters solve their problems by growing together, making it clear they’re better as a couple than they are apart. That’s half the battle to hook the reader won.

Yet there are plenty of Romances – and romantic stories – that fall well short of the mark.

Why?

Well, usually because the love interest has a personality as compelling as wet cardboard.

Where do wet-cardboard love interests come from?

The biggest mistake we can write when crafting a Romance is to create a love interest that exists only to fill a hole in the protagonist’s life. This lends itself to lazy writing – to falling back on shorthand and stereotypes in order to build a certain “kind” of character instead of a fully-realized person.

These stereotypes are the bane of every romance writer’s existence. They’re old, they’re stale, and they ruin our stories.

Male writers writing female characters: from scottbaiowulf on tumblr.

Cassandra woke up to the rays of the sun streaming through the slats on her blinds, cascading over her naked chest. She stretched, he breasts lifting with her arms as she greeted the sun. She rolled out of bed and put on a shirt, her nipples prominently showing through the thin fabric. She breasted boobily to the stairs, and titted downwards.

In romantic fiction, the wet-cardboard character stems, all too often, from what I call the “I can’t write men/women” problem.

For the past few weeks, I’ve listened to the Writing Excuses podcast while going for my afternoon walks. I started with the oldest episodes and am working my way forward in time, so take all of this with a grain of salt, because I believe the episode I’m about to mention is from 2009.

In it, the WE guys chat about writing Romance. Brandon Sanderson (who is, IMO, a great Fantasy author), mentioned that he wasn’t good at writing female protagonists. I pulled up short as I was walking to hear his advice to listeners:

In order to write good female characters, one must ensure they’re fully fleshed-out people with their own independent arcs.

This was lauded as Pretty Darn Good advice from the other guys on the podcast. In the most general way, yes – side-characters should always feel like the heroes of their own story. But the message I heard was this: I have trouble with female protagonists because it’s hard for me to write women as full fleshed-out people.

::deep breaths::

Again, remember – this is from 2009. A lot has changed in ten years.

Some things, though, remain the same. Men still get flack for writing women badly. Women, too, get flack for writing ‘unrealistic’ male characters (particularly in the Romance genre). As more time passes and the artifice of binary gender constructs becomes more apparent to the collective Western consciousness (–hi, yes, I’m queer – welcome to the blog–), this “men writing women badly, women writing men badly” problem becomes increasingly absurd.

Why is this so difficult? Why do people keep getting it wrong?

Because sometimes, we struggle to see beyond identity to the human being underneath.

If you let misogynistic/racist/homophobic/transphobic/ableist/ageist bias prevent you from seeing your character as a fully realized human being because of their identity, you’re going to end up with a half-baked stereotype instead of a compelling character.

We all have biases. We are all flawed humans raised in a flawed society. It is an exercise in empathy to see people who are different from us as complete, complex human beings. This goes doubly true when we’re talking about characters who aren’t the white/cis/hetero/male majority.

Minority characters have been relegated to reductive side-show roles for so long it’s difficult to bring them into the limelight – even when we identify with those characters. We treat the Other like an NPC in a video game. Simple. Derivative. Boring.

Please understand: I’m not trying to argue that we’re all the same regardless of identity. We (as humans) have had different lives and different experiences. Many of those experiences are colored by our unique identities. Experiences inform a huge part of who we are.

Yet while identity influences the character, identity does not make the character. If we rely entirely on an identity and the stereotypes surrounding that identity to inform characterization, we’ll end up with a cardboard amalgamation of lazy writing.

The love interest will, therefore, become a NPC in the video game that is the MC’s life: a red-shirt the reader never attaches to and doesn’t care about. It is impossible to write a compelling romance this way.

Don’t write from gender.

That is my single biggest piece of advice. If someone asks “how do I write a man? How do I write a woman?” I answer: start with a character, add gender later.

Look, I write queer fiction, so gender is a wibbly concept for me anyway. I do this naturally. I don’t always know the gender identity of my protagonists and love interests going into a story. (Writing is fun this way – you should try it!) But if you do have a concrete idea of your character’s gender identity – cool. Fine. Put it in a box in your head and set it aside.

Now create a person. A human character. Don’t think about their gender. Don’t start from their gender. Every time you hear yourself saying “well, he’s a man, so—” just stop.

Write a human character, fully-fleshed out, with all the faults and foibles of a person. Only when you get to the point that this person starts to feel real do you go back and say “ok, well – she’s like X, so how would that impact her life?”

She’s bisexual. How would that impact her life and experiences? She’s Asian. How would that impact her life and experiences? She’s hyper-intelligent. She has a messed-up relationship with her mother. She’s a woman.

Given her backstory, personality, and the world she lives in, how would that impact her life and experiences?

Gender is a tool, not a determining factor. It’s a prop through which you can filter a subset of predetermined experiences for your character. It’s not a governing force in that character’s whole personhood.

Resist the desire to attribute patterns of thought and action to gender.

“She’s obsessing over the possibility of a future relationship because she’s a woman.” NO. Stop. She’s obsessing because she’s the kind of person who obsesses. Because she’s an anxious thinker. Because she also obsesses about what her boss thinks, whether she did well in that meeting, whether she did something to offend the stranger who looked at her funny on the subway.

And if she isn’t an obsessive thinker – then why the heck is she obsessing over a possibility of a future relationship? Because that’s “what women do”? No, friend. That’s where we cross the line from behavioral justification to stereotype.

It’s the literary equivalent of saying a character likes pink, fashion, and painting her nails “because she’s a woman.”

We fall back upon these stereotypes – especially when we write other genders – because we’re told our whole lives that “men/women/NB folks are alien creatures we can never hope to understand.” Lack of empathy is lazy writing. It’s lazy living. If we do the work of figuring out who our characters are beyond the veneer of gender/race/sexual orientation/etc., we won’t need to rely on stereotypes to determine how they’d act or react in a given situation.

The question is never “well, what would a man do in this situation?” The question is: “well, what would Darius, the character I created with my brain, do in this situation?”

Writing from stereotypes is what not to do. It’s how to sink a romantic ‘ship before it sets sail.

So how do we write a convincing romantic partnership?

Character driven romance

If escaping tropey stereotypes is a struggle of yours (or if you’ve ever said “I’m not good at writing X gender”), here’s your road map:

  • Come up with two fully fleshed-out characters. Make one a romantic and one a realist. One a fly-by-the-seat-of-the-pants type and one an overthinker. One an introvert and one an extravert. (And so on, and so on.) Don’t let gender determine which is which, because wtf does gender have to do with introversion? C’mon.
  • Give your characters heart. Give them unique backstories. Make their actions, reactions, and emotions internally consistent with their lived experiences. Figure out how to fit them together like two puzzle pieces who are stronger when working with one another than they are when they’re apart. What, besides physical attraction, pulls them together?
  • Determine their character growth arcs, and tie them to the external plot.
  • Create a relationship growth arc that also ties to the external plot.

Now figure out their genders.

If you’ve done a good job of developing your characters, weaving their arcs, and connecting them to the plot, you’ll end up with ‘real’ characters who can and will generate authentic romantic tension on the page. They’re primed to fall in love with one another from that very first meet-cute. It’s crystal clear why they can and should be together.

Most importantly, you’ve created characters the readers can fall in love with, too. This is the backbone of a Romance. It’s heckin’ hard to write, but completely worth it in the end. Creating a rich, romantic emotional experience for the reader is a truly magical skill.

It rests entirely on characterization work. We want to create people, not NPCs. We must let our characters’ identities inform but not define how we write them.

(And for the love of god, let’s stop sending our women off to breast boobily to the stairs.)

Filed Under: Craft Of Writing Tagged With: character development, characterization, craft of writing, romance, writing advice

WWYCD Part Two

January 13, 2021 by Cameron Montague Taylor Leave a Comment

What Would Your Character Do? Redux

In ‘WWYCD Part One’, I shared a tool for getting unstuck when character motivation and behavior has us struggling to main consistency in our work. This tool was a series of notecards (or drawings, or post-it notes, etc.) listing each character’s verb: a word or two that describes the character’s most essential nature through action.

Our characters may be protectors, seekers, caretakers, yearners – the list goes on. Knowing this default state of being is hugely helpful whenever we find ourselves stuck with inconsistent action/reaction cycles or cardboard side characters. It gives us a yardstick by which we can measure character growth (or consistency) and a framework for conflict generation and resolution.

Yet characters are complex animals tucked into a complex narrative framework (ie: a novel). Their single, overarching verb might not be quite enough to go by when we write on a smaller, more detail-oriented scale.

Working at the scene level

Every character in every scene has a goal.

Or at least, they’re supposed to – this is something I struggle with a lot as a writer. I’ve heard scene-sequences described as “try-fail cycles” before, in which your characters work towards a particular goal, try something new, fail, regroup, and try something else in a continuous spiral. Successes come with unintended consequences. Failures come with unexpected knowledge.

These try-fail cycles can vary in length. Some might take up several scenes – even several chapters. Others might be only a fraction of a scene in length. Each time, the character expresses agency by coming up with a plan, trying something new, and pushing past a roadblock to figure out what comes next.

I tend to struggle when my try-fail cycles stretch to include multiple scenes. That’s when the extras creep in: worldbuilding snippets I need in order for the story to make sense. Character interactions that are vital to the growth of a relationship arc. Books might be a series of try-fail cycles stitched together, but what happens within those cycles is what makes the story, and the story isn’t all external plot.

But hooboy, that balance isn’t easy to juggle.

Have you ever hit a scene that felt truly out of place within a story, or a character interaction that made no sense whatsoever given what had just happened a chapter earlier? I have. I’ve written those problems into my stories before. Why did I fall prey to them?

Because I didn’t track the relationship between my character’s verb and their current location within a try-fail cycle.

Lemme unpack that.

Verbs and try-fail cycles

Let’s break the try-fail cycle down into its four major components.

(A/N: this is how I break the cycle down in my head – I make no claims that you have to do it this way, too!)

1. Planning
2. Execution
3. Conflict
4. Consequence
1. (Planning)

In other words:

1. We’re going on a quest to find the Thing – here’s how we’re gonna do it!
2. Wooo, we’re on a quest to find the Thing – omg, we found the thing!
3. Oh no, a dragon!
4. The DRAGON STOLE THE THING—
1. (What do we do now?)

Now let’s imagine a character – say a knight. A gruff, middle-aged knight who has spent her whole career protecting the kingdom and her loved ones. She’s the tank in a merry band of heroes – friends who she loves in spite of their tomfoolery, and though she’s reluctant to join the quest, she recognizes the necessity of obtaining the Thing for king and country.

Her Verb – big verb – is probably protecting.

How does that break down into each of the stages of the try-fail cycle?

Protecting during the planning phase might make her come off overprotective, overly cautious, or restrictive while the merry band talks through their options. Perhaps she’s snappish, even chafing at the bit because talk isn’t her strong suit.

We could even pick a secondary verb to help us interpret protecting as it relates to the scenes around the planning phase. Controlling, perhaps – for trying to control risk, which she might express by attempting to control the behavior and choices of others, or the nature of the plan they concoct.

During the execution phase, the knight will be at her best. She’ll be watchful and vigilant, looking out for threats. And though the duty of care towards the merry band may rest heavily on her shoulders, here, she’s in her element. When danger is low and things are going well, we might even see her crack a joke or take a member of the merry band under her wing. She’s protecting still, but she could be teaching or connecting, too – elements that deepen but don’t contradict her essential nature, and feel authentic given the situation.

The conflict phase brings out even more of the knight’s essential nature. Here, there’s no dissonance between the external plot and her internal wiring: the dragon is a threat, and she must protect against it. Yet we can still use her nature to force her to make a terrible choice—

Which leads to the consequence. Perhaps, at some point, the knight must choose between 1) saving the life of a member of the merry band and letting the dragon run off with the Thing, or 2) saving the kingdom by winning the Thing and dooming her friend. Protect the kingdom, or protect her friend? Whichever she chooses, there will be consequences – and the best consequences in try-fail cycles come from choices our character makes. Especially when these choices are authentic ones that are consistent with their nature.

(IMO, these consequences are all the sweeter when that character made the best possible choice they could, given the knowledge they had – and paid terribly for it anyway.)

Now we’re back to square one: planning phase again. Except this time, the way our knight expresses her verb, protecting, will be colored by the experiences of the last try-fail cycle.

Each part of the try-fail cycle – and each successive cycle – will challenge her verb differently. When is she at her best? When is she at her most constrained? Those are the questions we want to ask of our characters, and their verb should help us find the answer.

Differences in expression and change over time

The best part about these verbs – and possibly the trickiest part about them – is how mutable they are. Verbs aren’t static. Their expression changes based on the plot, environment, and growth arc of the character.

It makes them more difficult to think about from the outset, but more useful in the long run. They’re active descriptions that help us weave characterization into the fabric of our story.

A knight who is protecting is going to show that attribute in a variety of different ways throughout the story, exposing all the different facets of her personality. Yet so long as we stay true to a logical expression of her verb given external stimuli, her characterization should make sense to the reader.

Now, a caveat – the above example certainly isn’t the only way to write a character with a protecting verb in that particular try-fail cycle. Depending on how they express that verb, the sequence and their participation in it could go differently. Most importantly, characters will change how they express their verbs from the beginning of the novel to the end of it – so the way they reacted in Act I should be different from how they react during the climax.

Perhaps at the start of the journey, the knight’s protecting reads as overprotective. She must be in control, she cracks no jokes, she stifles those under her command with the need to keep them safe.

By the end, she might express protecting in a healthier way – by teaching her merry band the skills they need to be safe and trusting their competence to learn how.

Verbs and scene-level conflict

These shifts in verb expression also help us maximize conflict throughout our stories.

For example:

If one of your characters is seeking, find a character who is defending or hiding in that try-fail cycle to stonewall them. If your character is protecting but, in that particular scene, overprotecting because of the pace of his arc, put him with a character who is provoking and see if sparks fly. Use your notecards to find the right character matches for these scenes – or, if you’re locked into a particular cast for a given scene, use the cards to work out which of your preexisting choices have the best chance at propelling the conflict forward without breaking character.

Your notecards are there to help you manage complex character interactions, especially in group settings, by tracing the cascading impacts when each character applies their essential verb in a specific way. If we stay within the boundaries of these verbs for our character, their actions will always have a thread of internal logic – even when they’re being utter idiots!

Let’s get physical

But wait! There’s more!

What does your character look like when they’re Doing Their Verb?

Does our knight, when her protecting is stymied by endless rounds of talking and discussion, none of which are going her way, pace around the room? Does she fidget? Does she pinch the bridge of her nose?

When things are going well and she’s in her protective element, how does she carry her body? Relaxed, with head high?

When things are going poorly and she stresses over keeping her party from harm, does she hold herself tight? Does she compulsively check and re-check the straps on her equipment?

When she’s actively protecting her party, does she put herself bodily between them and harm? Does she throw herself into the fray, guns blazing?

On your notecard, draw yourself a square with a cross in the center (ie: four boxes. Or four columns – I’m not picky.)

Now think about what your character looks like when:

  • They’re in their element (ie: the situation allows them to positively express their verb) and in the middle of the action;
  • They’re in their element, but there’s a lull in the action;
  • They’re out of their element and in the middle of the action;
  • They’re out of their element during a lull.

Let’s take our knight as an example again:

Positive/Active
+Fights like a beast
+Confident, guns
blazing, command
voices
Positive/Passive
+Head held high
+Smiles
+Sings old war
songs
Negative/Active
-Physically on edge
-Weapon in hand
-Puts herself in harm’s
way to protect others
Negative/Passive
-Serious and with-
drawn
-Snaps at jokes
-Paces

Now, not only do I have a blueprint for what my knight is like in action/reaction cycles, I also have a blueprint for what she looks like and what she habitually does in most situations. By the end of the book, even the reader should be able to pick up on her mindset when she starts pacing.

Knowing our character’s physical tics – and breaking them down by verb expression – helps not just with consistency of their physical habits, but helps us

  1. Vary that habit so we aren’t having the character pinch the bridge of their nose in every single situation, and
  2. Red-flag certain habits by linking them to particular mindsets and emotional states for those characters.

All of this helps with deep characterization and gives the reader the impression that our characters are real people.

Your mission, should you choose to accept it

Now go back to a scene that’s giving you trouble and pull out your character cards. Answer the following questions:

  • What are their essential verbs?
  • Where are they in the try-fail cycle?
  • Will that change how their essential verbs are expressed?
  • Are there any secondary verbs for your characters in these scenes?
  • Which characters are present? Do any of their verbs conflict, given the group dynamic and the external plot for the scene?
  • Is there enough conflict in this scene? If not, which characters can you push together in order to generate conflict? What would that look like, given the circumstances and their individual verbs?
  • Or – is there too much going on in this scene? Do we need a breather after a big try-fail sequence?
  • What state are your characters in? Positive (the situation complements their verb) or negative (they experience discomfort because the situation conflicts with their verb)? Is the scene active (conflict is actively happening) or passive (we’ve reached a break between try-fail cycles or major scenes)?
  • What do your characters look like (ie: what physical tics are they expressing)?

I hope looking at verbs helps you pick your way through whatever thorny narrative problem you may have found yourself in! Otherwise, I hope these notecards serve as a guideline while you’re writing to make characterization richer, easier, and more natural for you. I know the tips certainly helped me, and I plan on using these notecards on the corkboard above my desk for all of my future projects.

For those of you who follow me on Patreon, I’ll post the cards for the casts of Wicked Waters and Potionmaster as I start heading into my revision sequences.

Thanks for reading, and I’d love to hear what you think below in the comments.

Filed Under: Craft Of Writing Tagged With: character, character development, characterization, craft of writing, try-fail cycles, writing advice, writing exercises, writing tips

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