Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Friday, 15 April 2016

When the Page Breaks: A Word 2000 Error

Attention, anyone using Word with automatic hyphenation enabled (and possibly even without it), at the very least in older versions of the program: here's an error that's not universally known which you'll want to look out for!

I had to deal with a rather strange issue with my German print edition of Gophirith of the Mountains not too long ago. I had made sure to proofread it to the best of my ability, so I was rather confused when I eventually noticed that the print edition contained a few instances - three to be exact - of utterly bizarre errors I had never noticed in the document. Part of a sentence had been eaten in one place, part of a word been doubled in another, an entire word had been cloned in yet another place! I checked my PDF, and sure enough, the problems were there. I then went on to check the Word document and they existed there as well... until I clicked the paragraph.

The errors were caused by Word 2000's automatic hyphenation freaking out in cases where a line at the end of a page was at just the wrong length. This evidently caused it to be unsure whether or not to insert a page break at a specific point, so it settled for trying to do both, rendering a part of the sentence on the next page even though it was still there on the previous one or removing the sentence part from the previous page without moving it to the next one (swallowing it up). What's worse was that the problems disappeared when the the text cursor was placed near the paragraph, or when the document was not given enough time to load before scrolling to the offending page. That's right, this is an error that looks like a mere display oddity in Word 2000 which only shows up under certain circumstances, but will be rendered in the PDF file and thus the finished book depending on the converter used (I used doPDF for this book).

I'm pretty sure that this error is not exclusive to German-language text. I had noticed it before, but never thought much of it due to its tendency to go away after clicking, and it has not (to my knowledge) shown up in previous books either as I had those converted to PDF by someone with access to a later version of Word. It is showing up now, however, and it was impossible to find during proofreading as moving the cursor through the paragraphs (and occasionally starting to scroll before the document had fully loaded) meant that Word would hide the error from me until I reloaded the file and carefully scrolled down. So especially if you are using an old version of Word and using a converter like doPDF to create your PDF files, don't let this happen to your book and be sure to check the finished PDF again for such errors on page breaks. They can usually be fixed by slightly altering the character length of the line so Word does not get confused anymore or simply forcing a manual hyphen - the only problem is finding them.

Monday, 21 September 2015

Gophirith of the Mountains in German

This is big news, though I've already posted it elsewhere before I found the time to make a blog post. I've been working on translating my second "Pelsatia" book, Gophirith of the Mountains, into German recently and it's finally finished now! It's out in print as Gophirith von den Bergen and can be bought on Lulu:

I'm a Lulu.com link! Click me to view the book!

It's only available as a standard paperback book so far (no "value" edition and no ebook yet), but the rest will eventually follow.

The whole project was certainly an interesting experience. German is my mother tongue, but I prefer to write in English, not just because it's more widely spoken but also because I'm more used to it these days. Taking my own English writing and translating it into my mother language didn't seem like it should be difficult at all, but it turned out to be surprisingly challenging at parts. It wasn't as much work as writing a completely new story, of course, but it's quite frustrating how often one comes across something that simply cannot be translated "as is" and needs some more natural-sounding workaround. I am thinking this kind of thing is probably the biggest difficult about translation anything into any language and most likely to trip up people who don't speak the language natively.

On a fun linguistic note, as can be observed in the end result (and as I kept noticing again and again with every paragraph I had to translate), German writing is a bit longer than English writing. I believe a lot of people are aware of that and I've heard exorbitant percentages to which German is allegedly longer, but it's actually not that extreme; the book ended up with 272 instead of 244 pages, including a blank one at the end, so that's slightly over 10%. However, the German version actually uses fewer individual words than the English one, and not by a small margin; over 500 words have been cut. This was a trait of the German language compared to English that I had suspected already, but it's nice to have confirmation of it.

I knew right when I started that the most daunting task would be the songs; luckily, there's only two of them in this particular book. I've seen some book translations handle songs and poems in a rather unrestrained manner, the more extreme cases being more akin to writing a new work of poetry altogether that simply covers the same topics. I tried to avoid this and keep as close to the originals as possible while retaining the rhymes and metre. This proved to be rather tricky and I'm not sure if it was a good idea. The end result may be a bit stilted as it's visibly trying to imitate the English version. I may or may not come up with something different if I ever translate something like this again, but right now, I'm just glad I don't have those on my to-do list anymore!

Something I had some fun with were the translations for names. The personal names largely remained the same, the rest didn't necessarily. Some translations were obvious, others not so much. Sometimes I may have gotten a bit too creative with "germanising" things. Great Ephiana became Großephianien instead of Groß-Ephiana, imitating German place names more closely. Raurack became Rasselbock, which is ironic as the name used in the English version is already a German name of the creature, but it's the Austrian one. Muckleweald gave me trouble and ended up as Michelwald; I'm not quite sure in how far any equivalent to muckle/michel actually exists in proper German, but Carroux kept the Michel in Michel Delving in her German translation of The Lord of the Rings, so why not? Muscaliet became Glühmaus, which I'm really proud of; although the muscaliet has an entry in a mediaeval bestiary, there is no "proper" translation of it into German and no explanation of the name I could find, thus I went and derived the most likely etymology myself; mus is mouse in Latin, the caliet part is most likely related to calere, meaning "to be hot" or "to glow". Glühmaus means, quite simply, "mouse that is hot/glows", which I am guessing is the intended meaning of muscaliet. Hurra!

As you may have seen on the book's Lulu page already (and if you haven't, now may be the time to click the link above!), I've also redesigned the cover since the original had a custom title that was in English and I didn't want to redraw that. This was a fairly quick job compared to the original cover, but I think it looks quite neat. It's coincidentally more reminiscent of the cover I made for Ssalia and the Dragons of Avienot, which I didn't notice until after I made it. Instead of green, it's predominantly purple, which is a prominent colour in the book. This was totally intentional. The title isn't custom, but it has a neat Photoshop layer effect.

Anyway, I hope you've enjoyed this quick look into my experience with translating Gophirith of the Mountains and I also hope you'll check it out! If you buy it together with the English version, you could even learn something about the language by comparing them (hint, hint!).

Oh, and speaking of that, the book is back in print in English as well! I put out a revised edition after I temporarily retired it due to my first editing job having been rather shoddy. The links to it haven't changed, so just look on my website!

Sunday, 2 August 2015

Purple Without Rhyme or Reason

All the skin-covered digits on Tamara's hands, located at the ends of her arm-like forelimbs like marvellous verdant leaves at the end of a tree trunk albeit not bearing the same colour nor otherwise resembling the aforementioned, impinged upon the pale, white, pallid, achromic, alabaster-coloured, hard, solid, smooth, three-dimensional bodies of plastic known peradventure more commonly with more common awareness to modern common English-speaking inhabitants of such regions as the glorious nation shaped and alas! formerly inhabited by King Arthur, the once and future king, as keys on what shall thus be known as her keyboard, composed thus of the words key and board, in the manner of a butterfly settling on a luxurious burgundy, yet ever slightly so slightly mahogany-coloured flower on an incandescent daylight session of summertide in the northern hemisphere of a planet called Earth, or Terra, orbiting the sun of the Milky Way galaxy, that same magnificent region of the magnificent universe that this magnificent story also taketh place in, in order to type fan fiction on its tiny, small, little butterfly-proportioned laptop, and letters began to form words began to form sentences began to form paragraphs began to form this post on her computer screen in utter disregard for the reader's ability to make any sense of it.

I recently made a post about using repetition in order to artificially stretch a story and what to rather do instead. Well, here's another thing not to do, and as the above paragraph shows if you made it through it (in which case: congratulations), it's likely worse. This thing is fortunately not as easy to do out of habit; much rather, it tends to be the result of too much goodwill. This phenomenon is the result of taking a decent narrative and polishing and enhancing it until it's no longer decent. It's the epitome of shooting so far past the goal that the story lands in the middle of a crocodile-infested marsh in Equatorial Guinea and gives the crocodiles a stomachache because it's so convoluted and full of nonsensical metaphors. It's called purple prose.

Now, it's obviously a matter of taste how detailed one would like the descriptions to be. I'm not personally opposed to elaborating on the various aspects of what's happening and do it a lot myself to control the pace of the story and provide interesting little tidbits for those who care. I actually enjoy reading information that is ultimately pointless to the plot, but helps paint a more vivid picture of the setting, characters and events. However, this is exactly what purple prose generally does not.

So what's the difference then? When does the prose become "purple"?

The answer, I believe, is when it ceases to convey anything meaningful - and I do mean "meaningful" and not "important". Small details may be unimportant, but they still describe something within the story. Prose is purple not because it goes into detail, but because the elaborations are all on the stylistic level and end up stretching it way beyond its purpose of conveying information. What makes it long is not what is written, but how it's written, and that's the point at which - in storytelling - it becomes a problem, in my opinion. The focus has shifted from informing the reader to trying to perform literary acrobatics in a context where it's simply not desirable

That is not to say the writing has to be crudely simplistic, of course. Indeed, an utter lack of polish is not generally desirable and "dumbing down" the style can be perceived just as negatively. However, there needs to be a balance, and the narrative has to remember that it's intended to actually carry a meaning. Add to much decor and it detracts from the meaning. If the paragraph is 1% meaning and 99% embellishment, it becomes a chore to read, and in proportion to that, the reward most likely isn't worth it.

Oh, and here's a better version of the paragraph from the beginning:

Tamara began typing on her keyboard to compose her newest blog post.

Friday, 24 July 2015

Don't Say it Again, Sam

Being asked by people to look over their writing is an interesting reciprocity; not only does the inquirer receive heaps of well-intentioned advice of questionable worth, but it brings issues to my attention that I can find in my own writing and never quite realised the ubiquitousness - and potential urgency of being addressed - of. While looking over a couple paragraphs that my significant other wrote, there was one thing I was sadly quite familiar with that stuck out as particularly fix-worthy and which I think may need my own personal attention a lot more in my own writing: reminders for the reader.

And I don't mean reminders of important information when they're likely to have forgotten about it, but reminding them about the current state of affairs when it's already been stated, probably in the same paragraph, and there is no reason to assume it has changed. This is an issue and it's one I've found myself having in the past, which becomes more apparent the more I'm forced to think about it. I could call this a "walking problem" because walking is what it most commonly entails for me. For some reason, in absence of anything better on my mind and a need to fill that page with a couple more word, my mind seems to decide that the process of putting one foot in front the other is exceeded in excitement only by its importance and needs constant reiterating. In effect, the outcome would be something like this (exaggerated for dubious degrees of entertainment):

She started walking towards the bridge. She walked and walked. Then she walked a bit further. "I'm walking", she thought as she continued to walk. She was still walking, walking as she walked.

The problem here lies not just with repetition of words, but unnecessary repetition of what has already been said. The reader does not have to be reminded all the time of what the character is doing; the general assumption is that unless there's a good reason why the character would have stopped, they're still performing the same action. If she set out for the bridge and hasn't reached it yet, she's probably still walking there. Emphasising it repeatedly like this causes clutter and makes the story take longer than it should without actually adding anything. Unfortunately, it's all too easy to slip into the habit of restating facts in absence of anything meaningful to say, as some of my own writing can sadly attest for. So what to do instead?

You'll most likely have a certain pace in mind at which the story ought to be moving. Unless that is to change drastically, something will have to replace the repetitions. And there are sooo many things that could when you just allow yourself the time to consider them. Even if the character really is (from a rougher viewpoint) doing nothing but walk, there are tons of details to set the pace with instead of emphasising that one action. What's going on around them? What do they hear, see, feel? What are they thinking about? Maybe there's something minor on the character's way from A to B that they react to. All of these things are not particularly important, but they are new information. If the scene's going to be moving slowly, you may as well use the time to provide these kinds of details rather than dwelling on the same single thing.

Keep in mind that these things should replace the needless repetitions, not add on to them. Don't start the sentence with "as she continued to walk" (that especially goes for you, myself!). Double-check yourself; once you get into a habit like this, it can easily slip past you if you're not consciously avoiding it.

As Tammy continued to write her blog post, she thought about a fitting manner to end the blog post she was writing. She was still writing it when it occurred to her that such an ending may not be feasible, so, as she wrote more of it, she decided it would simply have to be a written blog post she had written. Thus, she wrote the ending and concluded her writing of the blog post she had been writing.

Saturday, 4 July 2015

Long Story Short

When I first started to write and try my hand at putting actual stories together, my paragraphs were way too short for my taste and the pace was too fast. It should go without saying that my writing at the time was also, to be quite frank, absolutely terrible. Whether or not anything has changed about might be for debate, but I did start to become more satisfied with my writing as it became noticeably more elaborate, dwelling on things for long paragraphs at a time. As a result, I had been equating the original lack of quality with brevity, and seeing how many beginning writers start with shorter paragraphs (a lot of amateur writing and fan fiction on the internet seems to be short), it did seem to imply a connection. But is it true?

The book I'm currently writing got me thinking about length. It's a radical departure from my published books in style, being a collection of several self-contained, relatively short stories about the same characters (Vellisia and her friends, for those familiar with Ssalia and the Dragons of Avienot). Unfortunately, I'm finding it extremely difficult to write these stories, which seemed illogical to me for a while. These are a lot shorter than what I'm used to writing; why have I been having so much trouble finishing each? Shouldn't it be easier? I believe the answer is quite simple and is actually right there: they're shorter than what I'm used to writing. Writing good short stories is proving to be more than an "easy mode" of writing longer ones. When I began to find my style and (hopefully) become a better writer, I focused on an elaborate style. Writing in a concise style is an entirely seperate skill and I keep being surprised by how hard it is to transform one into the other. It's not a downgraded version of my natural style; it's a different one and it's no easier to master than any other, as proven by the huge problems I'm encountering in handling it. It's easy to underestimate how difficult it is to optimise a story for a short length while still living up to my own quality standards rather than just writing short paragraphs due to lack of skill and I've been starting to feel that.

A brief writing style is not bad by definition. I believe that writing for different lengths requires different skills, just as writing for different genres and formats in general does. Being compact and still delivering a high quality story is more than just taking out a pair of scissors and cutting a longer story apart. If concise writing is what you do best, do it. Long form is apples, short form is oranges. Neither is comparatively superior, either can be a strength or weakness.

Monday, 23 September 2013

Write My Book for Me: Name & Concept Generators

Just kidding about the title! Names are an important part of fiction; even without considering their meaning, they define what the narrative, your characters and your readers will have to refer to people, places and concepts by. Care should generally be exercised when picking them, especially when drawing from real world languages or cultures, but for those times where you desperately need a name for someone or something and just can't get your creative juices flowing, there's a great amount of generators available online for even the most niche-based names; a lot of them can even provide general ideas for the characters and places these names will be applied to! They sadly might not always be able to do your job for you, but they certainly can provide inspiration.

Below, I have compiled a short selection of generator sites I have found on the internet over the years, with a focus on generating names, especially for Fantasy. Each entry starts with a link, followed by a description of the kinds of notable generators that can be found on the site and things to be aware of; the text in italics below each description sums up the basic types of generators, again with a focus on names. (Please note that I'm not affiliated with any of these. They belong to the respective creators, and although I haven't personally encountered problems with them as of posting this, they should be used at your own risk.)


  • Seventh Sanctum

    Probably one of the most elaborate sites for generators; this has a huge amount of them, though not all of them generate names. Generators can be viewed by category, or you can have the site pick one at random (which doesn't serve much of a purpose, but allows a quick look at the general idea behind them and might bring up a generator you hadn't noticed on the site before). Don't be fooled by the "Names" category; while this is where the character name generators and a few others are, many generators in the other categories also create names. Others will generate descriptions, suggestions or other bits of text intended as a source of inspiration instead.

    Generates: character names, place names (taverns, realms), species names, vehicle/ship names, spell names, concepts and descriptions (characters, creatures, technology, settings, etc.), story ideas and more; these are hard to sum up, so you might want to look at them yourself.
  • RinkWorks Fantasy Name Generator

    A highly customisable name generator. Can put together names from elements in a database or even letter-by-letter based on a specific algorithm, which you can define yourself to suit your needs. Be sure to read the instructions for the "Advanced Interface" on the site; it's very, very useful for generating "meaningless" names and words for your setting that have a specific kind of sound or feel to them and are not based on existing names.

    Generates: character names, all-purpose "meaningless" names/words.
  • Behind the Name

    Not primarily about generators, but a compendium of real world given names, with meanings, culture, origin, stats, etc. The "Random Renamer" tool can pick names at random from customisable categories, some of which are not based on real life and provide names for specific kinds of characters (witches, fairies, etc.).

    Generates: character names.
  • Fantasy Name Generators

    As it says on the tin, these generate mostly Fantasy names (some are related to MMORPGs; look through the menu at the top or scroll all the way down on the main page for the more general ones), with some generators for places, etc. as well. Names are typically picked/combined from pre-made databases (some aren't combined at all, but simply provide a random selection); some tools generate vaguely scientific-sounding nonsense; be sure to read the description for each generator to find out how the names are made. Be careful about the real life-based names: the site likes to simplify or transcribe special characters (such as umlaute), which can easily falsify the results, and it can also generate extremely uncommon names not in any way traditional to the language they are meant to be from. It's better to use Behind the Name (see above) for real given names instead.

    Generates: character names, place names (taverns, towns, countries, castles, planets), ship names, fungus/plant names, mineral names, clan names, scientific names.
  • Utilities and Generators on Mithril and Mages

    These are intended for roleplaying games, but a lot of them are just as useful for writing. The name generators combine distinct elements from databases largely rooted in reality, so results tend to be very convincing. Many categories to choose from for place names; modern character names are U.S.-based and can be picked by how common they are.

    Generates: character names, landscape feature names, place names (taverns, towns, streets, buildings, etc.), occupations, as well stuff mostly about tabletop games.
  • Abulafia

    This is a wiki for generator scripts that anyone can (in theory) contribute to; thus, purpose/nature and quality are both highly variable. Some generate names, others descriptions (sometimes very detailed), even others do both. Check out "Name Generators" on the site for the ones that generate a pure list of names. Generators generally provide little information about how names are formed, so exercise some care (you can click "view source" to look at the code).

    Generates: character names, place names, ship names, plant names, species names, weapon names, concepts and descriptions and more.
  • donjon RPG Tools

    More generators with a focus on Fantasy and Sci-Fi tabletop RPGs, some of which are handy for general writing. Descriptions/concepts are elaborate, but usually specific to certain RPG systems. The name generators appear to take patterns and elements from a database of related names and mix them up; especially for character names, this most often results in "meaningless" names. Even the "quasi-historical" names still tend to use this mechanic, so they are likely to be foreign-sounding nonsense at best and might even be profanities at worst; be extra cautious when using these, and don't present them as real names from a real language unless you're certain that they work as such.

    Generates: character names, place names (taverns, towns, countries, castles, streets, etc.), concepts and descriptions, stuff for tabletop games.


It should go without saying, but keep in mind that the results of these generators are random; even if they are picked from a database of real and historical names, they may be unfitting for the context you require them for. There's no shame in taking inspiration from a random name or even taking it straight from the generator, but you should always do the research before you use it, especially for real world-based names.

Of course, at the end of the day, the best names in fiction are still those that have had some thought put into them, so keep that creativity running; just be careful it doesn't get away.

Wednesday, 4 September 2013

Everything You Never Wanted to Know About Me

I somewhat recently received a newsletter from Smashwords informing me of their new self-interview feature, and I couldn't resist writing one! The result is not particularly long, but I think there might be some interesting stuff in there; I typed it up over the past few days in notepad before publishing it, after saving some interesting questions from the "suggested" ones. You can read it here:

Amazing Smashwords indie author self-interview!

It's mainly about my Fantasy writing, though other things also get mentioned. I took five of the pre-made questions and answered them (they're actually not random; the question field just goes through a list of them when you click the button to suggest a new one in the editing interface, so I assume many other Smashwords authors used the same ones, which may make for interesting comparisons), and I have two more saved up for when my next book, Gophirith of the Mountains, is released, as they will make more sense then than they do now. When that will be, I don't currently know, but you can be sure I will announce it here! The story is approaching the end as of writing this post, but it still needs a lot of polish and I am not done with the illustrations yet, so it may still take a while. Until then, enjoy the interview, and if you like it, I would be very grateful if it's shared! (And if there's anything that should be added to it, I tell me in a comment; I may edit it in!)

Tuesday, 9 July 2013

Got it Covered? Think Again

"Don't judge a book by its cover" — so goes the common saying. A good piece of advice that most people have heard of and many strive to learn from, but which almost no one follows in the non-metaphorical sense. Especially in a chiefly text-based medium like literature, the cover is often the first and potentially only "visual" impression anyone gets of a book, and a lot of the time, the attempt to win the interest of the curious reader is promptly bungled by a badly designed cover. But is it really true that the cover sells the book? Not always, but it certainly can make a notable contribution. At the very least, it attracts attention. From personal experience, I can say that an eye-catching cover is more likely to make me look twice and make the book remain in my memory. So what makes a cover "eye-catching"? Hard to say, and certainly dependant on the genre as well as the time and place of publication. An eye-catching cover is a cover that stands out from the masses, and in order to do that, it needs to differ from the masses.

Looking at a great amount of book covers especially for indie Fantasy, I have been noticing two trends in particular: stock art (especially photography) and generic designs that don't say anything about the book (or a combination of both!). Good as they may look in any other context, these require a lot of creativity to turn into unique and memorable covers. That skull or sword on the cover may have some relation to the book and that random woman on her best way to catching a cold if she doesn't put on some clothes may even be a depiction of the main character, but they do nothing to set the book apart from the hundreds of others using a different version of the same motif.

So, what should be done? I'm certainly no expert on covers (though I may have to become one), but here are some fairly obvious suggestions (specifically for Fantasy covers) that still tend to be ignored:

  1. Don't use photos. Photos are exact captures of real life images and without a lot of digital enhancement, they are rarely ever going to exhibit any style unique enough to be eye-catching to the layperson. Take advantage of the many traditional and digital ways there are to create art. If you can't do it yourself, find someone who can.
    1. Don't force a run-of-the-mill Fantasy style on the cover; it does not need to look "realistic", and the more quirky it looks, the better. You are not creating art for a gallery; people most likely will not stand idly and gawk in awe at your cover, even if you get a Dutch master to paint it (though that would certainly be something to enhance your advertising campaign!). The cover is an ad for the book, and it will need to stand out by being individual, not by demonstrating how well it can follow conventions of painting.
  2. Think about something unique in your book's story; a "highlight", which is recognisable as belonging to that specific book your wrote. Use that as the cover. (Many of the Harry Potter books generally use interesting cover scenes (that are easily associated with the books) in a number of of their publications; for instance, the German release of Philosopher's Stone shows the well-known "wizard's chess" trial.) Don't go metaphorical unless you actually have an interesting metaphor to present. Skulls, swords and random things on fire are not interesting metaphors for anything and have been used a quadrillion times. Even if they fit, no one would think of associating them with your particular book.
  3. For something really unique, do something with the text! For the vast majority of book covers, the convention tends to be to stick plain, uninteresting text on top of the cover art as an afterthought. If you are publishing indie, you should be in full control of what your cover looks like; there is nothing that prevents you from making the text interesting in itself. You can go further and make it express something about your book or its feel; going even further still, you can incorporate the text into the very cover art! Conventions are made to be broken if you wish to stand out. Just ensure it's still easy to read!
So, what were the considerations I made when designing the cover for Ssalia and the Dragons of Avienot? Not many, sadly. Had I been quite aware of the importance of covers in book publishing (especially indie), I probably would have invested more thought into it. Even so, I made the effort to make my own digital painting, use a motif that connects to the book (a (hypothetical) painting inside the jade tower, itself showing the snake girl Ssalia and a dragon in silhouette) and at least apply some text effects (though I wish I had gone all the way with it to make it truly unique). It's not ideal, but I feel that even such minimal effort can make the cover stand out from the generic masses of stock photography.

The conclusion? Think about the cover, its relation to your book and how to make it stick out. Especially with no professional advertising, it really does matter.

Wednesday, 19 June 2013

The Conquest

Behind horizons, hills and dells
Hidden well
Tales oft tell
Is found a fort where no one dwells
A fortune in its shell

A path is plagued by stalwart storms
Curved as strait
Cursèd fate
The only path to thither forms
But ne'er does grip the gate

A wall as tall as mountain looms
Strong as stone
Hard as bone
A journey from the outset dooms
To settle seeker's throne

A thousand bowmen never miss
Sure in mark
Safe in arc
Each eye itself an arrow is
To pierce protective dark

A thousand horsemen full gallop
Steeds of state
Skins of plate
Infaust invaders swift to stop
A-routing out the gate

A thousand demons at the rear
Ghastly gaze
Breath of blaze
Entwine the shrine by sneer and jeer
And heal it in a haze

Enshrined inside: a mythic good
Most beseech
Few to reach
So seldom seen, oft understood
As "happiness" in speech


Just a poem to sum up my feelings as of late... I'm relieved I can still at least get those right, to a degree.

Friday, 31 May 2013

Stop, Exposition Time?

Fairly recently, I read a chapter in a book (not going to name it here) that quite literally consisted entirely of exposition delivered by a character in direct speech; it was not very short either, but rather trailed on an on page after page. Although it made sense for the character to be doing this, the whole thing felt dull and artificial, interrupting the action (which, up to that point, had been building up to something a lot more exciting) in favour of a monologue. But how does one handle such a situation properly anyway? Is there even a way to do that? Opinions likely differ, as on all story-telling devices, and I won't consider myself an "expert" on them, but here's what I feel is some decent advice about exposition.

As the old writing advice goes, "show, don't tell". Evidently, the most obvious way to handle exposition well is to not have it. If there is any way to demonstrate the information through events and "natural" dialogue instead of just blatantly spelling it out, then that usually works a whole lot better, as it does not interrupt the flow and leaves something for the reader to figure out and "work" to comprehend as a whole. "Time skips" to the past can be useful for this if the important event happened prior to the story's present, but care must be taken not to confuse the reader (unless you are deliberately trying to do so, which is rarely a good idea unless there's a very good reason for it); containing the past sequence within its own chapter may help, as it clearly separates it as a self-contained instance

Sometimes, however, there's just no practical way to show all the information that the reader requires. What is to be done when something absolutely needs to be delivered by a character? The most important thing to remember here is that such a segment is not you (the author) explaining things to the reader. What you have on your hands is a character who is talking in-story, likely to other characters. Let them talk as the character they are and let others react to what they are saying where applicable. Make sure lengthy exposition does not interrupt the flow of the story. No monologue is important enough to stop time, and if something else should be going on during it, make sure it does go on! Having the exposition interrupt an interesting scene completely is a surefire way of making the reader wish it were finally over or, in the worst cases, just skim through it in order to return to the action.

In monologues, do not forget to take advantage of the speaker's personality (if possible) to make what they are saying entertaining to read. Some people are good at semi-improvised story-telling; perhaps your character can wrap the information in an exciting tale in its own right (if they cannot do it by themselves, maybe they can read from a book-within-your-book that does a better job at dramatising the events in question), perhaps they can spice it up with their own remarks and humour. Whatever they do to make the explanations more bearable, make sure it fits the character and "sounds" like something that would realistically come out of their mouth. Never talk through your character as if you were mind-controlling them.

All in all, exposition is a tricky thing to do. However you decide to handle it, don't forget its primary purpose of helping the reader understand your story better; do not let boatloads of background knowledge overtake said story.

Thursday, 9 May 2013

Terran Creatures in Alien Worlds

No matter how fantastical and strange a work is, Earth's creatures, real and mythical, somehow tend to find their way into many, many Fantasy worlds. From mundane animals like horses to the mythical "classics" like dragons, they all pop up ever so often in universes otherwise very much unlike ours. So how can terran species and mythical creatures exist in such worlds?

Suspension of disbelief may be required, though worlds may also be able to get away with it by picking up on the theory of alternate Earths or just explaining it away with magic. The approach I have taken with my Pelsatia universe is mainly a linguistic one: I identify my creatures with similar, but not identical, beings known (to some degree) on earth (the snakes, dragons, katoblepa, etc. in my works all are identified as such for this reason). The idea is to give readers a basic concept of the creature in question or aspects of it, perhaps even a clear mental image, without even having to describe it, as well as preventing having to use a potentially clunky name from one of Pelsatia's languages. In a way, such identification can even be considered a translation; in absence of a word for the exact thing or concept in question, the closest term is used instead (which is a lot less strange than it sounds, as even on Earth, not everything has a direct equivalent in every language and translations may need to rely on this (or keep the original word intact, which would not really translate it at all)). It does not always work, but when it does, I believe it tends to work really well, and maybe other works can benefit from a similar approach.

Friday, 19 April 2013

5 Considerations to Make a Culture Come Alive

In my last post, I talked about avoiding the "Planet of Hats" effect in Fantasy species by creating distinct cultures with traits based on their location, history and influences rather than simply the dominant species. But what are some aspects that can be used to make a culture distinct? What are some considerations to make when creating a fictional culture? Some are obvious, others are all too frequently ignored; all can add an interesting and unique note to the culture in question. Below are a few ideas (to be regarded as examples, not a comprehensive list) that have occurred to me while planning out Pelsatia's cultures and peoples and which may help authors who are trying to add some spice to a fictional culture in their setting without simply copying one of Earth's civilisations.

  1. Language: This seems like an obvious one, but is still often ignored as a cultural aspect and replaced with one language spoken by the whole species. Languages are probably one of the most diverse aspects of culture; consider not only Earth's languages, but also dialects, and you will see that a great potential for diversity exists even within the same culture. If you are looking to create new languages for a setting, such potential should not be ignored.

    Consider the culture's history, location and influences here. Languages can assimilate one another over time, so the languages of cultures that have coexisted in the same region for a long time are often similar or at least influenced by one another in some manner (think loanwords). Conversely, when groups of individuals — even from the same culture — are separated in some way, their languages can grow apart, especially with limited communication between such groups. Also consider the importance of specific other cultures in the target culture's history; it is likely that an influential other culture's language has had a particularly large influence on that of the culture in question. Consider formalities as well; a peasant is likely to speak in a different manner than a ruler. What kind of language is considered formal, what is colloquial, and to what degree? There may be polite forms to be used in certain situation, and there may be contractions and dialectal variations used in informal, everyday communication especially by the lower castes.

    A lot can factor into the development of languages; as with other aspects, taking a look at Earth's history can yield a lot of inspiration.


  2. Architecture: Another obvious one, but often generalised for an entire species, if any individuality exists at all. Consider the conditions that the culture needs to face, what materials they have available and whether their building style might have been influenced by that of a neighbouring culture. Don't forget that architecture can be an art in addition to being practical! Infrastructure also plays a role; the ancient Romans were famous for their road building and water supply networks. Not every culture needs a completely unique style of architecture, but there is a lot of potential for creativity here.


  3. Music: Some form of music exists in virtually all of Earth's cultures, but is frequently ignored in fictional ones. If the culture possesses instruments, think about what kind of instruments they may have access to (available materials can also influence this). Consider what kind of music can be made with these instruments and what role it plays within the culture's society. Is music carefully composed or spontaneous, and is the general sound and emotion valued more than memorable melodies? Is making music a group activity where many people get involved? Do people commonly sing, and if they do, what may they sing about? Different castes may have different music; perhaps certain instruments are only available to wealthy individuals and used for playing carefully crafted music, while common people prefer to sing and dance in a less strict manner?


  4. Food: As proven by Earth's cultures, a culture's cuisine can be one of its most distinct and varied aspects, with diversity existing even within the same culture! Keep in mind what kind of food is readily available in the respective region and/or what can possibly be imported. The majority of available ingredients will likely be used in some way, but be aware that the rarer and/or exotic kinds are prone to be more expensive or otherwise problematic to obtain and will not find as much use in common people's food. Consider what kinds of flavours may be preferred, what the people are particularly skilled at preparing, whether there is anything that they will not eat for ethical or similar reasons and their general relationship to food. Is eating sometimes a community activity? Under what conditions, and what kinds of food are eaten? What importance does the visual presentation have? What manners and traditions related to preparing and eating food are valued?

    Don't forget that this is one of the few aspects that can be influenced greatly by the primary species that the culture is made up of; be aware of what the creatures in question are able to chew and digest without ill effects (and would thus even consider "food" to begin with) and whether there are any special needs in their diet.


  5. Holidays: Important dates and celebrations are ubiquitous in all cultures, yet creators of Fantasy worlds like to forget about them. Think about not only the culture's history, but also its view of the world. What has happened in their past that they are proud of or would like to remember? What do they believe, what do they value? What natural phenomena affect their society? These are all good reasons for holidays and festivities to be established. Also consider what may be done on those days and how people get involved; perhaps different castes celebrate differently, or maybe in celebrating, everyone is equal for one day. Mayhap different local traditions exist.

These are by far not all the ways that an individual note can be added to a culture or civilisation (others include more obvious and commonly utilised aspects such as politics, ethical considerations and general entertainment, which I will not examine in detail), but can go a long way in making them believable and truly come alive to make the world they exist in so much more fun to visit and explore, for readers and writers alike.

Wednesday, 17 April 2013

A Call Against Hats

Fictional civilised species have long been a staple of many worlds and universes. Whether it's the "classics" like orcs and dwarfs or something more inventive, the potential for creativity in presenting their very own cultures, viewpoints and physical oddities is practically infinite. Fictional cultures can simultaneously evoke both familiarity and alienness and make for a very interesting experience as readers get to know them, see the world from their perspective and discover almost "real" civilisations that interact and brave the world's challenges in their own, unique way. Sadly, not many works utilise such potential to its fullest; more often than not, an entire fictional species ends up monocultural and possibly speaking the same language, even if it spans an entire planet (TV Tropes calls this a Planet of Hats, hence the title). Even when not taken to its hive-mind extremes, this is not only very silly and immersion-breaking when one thinks about it (cultural uniformity over vast areas is particularly unlikely in Fantasy settings with limited to no methods of globalisation), but also limits the diversity of the world in question unless a ridiculously large number of civilised species is created. Why not follow humanity's example and grant fictional civilisations some cultural and linguistic diversity (and individuals some individuality)?

Even in the most generic Fantasy world, not every dwarf needs to be a miner or blacksmith obsessed with beards and beer, and not every group of dwarfs needs to value such things by tradition. For this example, consider the traits that make a dwarf identifiable as a member of their species; they are likely one of the shortest civilised species in the respective universe, may be relatively squat and may have a tendency to grow long beards. They may also have other common or ever-present traits (unrelated to their culture). Is a dwarf with these features still a dwarf if it leads a rural farming life in warmer climates and speaks an eloquent tongue rich in vowel phonemes? Of course it is, as species does not define viewpoint, culture or traditions, especially for a species with advanced enough mental capabilities to form what we consider civilisation. When creating a fictional civilisation, consider its location, what its history might be, what influences and problems it may deal or have dealt with, what aspects of other cultures it may have absorbed. When creating a character, consider where and how they grew up, who or what may have influenced them and how they as an individual feel about things, not what species they belong to.

Even with a common origin, cultures and languages can and do drift apart and gain a unique identity, and while sympathy and familiarity may exist between members of the same species, "species" and "culture" are by no means the same (nor are "species" and "personality"), as real life has been demonstrating in great detail since long before recorded history and continues to demonstrate even in this age of globalisation. But only when even a civilisation of orcs or trolls can find a cultural and linguistical identity of its own and bring forth free-thinking individuals will fiction have conquered the Planet of Hats.

Friday, 12 April 2013

Humans in Fantasy

Out of the "standard", recurring species in Fantasy, humans are probably the most common. No matter whether it's a distant planet, an alternate Earth or some magical world without a clearly defined nature or location, most Fantasy universes feature humans. The usual reason provided is that the reader is meant to identify with them, but is there truth in that? Do readers require a human character to identify with? For millennia, stories have featured characters that may behave in familiar manners, yet clearly are not human (think Aesop's fables); in more recent times, this has become especially noticable in children's or otherwise family friendly fiction/media. Are characters like Donald Duck, Paddington Bear or the Muppets impossible to identify with because they are not human? Most would disagree, and that is where, in my opinion, the reasoning falls flat.

Why is it, then, that so many Fantasy universes include humans? Are writers too lazy to invent a new species? In some cases, possibly. But humans also tend to stand in for the average "Joe Bloggs" species that is juxtaposed with the more peculiar creatures, as they as a species/culture usually have few to no traits one would consider special or notable. But do fantastical creatures necessarily require something "normal" to be compared to within the same world in order to be perceived as fantastical? Readers are already familiar with humans; do they need an in-story reminder to compare these characters or creatures to what they know in real life? A lot of potential exists in non-human species and characters (and their viewpoints) that a lot of Fantasy sadly does not fully touch upon, even when some of the most commonly recognised great ancestors and paradigms of modern (epic) Fantasy — J.R.R. Tolkien's The Hobbit, The Lord of the Rings and The Silmarillion — lead with a shining example in their (strong, though not exclusive) focus on Eä's "Hobbits", elves and other non-humans.

One of my major reasons for creating my Pelsatia world was to establish an extensive Fantasy world that does not rely on humans, and the absence of the latter is probably one of the things I like most about the universe I have created, as it emphasises the fantastical and non-mundane. In my opinion, more writers of Fantasy should dare to truly leave reality behind and shift the focus to a species not found in our everyday lives, encouraging imagination in the way a lot of children's media already does but too many works for older audiences do not have the courage to embrace.