Monday, December 23, 2024

What A Christmas Carol Can Teach A Writer

 "You're a Mean One, Mr. Grinch."  The only character more interesting than a villain is a villain who is redeemed.

"Oh, Holy Night.”  A powerful story is often best told simply.


"I Saw Mommy Kissing Santa Claus.”  Sometimes, something innocent can become creepy.


"The Twelve Days of Christmas.”  A one-sided romantic relationship is boring.


"Rudolph the Red-Nosed Reindeer.”  The underdog with a reviled talent makes a great hero.  


"Frosty the Snowman.”  A great character often deserves a sequel.  ("I'll be back again, some day." ) 


"Carol of the Bells.”  Driving rhythm can pull the reader forward.  


"Do You Hear What I Hear?"  You can tell a story through dialogue.


"Silent Night.”  A few simple images can create powerful emotions.


“Let It Snow, Let It Snow.”  The quiet, homey moments are often filled with the greatest emotions and memory.


"The Christmas Song.”  ("Chestnuts roasting on an open fire…." )  Setting alone can show strong emotion and story.


“Last Christmas.”  A bad romance character can’t tell the difference between love and sex.  


“Blue Christmas” sung by Elvis.  Some songs are meant for only one singer, and so are some stories.  


“I Want a Hippopotamus for Christmas.”  A fantasy plot makes much more sense with lots of details.  (“There's lots of room for him in our two-car garage.  I'd feed him there and wash him there and give him his massage.”)  NOTE: Best Christmas novelty song ever!


"Good King Wenceslas.”  Sometimes, a character is remembered more for kindness than power or glory.


"I'll Be Home For Christmas.”  Home and family are two of the most powerful goals within the human heart.  


"Baby, It's Cold Outside."  "This is for your good, not mine" is a great seduction.


“Is that You, Santa Claus?”  Every good thing may disguise a bad thing.


"Jingle Bells" and "Jingle Bell Rock.”  The times and tempo may change, but the story remains the same.  


"Have Yourself a Merry Little Christmas.”  Sometimes, the character's emotions and the message aren't the same.  


"Santa Baby.”  With the right voice, even Santa and a chimney can be made into a double entendre.


“All I Want for Christmas Is You.”  Love is the greatest gift.  

Monday, December 16, 2024

What to Describe in a Scene

Sometimes, it's hard to decide what to include in a description of a scene.

The trick to deciding is to remember that you're in a character's viewpoint. Ask yourself what is important to that character. 


A cop entering a room where a gunman may be hidden is seeing different things than an interior designer who enters a room a rival has just decorated. The cop doesn't give a damn about the charming shade of blue in the wallpaper, but he'll notice the large pieces of furniture someone could be behind, the amount of light and shade in the room that makes seeing movement tricky, and the possible exits.


At the same time, the character will be aware of the sounds and smells in the room-- the faint smell of gun oil, the Chanel No. 5 of the wealthy woman who owns the home, the tap of the nails as a toy poodle moves across the oak floor, and the slight rustle of something moving behind a curtain. 


With just the right specific touches, the room will come alive for the reader and at the same time you're building tension and giving character details, and you're not stopping the action.

Monday, December 9, 2024

Hot, Warm, and Cold Viewpoint

QUESTION: What exactly is hot viewpoint? How is it different from other types of viewpoint?


Hot viewpoint is about the viewpoint character's emotional reaction to what is happening. Hot viewpoint is full of sensual details, strong emotions, and important/dangerous/violent actions. Most hot viewpoint moments are action scenes full of adrenaline, love scenes, or physical or emotional fight scenes which can include an argument between characters.  


Cold viewpoint has almost no emotion involved. It’s a simple recital of facts or what’s happening.


Warm viewpoint is halfway between them with emotions of importance, but not extreme importance.


Examples:


COLD: Pamela glanced at the doors' numbers as she passed them. Room 82 should be just ahead.


WARM: Pamela smiled as she glanced at the hotel room number.  Tom said he's be in Room 82.  He'd promised her champagne, roses, and a night of passion. A night to remember.  She could hardly wait.


HOT:  The slight cheesy stench of the alien made Pamela's nose twitch as she leaned against the hallway wall.  Her hands were sweating so much she feared she'd drop the Colt she held in her right hand.  With a quick prayer for courage, she eased toward Room 82 then kicked in the door.


For a writer, it's not so important to know the difference in an intellectual way, but to understand it instinctively as we write. If we are inside the character and feel what she feels, we are more likely to get it right.

Monday, December 2, 2024

Choosing the Traiits of Traditional Monsters

When you write a story about monsters, legends, and myths, you have to decide whether you’ll use the traditional information or not.

Part of your decision will be determined by the choice of magic or reality.  Are your creatures real in the sense they make scientific sense and follow the rules of the real world, or are they magic based so they can break all the laws of science and the real world?


Another part of your decision is whether you embrace all the “facts” about your creature or not.


Take vampires.  Some of the common folklore traits are


  • They are undead humans.
  • Bright sunlight kills them.
  • A stake made of a specific wood will kill them if it goes through their heart.
  • They prey on humans by drinking their blood.
  • They have fangs.
  • They turn into bats or some other creature.
  • Their reflection can’t be seen in a mirror because they have no soul.


In a reality-based story, some of these facts can be worked with.  Vampirism could be a type of blood virus, for example.


Other facts like shape changing won’t work without some serious fudging of science, and the matter of changing mass must be considered.  If a vampire can change into a bat, the bat must weigh the same as the vampire so the bat would need wings as big as a small plane’s to get off the ground.  


And then there are facts that make no sense whatsoever in the real world or a world with magic.  


If a vampire can’t be seen in a mirror because it doesn’t have a soul, does that mean that your clothes, toothbrush, and the wall behind you in the bathroom mirror have souls?  


I don’t think so, either.  


In defense of those who came up with this silly vampire notion, until the last two centuries, most people didn’t have a mirror, and the mirrors that were around were tiny and blurry.  


If you decide to change any of the important facts about your vampire or other creature, you need to give the reader some reason for your decision.  Your vampire can tell his new ladylove that he’s perfectly capable of walking in the sunlight, and the belief that he can’t has been a standard misinformation campaign by vampires for thousands of years so they can walk among humans without discovery and can take prey during the day without the prey being aware of the danger.


Whether you use the traditional traits or not, be sure to think very carefully about them so they make sense within the world you have created for your creatures.



Monday, November 25, 2024

Magic in the Real World

If you are writing fantasy, you can do things that won't work in the real world. A person can levitate or fly, change shape and mass, or anything else as long as you stay within the rules you've created for that fantasy world.

However, some real world rules apply. Magic use should take a physical toll on the human wizard since it uses physical and mental energy. You can decide just how much energy is needed in your world, but you'll have to make sure your user has to eat and rest at a certain point.


Many recent novels with vampires, werewolves, and other creatures have presented these creatures as real, not magic. They are genetic mutations, or victims of a virus, or something like that.


If your creatures are real, not magic, then you have to think carefully about their special abilities, their energy requirements, etc., because you can no longer get away with saying that it's magic and doesn't have to make sense.

Monday, November 18, 2024

Suddenly, a Pirate Ship Loomed Over the Horizon

QUESTION: In action scenes, I use the phrases "suddenly" or "all of a sudden" a ridiculous amount of times when describing fast-paced action scenes. What other words or phrases can I use?


If you write the scene correctly, you don't need "suddenly" or any other synonym or phrase. The reader is smart enough to know the fighters in a physical battle are moving fast so everything is "suddenly" unless we say otherwise.


The trick is to get into the head of one of the characters and stay there. Let the reader see what the character sees and feel what the character feels.


You don't say, 


Suddenly, the other fighter pulled out his knife and jabbed at him.


You say, 


Sam dodged the other man's fist. The hand that should have been blocking his next blow moved downward toward the man's knife sheath. 


A flash of steel. 


Throwing himself backward away from the other man's knife, Sam slammed into the ground on his back. 


Or, if you are describing a battle of many men, you don't say 


Suddenly, a line of cavalry surged over the top of the hill toward them.


You say, 


On the hill just above the soldiers, the drumming of many horse hooves and the Rebel yell of hundreds of men warned them. 


The Yankees spun around as the Confederate cavalry charged toward them.


Monday, November 11, 2024

Creating a Character's Physical Actions

When I write physical fights like a sword battle, I picture the fight like it's a movie. I see what each character is doing and what is happening around them.

I also get up from the computer and pretend I'm holding a sword, imagine the opponent's move, and block it noting my balance, what I'm leaving open, and the possible return blow. 


To vary the fighting, I use the physical location of the hero. The floor may be bloody from his first opponent so the hero or villain may slip and fail to parry a blow, etc. If more than one good guy is fighting, the fighters may affect each other as an enemy steps into the hero's range, or he falls beside him. 


I rarely write out blow for blow because I think that's boring. Instead, I'll give occasional overviews of what's happening while staying in the character's viewpoint. For example, the hero is thinking about how his body is learning the rhythm of the fight, or he's aware of other fighters around him.


I try to avoid using technical terms to describe the fight because I'm writing as much for those unfamiliar with swordplay as those who are, but I try to be accurate about how to use the weapon, and I use a sprinkling of correct terminology to make it seem more realistic. 


I've never fought with a sword, but I've held a number in my hand, and I've watched others fight with them. I try to remember the weight of the weapon, the sound a fighter makes as he swings the heavy sword, and the sheer weariness of the weight of fighting something or someone above you. 


I also include different senses in the description. What is the character hearing? Feeling? Smelling? Tasting? 


This method also works with fist fights and other man to man combat.