Fri 9 Feb 2007
Clarion South: Week Five Learnings
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The same applies as I wrote in the Clarion South: Week 1 Learnings:
Ok, so these are some of the general learnings I took away from all of our sessions with this week. Though this doesn’t include the handouts, these are the observations I made during the crit sessions which resulted from some of the general discussions. I wrote these in my notebook as things I would try to reference in my own writing:
- Info-Dump: An info-dump is where the author intervenes to tell the reader something that is important to the story (eg. the history of the world that led to the story’s conflict), but for one reason or another it comes across as a contrivance. After four to five weeks of critting, it’s easy to become way too eager and see any back-story or back-flash as an ‘info-dump’. So, this week we spoke about this a bit. The rule we came to is, as long as the ‘info-dumpish text’ is of reasonable length, is relevant to the character’s current action (ie. the info-dump might be expressed as a character’s thoughts) and is in some way is important to moving the plot forward or building tension, it’s okay. I know, I know, this doesn’t give absolutely clear guidance, but it’s as resolved as our discussion got.
For more info on info-dumps (sorry about the phrasing), see the Turkey City Lexicon Page on the SFWA website. - Banned Words: this week we focused on getting our words to work for us. At the line level, authors can’t be sloppy or choose words that are convenient or cliched or hackneyed. Writers have to make words work. We began the week (and continued) with Margo highlighting the words (derived from readings of this week’s work) that we were not to use in our story’s. They included: heft, cacophony, munch (and variants), appraise (unless we were referring to professional appraisers), jasmine, ran a hand over (to give sense of texture or feel), maw, akimbo, skittering, rictus, eat with relish. Of course, there were others, but the general idea is to think about words and push them hard to do their job. A Google Search will reveal that getting writers to think about their words is a fav for Margo. And, with us this week, we certainly all came away pushing ourselves to be more rigorous with our writing and to great benefit, I think.
- Metaphor: when using a character’s Point-Of-View, author’s should use metaphors that are relevant to that character’s outlook. It might sound self-explanatory, but I had one of those ‘Ah-Ha’ moments this week when we looked at this. Metaphors tell us about a character. So, if we’re re writing from the perspective of girl looking at the sky, are we better to use: i) she looked at the stars which sparkled like city lights; or ii) she looked at the stars which sparkled like doll’s eyes in a moonlit window. A bit clumsy, as an example, but I think it illustrates how metaphors help tell the reader learn about a character.
- Emotional Hammers: beware of using ‘emotional hammers’ in stories. Things that scream to the reader ‘hey you, look at this, take sympathy for my character!’. For example, starting a story with ‘Johnny was an orphan. All, all alone. No mother and no father and he was always hungry. And he didn’t have a friend in the world. Did I mention his only pair of shoes were mangled by a dog and it just started raining’. As authors we need to work more subtly.
- Clichés & First Thoughts: in first drafts it’s okay to use clichés as placeholders in a story. One technique to signal to yourself to revisit something that you want to work on is to put it in square brackets, so you know to revisit it. Eventually, the aim should be to reach beyond the cliché, maybe to the third or forth thing (whether at a line, paragraph, or character level) that is truly unique and represents the heart of what the story’s trying to say.
- Common Figures: as authors we need to be careful when using fictional elements that are common. Werewolves, angels, vampires and so on. The reader brings to such things their own preconceptions, pushed into them through many years of reading and movies. If the story is to do something different with these things, the writer has to stretch these figures in ways that make them unique and interesting
- Character Description: there’s no need to provide a full description of a character as soon as they enter the stage of the story. Sometimes only the smallest of details is required or, where a character is important, small details may be worked into the story’s pages progressively, over paragraphs. Often, the best details are those which are specific but give a vague impression. Sounds contradictory, I know. For example, when trying to draw a creepy nurse, rather than say ‘the nurse is white and ghost-like and when she’s near, the walls grow thick with slime’, a description might be ‘the nurse’s face is all made up, making it difficult to know where the makeup stops and her skin starts, and her cheeks shine in the light like wax’
- Smirk: avoid the word ’smirk’ for a characters with which we want our reader to sympathise. ‘Smirk’ is for the baddies only.
I’m reading this fantastic collection of bizarre and fabulous short stories by Ray Vukcevich. Some of them are flash fiction pieces, and they’re just perfect to dip into to stimulate ideas.
Exploring futures studies and reading science fiction, the idea of ‘world creation’ fascinates me. How do writers dream up these worlds, then paint them with such conviction and detail that, to the reader, they appear real.