Tag Archives: character

Writing-Tip Wednesday: The Quickening

Okay, writers, raise your hand if any of your characters have ever done things you didn’t expect. Yeah, I figure that’s most of us. Now raise your hand if your characters have ever done things you really didn’t want them to do. Yep. Also most of us.

Of all the things I tell non-writers about what I do for a living, this is the one that always draws the most interest, surprise, and skepticism.

“But they’re creations of your imagination! You control them. How can they surprise you, much less disobey you?”

I control them?! Hah!

At the end of the first book of Winds of the Forelands, a series I intended at the time to be four books long (it wound up being five), one of my characters told me she was pregnant. I swear. I typed the words, sat back, and said aloud, “Freaking hell, she’s pregnant.” Except I didn’t say “freaking.”

I had the other books planned out. I knew where the plot was going and what the character arcs for the rest of the series were supposed to look like. There was no room in there for a kid. None.

“So,” a non-writer might ask, “why not delete that sentence from the manuscript and write something else? They’re your characters, inhabiting your world, right?”

Well, yes, but no.

Because while I didn’t want her to be pregnant, I knew as soon as I typed the words that she had to be, that it made far more sense with all that had come before. And the rest of the series, as eventually written and published, bears this out. It was a much better story with the child than without her. I just needed to be led there, and my character did that for me.

There is an old term, coined originally by midwives — the quickening. This is when a fetus begins to move, showing its first signs of life in the womb. And that is the term I use to describe the evolution of a character from a creature purely of our imagination, to a person capable of making decisions that surprise us and help to shape our narratives.

At my very first DragonCon some twenty-plus years ago, when I was still the newbiest of newbies, I got into an argument with a VERY famous fantasy writer about this very thing. (We were on a panel — this was in front of a crowd.) I won’t give this person’s name. Some of you have heard me tell the story, and so know. The rest of you have my apologies. But this was a BIG name, one of the very biggest. And this person swore up and down that we are the gods of our worlds, the masters of our stories, and if our characters were doing things we didn’t expect then we were doing this wrong. And at last, in my frustration, I said what I believe to this day to be the single wisest thing about character development I have ever offered: If you write them like puppets, they’ll read like puppets. (I patched things up with the Big Name afterwards. This person was gracious and kind, which is why my vehemence, and the implied criticism in my remark, did not wind up ruining my career.)

The quickening is a good thing, a great thing. When our characters begin to behave in a way that feels independent, as if they have agency and will and spirit, they become more real to our readers. They go from being words on a page to being three-dimensional beings.

Now, of course, they really are words on a page. And I have no doubt that someone versed in the workings of the psyche would tell me what is happening has nothing to do with the characters and everything to do with the mechanics of my imagination. At the moment of the quickening, they would likely say, my belief in my characters and my comfort with them reaches a point where they begin to work on my subconscious and influence my thinking about my narrative and my world. Whatever. It’s much easier to say that my characters are surprising me and guiding me. Because that’s how it feels, and in all ways that matter, that’s what’s happening.

I can’t think of any advice that will help you get to this moment with your characters. I would guess that most of you get there on your own, in the normal course of writing your stories. The truth is, the moment when our characters begin to surprise us is the moment when writing becomes really fun. When I’m writing and enjoying the process most, I don’t think so much as I describe things my characters are seeing, and document things they’re doing and saying. Writing dialogue becomes more like stenography — I’m writing down the conversations I hear in my mind.

But I will offer this — to carry the childbirth analogy a bit further…

Dealing with characters who have come alive in our minds is a bit like parenting. We want to give them the freedom they need to become the literary equivalent of living, breathing people. We want them to grow, to be independent, to have that agency I mentioned before so that the stories we’re telling feel organic and true and immediate. At the same time, though, as with real children, we don’t want to give them absolute free reign. That big name author was right in part: This is still our creative work, and while characters have to be allowed to take our stories in unexpected directions, they shouldn’t take over entirely. We wouldn’t want a five-year-old running our household, and we don’t want a fictional character, or even a set of them, making every meaningful decision in our narrative. Put another way, we don’t want to stifle the character’s growth, but by necessity we have to maintain some control.

The quickening is magical and affirming and inspirational. It’s that moment in Frankenstein (or, if you prefer, Young Frankenstein) when the doctor cries out “It’s alive!” It carries our storytelling to another level, transforming writing into something akin to discovery. But we must always remember that it does not absolve us of our creative responsibilities.

Enjoy! And keep writing!

Writing-Tip Wednesday: Descriptions and Point of View

Description does not — cannot — take place in an emotional or circumstantial vacuum.

Not that long ago, I offered tips on writing scenes involving sex and violence, and essentially said that dealing with such encounters is almost entirely a matter of understanding and sticking to the point of view of our narrative character. These are the moments in which emotion, experience, and thought process are absolutely critical, and so for the scenes to work, we need to be completely rooted in the observations and feelings of our point of view characters.

I also offered this: “…Point of view is the place where character development meets plot, where emotion is introduced to our narratives, where our readers are given the emotional cues they need to experience our stories as we intend.”

With that in mind, I want to talk today about more general descriptive passages. Describing is something we writers do all the time. Whether we are telling our readers what another character looks like, or what kind of room our point of view characters have entered or what kind of smells or tastes or sensations they are experiencing, we are describing constantly. So getting it right is really important.

I love writing descriptions. Long before I became a professional writer, I knew I was destined for this line of work because I was constantly composing such passages in my head. I would see a sunset and think, “how would I write this?” I’d ask myself the same question upon tasting something exotic and new, or smelling something awful, or… whatever. During my career, I have written descriptions that still evoke pride when I go back to read them.

Always, though, what makes the descriptions work is not just powerful prose and precise word choice. As with those action scenes I’ve written about previously, descriptions of settings and people have to tap into character, into emotion and mind-set and motivation.

Let me put it this way, if we walk into a room we’ve never been in before, we’re going to notice different things about it depending upon our circumstances and how we feel about being there. If we’re relaxed — say, visiting the home of a friend, we might take time to notice the floors, the art on the wall, the framed photos of family arrayed around the room. If, on the other hand, we’ve been brought to a place against our will, we would be more inclined to look for ways out, for details that will tell us more about our “hosts” and their intentions. If we’re trained in such things, we might even look for objects we can turn into weapons or tools of escape.

In the same way, our impressions of someone new will yield very different responses depending on whether this person seems to be an adversary or a friend, a rival or a potential mate, a long lost sibling or a celebrity we’ve been hearing about all our lives.

Now, chances are that we, in the course of our lives, will not be in a position of being taken somewhere against our will. We will likely have few opportunities to meet celebrities and few occasions to encounter mortal enemies. Our characters on the other hand… Well, we do all sorts of shit to them, don’t we?

So when we write these descriptions from THEIR point of view, we need to take into consideration what they might be thinking and feeling, what they’re worried about, if anything, and what their goals are for the encounter that is about to take place. Description does not — cannot — take place in an emotional or circumstantial vacuum.

The other thing to keep in mind when writing description is the simple fact that we have five senses, not just one. We are highly visual creatures, and it’s all too easy to become so caught up in telling our readers how something looks that we neglect to mention how something sounds or feels or smells or tastes. Smells in particular are far too easy to overlook. Our sense of smell is unrefined compared to that of, say, dogs or cats or other hunting mammals. But smells can be among the most evocative of the senses. Aromas and scents can transport us, rekindling memories and emotions long buried. I still grow nostalgic for my childhood in New York and my college years in New England when I smell leaves burning in the fall. My adult daughters often remark upon arriving home for a visit that the scent of our house brings back some of their earliest memories. Taste can have a similar effect.

Again, you want to be true to the point of view of your narrator. All your readers’ sensory experiences should be colored by the emotions and exigencies of your characters. And your descriptions should involve as many of the senses as possible. Within reason, naturally. Your POV character doesn’t need to lick the walls and furniture in order to render a more complete sensory experience. That would just be weird. Unless, of course, you happen to be writing a new take on the Willy Wonka story, in which case have at it!

Keep writing!

Writing-Tip Wednesday: “Pitch Inside”

In the mid-1980s, my favorite baseball player on the planet was a young pitcher for the New York Mets named Dwight Gooden. Gooden had a meteoric career that was shortened by injuries and chronic drug abuse. But for the first two and a half years of his career, from the beginning of his rookie season in 1984 to mid-season in 1986, he was one of the best pitchers baseball has ever seen. He was only 20 years old when he entered the league, but already he had outstanding velocity, a monster curveball, pinpoint control, and uncommon poise for a player so young.

Why am I starting a writing-tip post with a discussion of Dwight Gooden? Read on…

At the time of his great success, New York Magazine ran a profile of him and a teammate (an equally young, equally talented, equally troubled outfielder named Darryl Strawberry). In the profile there was a picture of Gooden in uniform and you could see scrawled on the underside of the visor of his baseball cap the words “Pitch inside.”

Pitching inside is, quite often, the best way to get hitters out, particularly if the pitcher in question happens to have great velocity and control. When pitched inside, hitters can’t extend their arms fully and thus can’t generate as much power in their swing. Usually. The problem with pitching inside is that if the pitcher doesn’t have quite enough velocity, or if he misses his intended target by even an inch or two, his offering becomes very hittable, often resulting in massive home runs, or at the very least, crisp base hits.

Pitchers can do okay for a while pitching hitters away, but they become great when they take on that risk and throw the ball inside.

High risk, high reward.

Writers need to take risks as well. We can tell a decent story playing it safe, but we flourish when we take chances, when we explore bold ideas for our stories, or create stunningly original worlds, or develop plots that are destined to surprise and captivate our readers.

The Outlanders, by David B. Coe (jacket art by Romas Kukalis)My first book, Children of Amarid, was a fairly standard epic fantasy, though it had the seeds of more within the nuances of its plot. It was my second novel, though, The Outlanders, that convinced me I could succeed as a writer. The reason was, that second book was different. It introduced a technological, crime-ridden world unlike anything I’d ever tried writing. It created an unusual dynamic among three of my lead characters — two of the characters, who were allies, spoke different languages, and they had to rely on the third for translation. But neither of them trusted that third character.

I struggled with that book far, far more than I had with the first, and I think my struggles were symptomatic of factors that helped the book succeed. It was an ambitious project. It forced me to grow as an artist. Nothing felt familiar or pat, and so the finished product read as something fresh and exciting and innovative. As I say, the first book was fine, but the series won the Crawford Award because of The Outlanders.

It’s easy to advise you to take chances, to push yourself out of your comfort zone. Turning that advice into instruction in the form of concrete steps is more difficult. Every story is different, every project presents its own challenges.

Still, I can say this: It’s easy to grow attached to one particular franchise, one particularly world and set of characters and style of story. Certainly I have written a good deal in the Thieftaker world, and will soon be coming out with new work about Ethan Kaille, Sephira Pryce, et al. The fact is, though, each time I have moved on to a new project, I have tried (admittedly with varying degrees of success) to challenge myself, to force myself to grow.

After the LonTobyn books, I moved to Winds of the Forelands and Blood of the Southlands, which demanded far more sophisticated world building and character work. After those, I turned to Thieftaker, adding historical and mystery elements to my storytelling and limiting my point of view to a single character. I also started working on the Justis Fearsson books, which explored mental health issues and were my first forays into writing in a contemporary setting. Then I took on the Islevale books, time travel/epic fantasies that presented the most difficult plotting issues I’ve ever faced.

We can also challenge ourselves within a particular franchise by shaking up the formula, by changing our approach to plotting, or taking characters and character relationships in new and unexpected directions.

The point is, if we challenge ourselves, if we remind ourselves to “pitch inside,” we will breathe new life into our work, grow as artists, and, likely, have more fun.

Keep writing!

Writing-Tip Wednesday: SEX and VIOLENCE, and How To Write Them

Title got your attention, eh?

Yeah, figured it would. I might not be a marketing genius, but I’ve learned a little bit over the years…

Last week, I wrote about using profanity in our writing, and at one point likened gratuitous spicy language to gratuitous sex and violence. I went on to reference a fairly explicit sex scene I had included in a trunk novel I happened to be editing at the time, and I said this: “…The sexual encounter is essential to both my character’s journey and my plot and, therefore, it warrants the attention and detail it’s given in the book.”

It occurred to me later that I had yet to address writing sex scenes and action scenes in my Writing-Tip posts, and so here we are.

I have been fortunate in my life in that I have largely avoided violence. I have never been in combat, and have been spared violent encounters in my personal life. On the other hand – and I do not plan to say much in this regard – I have had sex. More than once.

And yet, I feel equally comfortable writing fight scenes and sex scenes. And, as it happens, I have written far more of the former than the latter. I have made up for my lack of experience with violence by reading a lot about combat in different settings, about hand-to-hand conflict, about weaponry and war tactics, and a host of other subjects necessary to give my scenes the verisimilitude I seek in all my writing.

Children of Amarid, by David B. Coe (jacket art by Romas Kukalis)I believe my action scenes are pretty effective, and, actually, I would say the same about my sex scenes. But that wasn’t always the case. In the first draft of my very first novel, Children of Amarid, I wrote a sex scene that my editor tore apart. And with good reason. While the rest of the narrative worked pretty well, the sex scene felt completely staged and out of character. And the reason was quite simple: For that one encounter, I forgot about my characters’ points of view and tried to write a sex scene that felt, well, sexy. That didn’t work, because my characters were young and in love, but also inexperienced and still a little awkward with each other. None of that came through in the writing.

Point of view, I have said many times before, is the key to good writing, the answer to most, if not all, of the problems that crop up in our work. Because point of view is the place where character development meets plot, where emotion is introduced to our narratives, where our readers are given the emotional cues they need to experience our stories as we intend. And so it follows that, like all the writing we do, the success of our sex scenes and action scenes is entirely dependent on point of view.

Our characters’ sexual encounters are particularly dependent on emotion for their success. That unsuccessful first-try sex scene I wrote in the initial draft of Children of Amarid failed because I skipped over emotion and focused too much on lust. To be sure, passion is likely to play a role in most scenes of this sort. But for two young lovers, out of their depth and afraid and seeking emotional refuge from the threats to their lives that drive the plot, emotional is all. Passion is, in a way, secondary. In the trunk novel sex scene I mentioned earlier, emotion and body image and passion and self-doubt are all rolled together into the experience, and that’s why the scene works.

Let me put it this way: Imagine writing three sex scenes. The first features a teenager, madly in love, terrified, about to engage in their very first sexual relationship. The second features an older woman in a Western town who works in a brothel and is confronting the very real possibility that she is about to be fired because she is too old and the men coming to the brothel no longer desire her. The third features a man who is in love with his wife but facing problems in their marriage in large part because they desperately want a child and can’t manage to conceive. Clearly, these three scenes are going to read VERY differently, and those differences will express themselves through the emotions and thoughts and sensations of our point of view characters.

DEATH'S RIVAL, by Faith HunterIn the same way, action scenes – fight scenes, battle scenes, violent scenes; whatever you want to call them – also hinge on the qualities, histories, experiences, and emotions of our point of view characters. A seasoned fighter, someone who makes their living in a violent world or who was brought up to be a warrior, is going to experience violence quite differently from, well, someone like me, who has little knowledge of fighting technique and scant history with violence and bloodshed. The practiced fighter’s point of view might sound almost clinical – this person will know how to control emotion, how to draw upon skills and observations learned over years of training. The novice’s point of view should come off as far more desperate, fearful, overwhelmed by the frenzy of violence in which they find themselves. Again, point of view is all. One is not necessarily more exciting to read than the other – think of the battle scenes in Faith Hunter’s thrilling, New York Times Bestselling Jane Yellowrock books and in A.J. Hartley’s wonderful Will Hawthorne novels, which are not only entertaining but also a master class in writing voice. Jane is a warrior; Will is SO not.. The scenes in both make for compelling reading, but they couldn’t be more different.Act of Will, by A.J. Hartley

Finally, when we’re writing our fight scenes, we should keep these things in mind. First, these are NOT the places to dive into detailed description. Even an inexperienced fighter might notice that their opponent is brawny and big, that they move with confidence and appear to be skilled with their weapon. But our point of view fighter is NOT likely to choose that moment to focus on eye color and hair style and clothing particulars. The character should be far more concerned with staying alive! And second, taking this piece of advice from Faith: The pace of our prose in writing such scenes is the literary equivalent of a musical score in a movie. Just as during action scenes in movies, the music gets percussive and clipped and dramatic, so when writing these scenes we should make our prose spare, concise. We should depend on short, declarative, punchy sentences. We should NOT be using flowery, pretty complex phrases.

So, sex and violence. Yes, they make for interesting reading (and writing!). But they are not easy, and should not be treated the same regardless of character. Try to keep these tips in mind when crafting your next romantic interludes or violent encounters.

And keep writing!

Writing-Tip Wednesday: How To Handle Profanity In Your Writing

Have you watched the HBO series Deadwood?

It’s a Western, the creative child of the brilliant David Milch. It’s violent, brutally realistic, and absolutely the most profane thing I have ever watched, with the possible exception of the Academy Award-winning movie The Departed, (directed by Martin Scorsese, written by William Monahan).

I would challenge anyone watching Deadwood to record a full minute of dialogue in any episode that does not include an f-bomb, or some other curse. Over the three full seasons the series ran I suppose it’s possible that a “clean” minute exists somewhere. I would be hard-pressed to find it. As you might expect, some viewers are put off by the profanity. Check out online reviews of the series and you’ll find lots of people who want nothing to do with it because of all the cursing, and plenty of others who recognize the excellence of the characters, the imagery, the plotting, but lament the explicit language.

And then there are viewers like me. I LOVE the profanity. I find it poetic, and I felt the same way about The Departed. I believe there is an art to writing works that depend so heavily on strong language. While some may dismiss the profanity in Deadwood or The Departed as gratuitous, I don’t believe it is. I have seen and read other works that DID have gratuitous profanity, and you can tell the difference. For my part, I have never tried to write something with this much strong language, but neither have I shied away from using curses in my writing.

Every author has their threshold for explicit language, just as every author has their threshold for violent and sexual content. Friends of mine pretty much refuse to use any profanity at all. Others throw in a ton. Either approach is fine, so long as the author can make it work. But authors should also understand that, as with sex and violence, they also have to be aware of the predilections of editors and publishers.

The default in publishing these days is that profanity is accepted. Publishers or short fiction markets that DON’T accept manuscripts with curse words in them will generally say so in their guidelines. And, of course, we all know we’re supposed to read and follow the guidelines before submitting any work anywhere, right? Right. At one time, YA markets were assumed to be profanity free, but that rule is less strict now. Still take extra care when submitting to YA markets and understand that while mild swearing might be accepted, stronger language, including f-bombs, might not be. Works aimed at middle grade readers and younger audiences should be entirely clean.

Beyond that, the key things to remember include the following:

1) Profanity for its own sake is not good writing. I generally avoid blanket statements like this one, but in this case it seems appropriate. Just as sex and violence for their own sake, without any narrative or character-related justification, can ruin a book or story, so can pointless swearing. When is profanity justified and how much of it should you use? That will vary from author to author, story to story, even scene to scene. Only you can decide what’s right. But as with things like gore or erotic content, you need to consider your audience AND the characters you’ve created, and then decide what is appropriate for both. Beta readers can be enormously helpful in this regard. I have been working on a trunk novel recently that includes what is far and away the most explicit sex scene I’ve ever written. But the sexual encounter is essential to both my character’s journey and my plot and, therefore, it warrants the attention and detail it’s given in the book. I didn’t write it this way for a cheap thrill. I had a narrative purpose in mind. And that, I believe, should be the test for profanity as well.

2) Your setting also must be a factor in how you handle profanity. As D.B. Jackson, I write the Thieftaker Chronicles, a historical fantasy set in pre-Revolutionary Boston. Throwing in a bunch of f-bombs to a Colonial setting simply would not work. No one would believe it – excessive profanity would yank my readers right out of my world, which I don’t want. I have also written several epic fantasy series set in alternate fantasy worlds. Some of these do have a bit of strong language, but only in contexts that feel appropriate to the world. To my mind, having a foul-mouthed character in most of my fantasy novels would feel wrong; it would seem too much like OUR world instead of my characters’ world. I know of some authors who deal with this by creating their own profanities for their fantasy worlds. They can then have foul-mouthed characters without offending readers or risking too much of a “real-world” feel to their books. I think that is a brilliant and elegant solution.

3) Finally, remember that despite extreme examples like Deadwood and The Departed, a little bit of profanity can go a long way. Think about it the way you might think of hot pepper in your cooking. Yes, there are some dishes that are meant to be REALLY spicy, and you might love dishes like that. For the most part, though, REALLY spicy appeals only to certain palettes. Most people like some heat in their food, but not so much that their eyes water. Profanity is much the same. Masterful writers can get away with extreme language. They can preserve the other flavors in spite of the “spice.” For most of us, a softer touch is often the better approach. Our audiences will likely be more comfortable with the occasional f-bomb and other curses, but not with page after page after page of strong language.

Put another way, you don’t have to be Puritanical, but you don’t have to be fucking rude, either.

Keep writing.

Writing-Tip Wednesday: Short Fiction Anthologies — When Does an Idea Become a Story?

Galactic Stew, edited by David B. Coe and Joshua B. Palmatier What is the difference between an idea and a story? It sounds like a basic question, but we have just begun the Zombies Need Brains Kickstarter for the coming year’s anthologies, and once again I am hoping to co-edit one of the collections. (This year, I co-edited the Galactic Stew anthology; last year it was Temporally Deactivated. I also had stories in both, writing as D.B. Jackson.) In past years, one of the most common issues we have found with submitted stories is that they fail to move beyond being an idea. They introduce a concept, often an intriguing one. But that is all they do.

Hence today’s post.

Temporally Deactivated, edited by David B. Coe and Joshua B. Palmatier I have touched on the subject of creative ideas in other Writing-Tip Wednesday posts this year (here and here), and I have also spent a bit of time on tips for short fiction writers (here). Today, though, I would like delve in a bit deeper, in order to spell out what distinguishes a story from a partially developed idea.

Let me begin with this: Every successful fictional story blossomed from an idea. Not every idea yields a story. That’s just fact. Some of the “best” ideas I’ve had kind of fizzled out before becoming anything close to a story. I find this frustrating of course. I expect all writers must. But, as I say, it’s simply the way it is. Some ideas “have legs,” while others don’t.

The problem comes when we write an idea and submit it as a story. Not to be too simplistic, but a story has a beginning, middle, and end. It involves characters and emotion, and it carries those characters through changes that a reader can trace. Too often when reading through submissions for past anthologies, I have encountered pieces that introduce a concept and a set of characters, but do no more than that.

Let’s take a for instance: The theme for this next anthology I’ll be co-editing is “Derelict.” We are looking for stories about abandoned or wrecked ships, be they sailing vessels, spacecraft, or something else that we haven’t even considered. Someone might come up with an idea for, say, a haunted shipwreck (and I would urge you to look beyond this for an idea — we are going to get LOTS of haunted shipwreck stories) that traps the unwitting and makes them permanent members of the ghost crew still onboard. Cool idea, right? But what are we going to do with that idea? It’s not enough simply to show us a character being ensnared in this way. That is no more than an illustration of the idea.

It becomes a story when we follow a character through that transformation in a way that dips into emotion and creates a true character arc. Perhaps an elderly woman has come to an island from which her grandfather once sailed a hundred years before. She was estranged from her parents while they were alive, and has lost her siblings to age and disease. She seeks some connection to the family she has lost. Knowing that her great grandfather died here on the island in a storm a century ago, she goes out to the site of the wreck. While there, she realizes that ghosts still inhabit the ship, and venturing closer, she sees a man she recognizes from ancient family photos or portraits. She makes contact with him, but that isn’t enough for her. In the end, she chooses to join that crew and become a wraith like her grandfather, seeking in that ghostly partnership solace for all she lost in life. THAT would be a story. (In fact, maybe that will be my story for the anthology…) We have taken an idea and turned it into a narrative that has emotional weight, that allows our point of view character to develop and progress.

Coming up with the idea is only step one in a far more complex process. We want to think of the most unusual, emotionally potent way to express that idea. And, I would add that this is not something we can usually do in five hundred words, or a thousand, or even two thousand. I don’t like to say that word count is essential to a story, but the fact is true flash fiction is VERY hard to do well, particularly with intriguing speculative fiction ideas. It CAN be done, of course. But generally speaking, full development of an idea for a themed anthology — into a story that touches on emotion, that traces a meaningful arc for our main character or characters — demands that we write more than a couple of pages.

I would urge you to think about this as August gives way to September, and the open call for the Zombies Need Brains anthologies approaches. In the meantime, the Kickstarter is well underway. In our first week, we have already funded well beyond the halfway mark, which bodes well for the ultimate success of the campaign. But please consider helping us out. We have a great roster of anchor authors, and our list of authors chosen from open submissions could include you!

Best of luck, and keep writing.

Writing-Tip Wednesday: The ABCs of Character

Last week, I wrote about befriending our characters, as a way of using empathy to improve our character development. This week I would like to continue the discussion of character work by taking a slightly different approach to creating and enriching the people we write about in our books and stories.

I first came up with this formulation about a decade ago, while preparing to teach at the South Carolina Writers’ Workshop, which then took place at Myrtle Beach. I have since used it at conventions, in workshops, and in an Odyssey Online course I taught several years ago. I refer to it as “The ABCs of Character,” because it gets at the basics, and because it uses a handy mnemonic.

The ABCs are “Attributes, Backstory, and Circumstances,” and they cover the elements of character that I like to think about as I “build” the person in question.

Let’s start with Attributes: These are basic facts that define who the character appears to be to the outside world. They include, but are not limited to, the following: name, age, gender identity, racial identity, national and religious identities, occupation, family/partnership situation (single, married, married with children, widowed, etc.), appearance (eye color, hair color, body type, etc.) socio-economic status, education level, and pretty much anything else we deem essential to identifying this person. If our world is a magical one, and this person has access to magic, or if it’s a tech world, and our character has special techie abilities, then that information would fit here as well. This is important stuff, but it’s fairly superficial. The deeper issues come next.

Backstory: This is where we start to delve into our character’s past. What has happened to her so far in her life? Where is she from? What kind of childhood did she have? Was she happy? Did she have lots of advantages growing up? Or was hers a more difficult upbringing? Were her parents around? Were they kind? Abusive? Indifferent? What has she survived? Is there darkness in her past?

Backstory is where our character’s secrets lie. And in those secrets may lie the seeds of conflict that will inform our story. This is also where we might find the roots of our character’s strengths and weaknesses. It doesn’t take much imagination to see how very important backstory can be to all that will happen to our character and, even more to the point, how she might respond to adversity.

Finally, we have Circumstance: This is the immediate situation our character finds herself in as our story begins. This is where attributes and backstory meet our inciting event. Perhaps something has happened to change a key attribute. She has lost a job. She has found out her partner is cheating on her. A beloved friend or relation has died. Or… She has won the lottery, gotten her dream job, or discovered that she is the true heir to the throne of Whatever-Land. You get the idea. Big things have happened and her life has changed.

This event, for good or for ill, has dredged up some key element(s) of her backstory — a rivalry with a sibling, a dynamic in her relationship with her family, a buried memory that circumstance uncovers. Or this new circumstance calls on her to draw upon those strengths and weaknesses that are rooted in her life experience. This change, this inciting event, is where our story begins. This is where our character begins to figure out what motivates her, what she wants, and what obstacles she will face in trying to attain her goals.

Pretty straight-forward, right?

Let’s put this technique to use by using Gollum, from J.R.R. Tolkien’s The Hobbit and The Lord of the Rings as a case-study.

Gollum’s Attributes: Gollum is several hundred years old. He is basically bald, he has overlarge blue eyes. He is small, wiry, very strong for his stature. It would be generous to say that he dresses poorly and in a minimalist way… He likes to eat fish. And he has this Ring that he just loves. A lot. I mean, he really, really loves this Ring. He calls it “Precious” for God’s sake. You might say he’s a little obsessed with it. He has no friends. And he likes to talk about himself in the second person, like royalty. Except he calls himself “Precious,” too. He has issues.Gollum, Lord of the Rings

Gollum’s Backstory: He was once one of the River Folk, a branch of the Hobbit people. His name wasn’t always Gollum. It used to be Sméagol And, to be honest, the Ring wasn’t originally his. It belonged to his cousin, Déagol, who found it while they were fishing on Sméagol’s birthday. When Sméagol saw the Ring he fell in love with it, and he murdered his cousin to get it. His obsession intensified, and the Ring stretched out his life for centuries. He retreated into caves, existed in utter isolation as little more than an animal. He hunted, hid, tolerated the presence of orcs. Mostly he looked at his Ring.

Gollum’s Circumstance: Gollum has lost the Ring and he is hell-bent on getting it back. It seems that is slipped from his grasp and wound up in the hands of — ironically — another Hobbit. He is forced to leave the lonely comfort of his cave and venture once more into a world that he fears, one that looks upon him with disgust and contempt. He is captured by agents of the dark who torture him for information about the Ring, which tells him that others are looking for it as well. He must find it first, even if it means killing the Hobbit or Hobbits who have it.

And there we are. The ABCs of character. Attributes, Backstory, Circumstance. Give it a try. You might find it helpful to conceive your main characters in this way.

Best of luck and keep writing!

Writing-Tip Wednesday: Single Point of View v. Multiple Point of View

If you know me, if you have been with me in panel discussions at conventions, if you have ever received any sort of writing advice from me, or even heard me give such advice to others, I need for you to sit down and prepare yourselves. What I’m about to tell you is shocking. For some of you, it may be more than you can handle. But we’re in this together and we will get through to a better place. I promise.

Ready? Here goes…

It is the last week of May – we are twenty-one weeks, twenty-one Writing-Tip Wednesday posts, into the year – and I have yet to write about point of view.

I know. I can’t believe it either.

Don’t worry, though. I’m going to make it up to you today. Who knows, I might even return to the subject in the weeks and months to come. I’m confident that, by the end of the year, you’ll be as tired of hearing me go on and on about point of view as you usually are. A bit of normality in a topsy-turvy world…

Point of view, for those of you unfamiliar with the term, is, essentially, the narrative voice used to tell a story. And the initial choice of point of view for each project we write usually focuses on the relative advantages of writing in first person (action and emotions and descriptions treated with “I,” “me,” “my”) versus writing in close third person (action and emotions and descriptions treated with “she/he/they,” “hers/his/theirs”).

(Yes, there are other choices. One can write in what is known as omniscient POV, a challenging voice to use and master, because it demands that the narrator know what all characters are thinking and feeling WITHOUT resorting to what’s referred to as head-hopping. And one can write in second person point of view, in which the author writes the entire narrative in effect addressing the reader – “You walk into a bar and order your drink. Sounds and smells assault you from all sides…” Etc. Both of these are difficult, even risky choices for beginning writers.)

One day last week, though, I had a conversation with a writer friend (let’s call her “Haith Funter”) about the other choice we make when deciding on the narrative voice for our projects, and it is this element of point of view I wish to focus on today. Specifically, our conversation centered on whether Haith should consider using a single point of view character or multiple point of view characters for a future project she’s considering.

And being me, the moment she mentioned that she was grappling with this I launched into a lengthy (and unasked-for) recitation of the relative merits of each approach. A recitation I offer again here.

Children of Amarid, by David B. Coe (jacket art by Romas Kukalis)Let’s start with what I mean when I speak of multiple point of view characters. This is NOT an invitation to jump willy-nilly from character to character, sharing their thoughts, emotions, and sensations. That is called head-hopping, and it is considered poor writing. Rather, writing with multiple point of view characters means telling the story with several different narrators, each given her or his own chapters or chapter-sections in which to “tell” their part of the story. When we are in a given character’s point of view, we are privy only to her thoughts and emotions. In the next chapter, we might be privy to the thoughts of someone else in the story. This is an approach used to great effect by George R.R. Martin in his Song of Ice and Fire series. Martin goes so far as to use his chapter headings to tell us who the point of view character is for that section of the story. Guy Gavriel Kay uses multiple point of view quite a bit – in Tigana, in his Fionavar Tapestry, in many of his more recent sweeping historical fantasies. I have used it in my epic fantasy series – The LonTobyn Chronicle, Winds of the Forelands, Blood of the Southlands, The Islevale Cycle.

DEATH'S RIVAL, by Faith HunterThis is in contrast with single character point of view, in which we have only one point of view character for the entire story (and that point of view can be either first or third person). Think of Haith’s Yane Jellowrock series, or my Thieftaker or Justis Fearsson series, or Jim Butcher’s Harry Dresden books, or Suzanne Collins Hunger Games series, or even (for the most part) J.K. Rowling’s Harry Potter books.

With both approaches, the point of view of each character is inviolate, meaning that your reader can learn nothing from a given character that the character her- or himself can’t know. The key is that this limitation means vastly different things in single POV on the one hand, and multiple character point of view on the other.

You might notice that the examples I give for each approach are distinctive. Granted, my examples are FAR from comprehensive, but they are instructive.

SPELL BLIND,  by David B. Coe (Jacket art by Alan Pollack)For single character point of view we have essentially two kinds of books: urban fantasies that have a mystery element, and YA novels that concentrate as much on the lead character’s emotional development as on external factors. Single character POV tends to be intimate. Readers form a powerful attachment to the narrators of these books. And, of even greater importance, readers learn things about the narrative at the same time the characters do. Even in books that begin with our narrator looking back on past events, we are soon taken back in time so that this older narrative has a sense of immediacy. This is why single character POV works so well in mysteries. The reader gets information as the “detective” does. Discovery happens in real time, as it were.

My examples of multiple character POV books are almost all grand, sprawling epics of one sort or another. In part, this is because it can be more difficult to tell such stories from the vantage point of only one character. But more than that, the power of multiple POV lies in two simple facts.

First, because we are following several POV characters at once, we are drawn into a number of subplots. All of these are braided together in some way, contributing to the larger story line. And since we can leave one to pick up another, we almost always have several characters in danger, or creating danger, at any one time. Each shift from one POV character to another leaves one story hanging in order to pick up another. The shifts in narrator actually impart momentum to the story.

Second, in multiple POV, our readers always have more information than any one character. We see traps as they’re being laid, we see intrigue from all angles, we can recognize the perils for one character based upon the machinations of another. Rather than discovering things as our narrators do, our readers are almost always one step ahead of them. This knowledge creates anticipation, feeds expectation, some of which we can satisfy, some of which we might thwart, all of which ratchets up the narrative tension.

Different stories lend themselves to different point of view choices. I would never dream of telling anyone (not even Haith) what approach to use for their story. Chances are you’ll know what your story requires as soon as you begin to write it. But my hope is that a clearer understanding of the relative strengths and advantages of each option will make that choice a little easier.

Keep writing!

Writing-Tip Wednesday: Dialogue, part II — Attribution

Last week’s Writing-Tip Wednesday post began a two part series on dialogue with some advice on the writing of the actual “spoken” words we put in the mouths of our characters. Today, I follow that up with a discussion of dialogue attribution. This is a very long post, which includes lengthy excerpts from my work that should serve to illustrate the points I’m trying to make. I hope you’ll stick with it to the end.

Identifying the speaker in written conversations is one of the most difficult things we do as writers. It seems so simple, right? All we’re trying to do is tell the reader who said what. And yet it is so easy to do this poorly. Part of the problem is that, as with the dialogue itself, everything we try to do in this regard must strike a balance. Too heavy a hand, and our dialogue tags sound clunky. Too light a hand, and our readers lose track of who is speaking. Take too limited an approach and the tags start to sound boring and repetitive.

I am a huge fan of the Harry Potter books. Our daughters loved them and Nancy and I wound up enjoying them immensely as well. We have read the entire series multiple times and listened to them on audiobook during many a family roadtrip. I think J.K. Rowling does many things very, very well as both a writer and a storyteller. But in listening to her books on audio and I came to realize that her dialogue attribution is terrible. Why? Because it is unimaginative and repetitious. She resorts to “said Harry,” “said Hermione,” “said Ron,” with almost every line.

So how do we avoid that?

Let’s start by defining some terms. Dialogue tags are words we use as direct attribution – “he said,” “she asked.” Said-bookisms are dialogue tags run amok. They are direct attribution but with more descriptive verbs – “he hissed,” “she growled,” “he averred,” “she opined,” “he remarked,” “she exclaimed,” etc. At times, I will speak of using action, emotion, or mannerism to identify the speaker. By this I mean starting a paragraph with, say, “Kannice brushed a strand of hair from her brow,” before having her speak. And finally unattributed dialogue is simply a line of dialogue that has no other sort of identifier except the spoken words themselves.

In these definitions, we see three broad approaches to identifying the speakers in our written conversations. We can use dialogue tags. We can use action and mannerisms. We can let the spoken words stand alone and unattributed.

When it comes to using these various approaches, there are several schools of thought. I have writer friends who swear that we should NEVER use direct tags of any sort. No “said”s, no “asked”s, and certainly no “hissed”s or “opined”s. And I should add here that said-bookisms are generally frowned upon in all segments of the market these days. They are considered “telling” rather than “showing,” and thus seen as evidence of bad writing. The things said-bookisms might tell us are better conveyed with context, with the spoken dialogue itself, and with other descriptive tools. Some people are VERY strict in their rejection of said-bookisms and the like. I’m not. In addition to “said” and “asked” I will use a few words that convey volume (“whispered,” “called,” “muttered,” “shouted”) and sometimes one or two that supply context and rhythm (“went on” or “added”). I am VERY sparing in my use of these words. Mostly, when I use tags, it’s “said” and “asked.”

There are also benefits and drawbacks to each of these approaches. Dialogue tags offer the most clarity, but, as with the Harry Potter books, they can be boring, even pedestrian. Unattributed dialogue flows most smoothly and can be very dramatic and fast-paced when used well. But after a few lines, readers have to start counting back to figure out who is saying what. (And as mentioned last week, we SHOULD NOT deal with this by having characters call one another by name with any frequency.) Finally, using mannerism, emotion, and action can be an elegant way of identifying the speaker, one that also adds details and emotional cues that tell the reader a lot. But overuse of them makes our characters seem unnaturally twitchy; mannerisms can quickly turn into tics, which we don’t want.

With all of that in mind, it probably won’t surprise any of you to learn that I suggest using a mix of the three techniques of attribution. Some lines, I feel, should be attributed directly. Some should stand on their own without attribution. And in some cases the speaker should be identified in some other way – facial expression, gesture, action, etc. By way of example, here is a passage from Time’s Demon, the second Islevale Cycle book. This is the scene in which the Tirribin, Droë first encounters the Arrokad, Qiyed:

Water ran down his body as he stepped from the surf and halted in front of her.

“There is a price to be paid for summoning my kind, even for one such as you, cousin.”

“I know. What price?”

“We shall decide, you and I. Why have you summoned me?”

She opened her mouth to answer, but no words came. Instead, to her shame, she burst into tears. For some time, too long, she could not speak for her sobbing. The Arrokad regarded her, unmoving and apparently unmoved.

When at last she found her voice, she apologized.

“What is your name, cousin?”

“I am Droënalka. Most call me Droë.” She would have expected a human or another Tirribin to reciprocate, but such conventions did not apply to the Most Ancient Ones. Either he would tell her his name or wouldn’t. His to choose.

“Do you seek a boon, Droë of the Tirribin? Is this why you summoned me?”

She hesitated before nodding.

“I see. That, too, carries a cost.”

“I know that,” she said, wearying of being spoken to as if she knew nothing. “I’m Tirribin. I understand the commerce of summons and boon.”

A canny smile revealed gleaming sharp teeth. “Better. That is the spirit I expect when treating with Tirribin. I had begun to think you simple.”

“That’s rude.” But his teasing made her feel better, more like herself.

“Yes, I suppose it is. I am Qiyed. You showed great restraint in not asking. I know how much your kind care about etiquette.”

Her cheeks warmed.

“Tell me more of this boon you seek.”

“I– I don’t know how.”

“That is intriguing, but I do not wish to remain on this strand for long.” Lightning flashed, and thunder followed, sooner than she had expected. “A storm comes, and I long to swim with it.” Another sly grin. “Have you ever done this?”

“No.”

“Would you care to?”

She reflected with distaste on her swim from the ship. “I don’t think so, no.”

“Very well. Quickly then.”

Where to begin?

“There is a Walker. I’m told I knew him when he trained in the palace at Trevynisle.”

“You have come from the northern isles?” he asked, surprise in the question.

“Yes.”

“And what does that mean: ‘I’m told I knew him’?”

“He traveled back in time, and created this misfuture we’re in now. The humans have fought over Hayncalde in Daerjen. One supremacy has given way to another.”

“I knew nothing of this.”

She canted her head. “Payment for my summons?”

He bared his teeth again. “Clever, cousin.” He considered this. “Done. That part of your debt to me is paid in full. Go on.”

As you can see here, I use a lot of dialogue to establish their relationship, and I blend direct attribution with emotion and gesture, while also leaving a few lines to stand for themselves, without any tag or other cue as to who is speaking. And yet, we never lose track of the conversation. Clearly, this becomes more difficult when we introduce a third character (and a fourth or fifth or sixth). The more people in the scene, the more often we need to identify the speaker.

Here is a second scene, this one among three characters, one a woman who has Walked through time and met herself in the past, at the expense of her sanity, and the other two the Tirribin siblings, Maeli and Teelo.

At a stirring of the wind, she caught the fetor of decay and she glanced around again. The smell dissipated as swiftly as it had come.

“I suppose I should be on my way,” she said, after the silence had lengthened uncomfortably.

“I can’t tell what it is,” the girl said in a voice both childlike and knowing. “Can you?”

The boy shook his head. “Not at all. At least not beyond the obvious.”

“Its years are all–”

“Who are you?” she asked. “Why are you talking about me that way?”

“We’re having a conversation,” the girl told her, as haughty as a court noble. “And you’re interrupting. That’s rude.”

She had to smile. “Isn’t it just as rude to talk about someone in their presence, as if they aren’t there?”

The two shared a look, worry in their ghostly eyes.

“Yes, it is,” the girl said, chastened. “Please forgive us.”

“Children shouldn’t be out alone in the streets. You should go home”

The girl hid her mouth with a thin hand, her laughter as clear and musical as the splash of a brook. “We’re not children. You should know that.”

She stared at one and then the other, puzzled now. If not children… Were they creations of her mind, symptoms of her madness? She thought she understood the depths of this Walking induced insanity. What if she was wrong, and it continued to worsen? What if these two marked the beginning of a slide into hallucination?

“You’ve confused it,” the boy said. “Maybe it doesn’t know as much as we hoped.”

She scowled. “Stop referring to me as ‘it.’”

“What else would we call you?”

“‘She,’ of course.”

He shook his head. “You’re not a she, are you? You’re not really anything at all.”

“I don’t–”

“We tasted your years when you were still on the sand,” the girl said. “That’s why we called for you. We sensed the confusion in you, and we wanted to know exactly what you are. But you don’t know yourself.”

We tasted…

“You’re Tirribin,” she said, drawing on a memory from so long ago, it could have been a different life. She took a step back from them. “That’s why…” She stopped herself from mentioning the smell. “Why you could taste my years from so great a distance.”

The girl glowered, appearing to know what Lenna intended to say.

“That’s right,” the boy said. “We’re Tirribin.” To his sister, he said, “Maybe she knows more than we thought.”

Suspicion lingered in the girl’s glare. “I’m not so sure. You don’t need to fear us,” she said, a rasp underlying the words. “Your years are muddied. We wouldn’t feed on you any more than a human would drink sea water. It would do more harm than good.”

“Why? What’s wrong with them?” She feared their answer.

“Don’t you know?”

Of course she did. Tirribin didn’t prey on Walkers because their years were less pure. She remembered a time demon explaining this to her when she was a child in Windhome. Before a boy died and another was sent away. Now she was here, fourteen years out of her time, twelve days out of another, half-mad from having met herself. Whose years could be less pure than hers?

“Yes,” she said. “I know. But that doesn’t make me less than human, and it doesn’t excuse you calling me ‘it.’”

“You’re a creature outside of time,” the girl said with relish. “There are too many of you, and your years are beyond repair.” She made a small gesture, indicating the lane and the houses. “You bear little resemblance to the humans I sense around me.”

“Maeli…”

The girl rounded on the other demon. “Don’t tell me I’m being rude. She was going to say something about the way we smell. Humans do that a lot, and I grow tired of it.”

“What should I do?” Lenna asked, drawing their attention once more.

The girl laughed again, the sound uglier than before. “Do?”

“Don’t you intend to help me? Isn’t that why you called to me?”

“We’re Tirribin. We’re predators, and while your years would be disgusting to us, that doesn’t make you more than prey.”

The boy frowned but held his tongue.

“And even if that weren’t so, there would be no helping you. You are what you are, and can’t be changed or redeemed. You didn’t exist before today. I can tell. Yet you have all these years. Confused, corrupted, but years nevertheless. We didn’t call you here to help. We called to see you. We sensed you, and we wanted to see what sort of being could have such years.” The girl raked her up and down with her gaze. “Honestly, I thought you would be more interesting than you are. You seem no different from other humans.”

“Then maybe you’re wrong about me.”

The Tirribin shook her head. “I’m not.”

The process is trickier here, because of the number of characters, but still I have done my best to use all the techniques at my disposal in a way that keeps the narrative flowing and keeps the speakers clear in the minds of readers.

A few other points and then I will end what is already a very long post: First, punctuating and formatting dialogue is a little complicated. Pay attention to how I have done so in these examples and keep in mind that whenever you change who is speaking or reacting, you need to start a new paragraph. Also remember that things like laughter or sighs are NOT dialogue tags. They are actions/mannerisms. You can’t say, “‘That’s funny,’ he laughed.” But you can say, “‘That’s funny.’ He laughed.” See the difference?

Finally, remember this: Writing dialogue is fun, just as reading it is fun. It’s also hard and takes some time to master. I’ve been doing this for 25 years. It took me a while to get to where I feel comfortable using a variety of techniques to attribute my lines of dialogue. You’ll get there as well. For now, your priorities should be remaining true to your characters’ voices and being totally clear about who is speaking. I find that it’s easier to remove tags and other identifiers than it is to put more in, so I always err on the side of clarity, knowing that I can clean things up in revisions.

Best of luck with this, and keep writing!

Writing-Tip Wednesday: Dialogue, Part I

I love writing dialogue, in part because I love reading dialogue. I believe that people are natural eavesdroppers. We like to listen in on other people’s conversations. That’s what reading dialogue is all about – it is one of the few times we can be privy to the private conversations of others without violating social mores.

Writing good dialogue is difficult. Attributing that dialogue skillfully and clearly can be incredibly challenging. So this week and next week I am going to focus my Writing Tip Wednesday posts on writing and attributing dialogue.

This week, let’s talk about the “spoken” words themselves. What are some of the tricks to writing good conversations among our characters?

Perhaps more than any other element of writing, constructing effective dialogue is an exercise in finding balance. What do I mean by that?

It should go without saying that our characters’ conversations need to have purpose. Every scene we write should be accomplishing multiple things at once – providing necessary background, deepening character development, furthering our narratives. Conversational scenes are no different. So our conversations need to be directed, they need to accomplish something – in other words there needs to be a point. But, you don’t want the conversations to be so directed that their outcome feels predetermined, nor do you want every encounter among characters to feel agenda-driven. We seek a balance in which the conversations accomplish all that we need them to in a way that feels completely believable.

We want our characters to get their points across without the conversation meandering too much, but we also want the dialogue to sound natural and easy, as opposed to stilted and formal. If you listen to humans conversing in a restaurant or bar, you can’t help but notice that we are remarkably inarticulate beings. We rarely speak in complete sentences, and even less frequently in sentences that are devoid of syntactical errors. We throw in a ton of “uh”s and “ummm”s and “like”s and “you know”s. Generally, we writers leave most of that stuff out of our written conversations, or else we throw in an instance or two, just to make things sound a bit more realistic, or to give a verbal tic to one character. My point is, we don’t necessarily want to make our characters sound like real people when they talk, but we also don’t want them to sound so perfect that they’re unrealistic or unrelatable. The balance here is, in effect, to make our characters talk the way we wish real people would.

So then the question becomes, how do we strike these balances?

Here are a few things I do. First, when I begin work on a scene in which, say, two characters are speaking, I already (I would hope) have some sense of the characters themselves – who they are, what they usually sound like when they speak, what they bring to their relationship with each other. For instance, if I’m writing a Thieftaker story and have Ethan interacting with Sephira, I already know that Ethan will be defensive and wary of her motives, but also willing to stand up for himself. I know that Sephira will be mocking and rude. She will use sexual innuendo to try to keep him off balance, and she will be driven always by greed and ambition. And they will have their conversation against a backdrop of extended enmity, rivalry, mistrust, but also familiarity and grudging respect. Knowing all that helps me find the right tone. Obviously, if Ethan was interacting with, say Diver, or Sam Adams, the equations would be quite different. The point is, knowing these things up front is incredibly important.

Second, I will have in mind throughout the conversation exactly what each character wants out of this particular encounter. I know that some of you are dedicated pantsers – you don’t like to plan any part of your books. And actually, when it comes to writing dialogue, I do as little outlining as possible, and I never plan ahead of time what actual words the characters will say. But this isn’t about planning or pantsing. This is about understanding our characters’ motives, and we should always be aware of that. Motive is particularly important in scenes with dialogue, because motive allows us to direct the conversation without making any of it sound predetermined. So knowing what every character privy to the conversation wants to get out of the exchange is crucial to the scene’s success.

Finally, as I write, I speak the dialogue. Or, more accurately, I carry on the conversation in my head, and then transcribe it into the manuscript, line by line. I tend to speak as I write anyway – if you were to watch me write, you’d realize that I am constantly sub-vocalizing everything. But I find the practice especially helpful when writing dialogue. If the words come naturally to me in the course of “conversing” on behalf of the characters, chances are it will read well on the page.

A couple of other things to keep in mind. Again, if you listen to people speaking in the course of everyday conversation, you’ll notice that we almost never call each other by name. As an experiment, try ending every other sentence in a real-life conversation with the name of the person you’re talking to. It sounds utterly ridiculous. So resist the urge to use names in your written dialogue. We all do it WAY more than we should. It is one of the first things I get rid of in revisions. I’m not saying don’t do it ever. But once in an entire scene is plenty.

Contractions: If you are writing in a world in which contractions do not exist, or if you have certain characters who never use contractions, do not use them. (See what I did there?) Otherwise, use ‘em. We all speak with contractions, and they help to make our words sound informal and natural. They’ll do the same for your characters.

Remember, you want your dialogue to sound as believable and unforced as possible, and at the same time, you want it to accomplish specific tangible things for your narrative. Yes, that’s a fine balance to strike, but with practice and a bit of forethought you can absolutely do it.

Next week, dialogue attribution!

Keep writing!