Showing posts with label TTYU Retro. Show all posts
Showing posts with label TTYU Retro. Show all posts

Tuesday, October 25, 2011

TTYU Retro: Similes, Cliché, and Added Information

Here's a hilarious post from Nicola Morgan about similes. If you aren't sure what a simile is, it's that thing you do where you say something is like something else. "He moved like a cat." "Her eyes were like sapphires." You've seen them before; they're everywhere, and a lot of them are clichéd.

So how do you avoid clichés and keep your similes under control? Nicola Morgan suggests that the simile must add meaning to the writing in order to be worthwhile, and points out that the entire content and connotation of the simile will be added (so be careful).

Question: what does that mean? What kind of meaning does a simile add?
My answer: two kinds.

First, a simile provides a comparison of a story event, character or object, with something else. As it does so, it lends all the qualities of that something else to the object (etc.) it describes. Here's an example, from my story "Smoke and Feathers":

...water reaches out over Ryuuji like a hand of glass.

What's happening here is that a boy, Ryuuji, is having water poured over him from a bucket. However, the effect of the water is far more than him getting wet. (I'll save that for those who read the story.) The simile compares the water to a hand reaching out, which gives the impression that the water could either grip Ryuuji, or maybe even cast a spell on him - things that hands, not water, can do. Thus when strange things start to happen afterward, we've already had a warning of it in the form of this simile.

Depending on the kind of word we choose to compare, the simile can bring along more connotations or evoke a more complete scene to go along with the thing that's being described. This is all included in the first kind of information that a simile imparts, through drawing a comparison.

The second kind of information that a simile can give us is character (and world) information. By this I mean, not comparing a character to something using a simile, but having the comparison itself reflect upon the person making it. If you are using point of view in your narrative, any simile you use will suggest things about the kind of person who would draw such a comparison. Here's an example that Nicola Morgan provided as being a bad example of a simile:
His words paralysed me. I was like a deer that's been transfixed by an arrow, right in its spine, so that it was alive but could not move. [The first sentence says it all. The simile simply adds some wholly unhelpful and, frankly, bizarre, extra images. We learn nothing extra and yet are bombarded with extraneous images of a dying Bambi.]
She says that the first sentence says all it needs to and we don't learn anything extra. I'm not sure about that, though - I personally think the simile suggests something unexpected and (perhaps) unwanted about the character making it. The original writer probably didn't have it in mind to suggest that this POV character was sadistic, or obsessed with death, or anything of that nature. Yet somehow they did. There's added information here, certainly, but information which can only confuse readers about the point of view character.

The information that similes (and metaphors) give us about the point of view character is in fact extremely valuable, and I highly recommend you take advantage in it as you write. Think about what kinds of comparisons your character would make, and why. The comparisons they make will show readers how they judge a situation, and will reflect on their sense of themselves and their own world. Similes give us an enormous opportunity to add dimension and life to our stories.

It's something to think about.

Tuesday, October 18, 2011

TTYU Retro: Do more research to give the impression of less "research"

Recently I've read a couple of fiction works, whose names I won't mention, in which I could "feel the research." Perhaps you've run across something like this - a piece of prose with a historical or foreign setting in which you could do a tally of details and everything checked out correct, but somehow it felt effortful. Or though the setting was all present, the characters seemed to float on top of it rather than moving through it.

I could call this a problem of anachronism, but that usually implies something glaring that stands out and doesn't belong in its time period. This isn't something glaring. When I'm in my anthropological mood I'll call a piece like that "not culturally situated."

Very often, it's a problem of attitude. The author's research has given them the architecture, the physical details of rooms and everyday objects - but it hasn't had as big an influence on the way the characters think and speak. Small turns of phrase will stand out as wrong. Or it will be difficult for me to imagine how a person with the upbringing that this protagonist must have had (given the era/location) would reach a state of mind like the one the author wants us to accept. Straining against the status quo - a common phenomenon in a piece like this - is not the problem. It's the assumptions that underlie the WAY this person wants to challenge the status quo that make it successful, or unsuccessful.

Here are a few thoughts on how to avoid having a story that feels full of research, rather than seamlessly melting into the period intended.

1. Don't create an extensive checklist of "stuff." Have a key object or building here or there, and make sure to use of details that aren't obvious or easy - but don't overload the reader.

2. Move beyond Wikipedia. While it can be a wonderful and convenient source, Wikipedia will typically only give you one angle on your location or time period. Look for others, such as...

3. Look to literature or primary sources for inspiration. Literature written in the time period will give you a sense of the language used in your setting, and will also reflect the philosophies and attitudes of the time/location. Primary sources like personal accounts etc. can give you even more of this, if you can find them.

4. Watch your dialogue, judgments and internalization. Check expressions against the Oxford English Dictionary, if necessary, to know when they came into use. Check your characters' moods and the moods of your scenes, and how your characters define them. What words to they use internally to describe their own mental states? Do they reflect how people of that time and location would have described them? Or have any expressions crept in that are inconsistent with the culture or time period?

Even if you can only find one primary source or piece of literature to go on, it will make an enormous difference. In the Heian period in Japan people used to describe the shedding of tears as causing their sleeves to become wet, generally in a very gentle and pensive way. In another period, frantic weeping might have been attributed to hysteria. Nowadays we would describe such things entirely differently.

The setting you choose for your story is far more extensive than just a collection of objects, fashions, and architectural trends. It goes deep into the psyche and language of the people who populate it. When you capture that in your writing, the sense of reality you achieve will be far more powerful, and any departures from it will become far more striking.

It's something to think about.

Tuesday, August 16, 2011

TTYU Retro: Cultural Diversity in the Future

I've always loved Star Trek for the way it bucked trends on race, and even species, for the way it could have an entire episode about whether Data could be considered his own being with rights or not. It has a certain sense of undying optimism as it portrays human beings in an era beyond racial discrimination, after poverty has been eliminated from our civilization.

It makes me wonder.

My husband, who always looks at America with a certain degree of humorous distance (being a self-professed Aussie descendant of convicts), has been talking a bit about a post-racial generation, ever since the election of Obama. I think in a sense that America may be moving toward this, or at least, that in a couple more generations race may not mean the same thing it always has.

But what will it mean? And furthermore, what will it mean in the far, far future?

I've seen lots of science fiction where alien invasion or at least the appearance of aliens on the scene brings squabbling humans together against a common enemy. But on the other hand, the persistence of human divisions, such as those in the middle east and even in Ireland, continues to amaze me. The other thing I noticed when I was in college was the way that certain racial groups which received public recognition proceeded to splinter further into subgroups. The particular example I'm thinking of from my past was the Asian student union, which began to break up into multiple groups by nation.

I admire the authors, C.J. Cherryh and C.S. Friedman being only two of them, who have portrayed a cultural difference between planet-dwellers and non-planet-dwellers in their science fiction. I encourage all of you writers out there to consider what kinds of distinctions between people would have staying power in a future universe.

Where are the barriers? What kind of people might be hidden from public sight, even by purely logistical factors such as jobs servicing the innards of a ship, or long hauls between stars, such that others might be inclined to fabricate perceptions of them?

Ask yourself also: where are the points of pride? Who feels indispensable, and why? Who feels superior, and why? And how do those people mark themselves, whether it be physically, linguistically, behaviorally, or all three?

History shows us that when people stop separating themselves in one way, they will often separate themselves in another, often based on new categories that take on new meaning for those who experience them. The richness of diversity will never be lost, but only shift. It's worth seeking out those places so that your universe will thrive with depth and difference like our own.

Tuesday, July 26, 2011

TTYU Retro: Sneak Peek at Khachee

This post originally appeared last November at Ann Wilkes' Science Fiction and other ODDysseys. Thanks again to Ann for hosting me.


Sneak Peek at Khachee


Khachee is the language featured in my latest Analog Science Fiction and Fact story, "At Cross Purposes". Let me start by saying that I never design an alien language to require a lesson before reading - so if you don't read this, you should be just fine enjoying the story! However, you can expect a bit of insider knowledge to come from this introduction.


Because the aliens in "At Cross Purposes" have a playful side and are easily excited, I designed them on the basis of river otters. This meant I could use all kinds of river-otter-like similes and metaphors in the story, having them compare things to water, to fish, to boats, etc. I also looked for inspiration about river otters' social structure and the sounds they made. These provided major influences for the aliens' language and behavior.




First were the sounds of their language. 

I found recordings of river otter sounds - this one among others - and tried to see if I could imagine extracting consonant-vowel patterns out of it. What I got from all the whistling and clucking was that vowels would be long, that consonants would have a striking quality, and that there would be a tendency to duplicate things. Based on this, the first word I created was the name of the species: Cochee-coco. It has a meaning, which I'll discuss further below.




To make the consonants of Khachee stand out, I decided the language would have a more extensive system of voiceless affricates than English does. Affricates are sounds like "ch." These sounds begin as stops (p/t/k), and then release into fricatives (f/s) at the same location:



  • t->sh = ch

  • t->s= ts



Thus, in addition to "ch," I decided that Khachee would use "ts," "pf," and "kh." To make the contrast with English clear, I decided Khachee wouldn't use plain fricatives at all. A Khachee mispronunciation of the name "Doris" would therefore be "Dorits."




The other thing I picked out from otter life is that they have a small number of young in a litter - usually one to three.




I had independently come up with the idea of a society where people were always born as twins, and therefore this fit well with what I had in mind to do. Cochee-coco are always born in pairs, and while each has a name, they go by the name of the pair. The main characters of "At Cross Purposes" are a brother Chkaa, and a sister Tsee, who go by "ChkaaTsee."


This brings me to the two organizing principles of Cochee-coco social life: Purpose, and Apfaa. Purpose is something that every individual has, and it's one of their reasons for being. It's even incorporated into their names (ChkaaTsee's second name is "Great Tree Purpose"). For this reason, when I named the species, I decided not to have them call themselves "the people" (a common strategy I have used before). The direct translation of Cochee-coco is "Pursue Purpose, pursue-pursue." The name of their language, Khachee, translates as "speak Purpose." Morphologically, it breaks down as follows:

  • chee=purpose
  • co=pursue
  • kha=speak

Obviously, Purpose is something they get very excited about! However, because Purpose involves the individual's pursuit of that which is beautiful, perfect and inspiring, it is a chaotic force in their society which tends to drive individuals apart. A society based on Purpose wouldn't work without something else to temper it. I therefore set up the opposing force, "apfaa," to rein Purpose in. I actually spent a long time trying to find just the right English word for this, but finally gave up and decided to create one. It's the expression of the twin relationship, established at birth and continued throughout life, and it includes both attraction and repulsion between pair members: "the duality that holds agreement in one hand and conflict in the other."




The presence of these two forces is really important to the language, because Tsee, the alien point-of-view character, constantly judges situations and events around her in terms of either Purpose or apfaa. Apfaa is in fact the basis of the most distinctive feature of Khachee: turn-taking rules. 




English is spoken by individuals. When we speak in conversation, we say what we want to say; then, as we listen to what the other person is saying, we keep our ears alert for natural breaking points. These breaking points are opportunities for us to seize our own turn again. If you've ever felt someone has interrupted you, usually it's because a person began speaking in a place that you didn't recognize as a natural turn-taking break. There's wide variation in what counts as a proper breaking point for turn-taking, even within the usage of English.




Khachee is not spoken by individuals; it's spoken by pairs. Any member of a pair can initiate a statement, question, etc., but the turn is not complete until it has been "chimed" by the other member of the pair. The person "chiming" is responsible for commenting on the quality of the information provided by the initiator. The chimer will indicate whether what has been said is true, or an opinion, or something they overheard, something they want, something they think is horrible, etc. Starting to speak before the second member of the pair has had a chance to chime counts as an interruption. When a Khachee speaker listens to a human speaking, she will tend to assume that the speaker is not finished. This can - and does - lead to awkwardness!




The effect of the Khachee turn-taking strategy for the story's purposes - when it's rendered in English - is a distinctive intonational pattern. This pattern resembles call-and-response, something like what you might have heard in church contexts. I deliberately had to stop myself from including the phrase, "Testify, sister!" because it would have evoked the church context too directly. The turn-taking strategy also influences the way that Khachee speakers organize their own thoughts. They'll tend to express judgments of their own thoughts, acting internally as a pair-member for themselves.


Here are some examples.




A pair turn

Tsee: We won't leave you to speak alone, but will return you to your people.


Chkaa: Truth!




An individual's thought


Pointed at us are weapons, deduced - these aliens are as wary as the Rodhrrrdkhi, suspected.




The last thing I'll mention here is the question of pronouns. When I first imagined the Cochee-coco and their focus on pairs, I toyed with the idea of not using the pronoun "I" at all, but having members of the pair think of themselves as "this half" and "that half." When I tried it, I discovered it was disastrous from a story perspective: it became difficult to track who the alien protagonist was. Pronouns are extremely resistant to change, so watch out for them! In the end, I decided to use a different, more subtle strategy - a strategy of avoidance. Tsee will typically talk about "we," the pair, and won't refer to herself as "I" unless she has to draw a deliberate comparison between her own actions and those of her brother.


Tuesday, July 12, 2011

TTYU Retro: How much description?

Frequently in my writing I've run into the question of how much description I need. I've seen this question before on the message boards, but I thought I'd discuss it a little since it's currently relevant to a couple of the stories I'm writing. [True even of the story I'm currently working on! For "The Liars," I'm actually finding myself going back and adding a few things.]

My general rule for description (of people or places) is that you need to stick with the rule of relevance: if it's relevant, describe. If it isn't, don't. It sounds simple, but evaluating the degree of relevance in any location is where the tricky part starts. There are three big kinds of criteria I generally use to assess this: point of view criteria, plot criteria, and story criteria.

Point of view criteria are my first concern. I consider the mental state of my protagonist and decide whether it allows them any contemplative time to look at themselves, others, or their surroundings. First impressions are huge deal for me in this context. What, I ask myself, does this person notice when they see X for the first time? If they are in a place where they can be held spellbound and simply observe, they'll probably see a lot. If they're in a fight or in a big hurry, they probably won't notice nearly as much, and I'll be looking for some key characteristics of a person or location that will help it be recognizable in the reader's mind if it reappears. I also look out for opportunities for a character to get things wrong on first impression, and pick up the superficial aspects of something in a way that will allow for a change in that person's opinion later when they get a closer look. I also keep in mind my general parameters for the character's mental state to see how to approach the description - as in my last post, when I talked about using negatively judgmental words in initial descriptions for the character Nekantor.

Plot criteria I've already mentioned a little above when I talk about fighting or being in a hurry. Depending on what's going on, you may not have time to do much describing - and if you have your character slow down in the middle of a battle to the death to notice the clothes that his opponent is wearing, it will seem ridiculous.

I find both point of view criteria and plot criteria easy to keep track of in the moment of writing. Harder for me is keeping track of the third type of criteria: story criteria.

Story criteria are things like, "we're early on in the story and if we don't have some description here, people will feel disoriented." Story criteria are tricky because they can actually work directly against one's instincts in the point of view and plot areas. In some cases, story criteria will give you a good reason to change your plot, to put your character intentionally in a position where some observation is possible.

We're all familiar with stories that place their protagonists in a high vantage point or in front of a mirror in order to allow for description of the setting or the character themselves. Be careful with this. If it takes you away from your main conflict, it may not be a good idea. Push yourself to create opportunities for description that have more subtlety, and make sure not to ignore the effect that vantage or mirror scenes have on your character - vantage scenes tend to make that person seem more contemplative in general, while mirror scenes can make them seem vain. The story need for description isn't enough to justify creating those scenes in and of itself; you need to look to bolster their relevance in other ways.

In "At Cross Purposes," (Analog Jan/Feb 2011) I added an extra paragraph of description when my protagonist first meets the aliens. Why? Because first readers thought I made the aliens too much like Earth otters. It was a good point. My stories are complex, and I'm always trying to keep lots of balls in the air, so I missed that one on first draft. Fortunately, my main character has a penchant for wry observation, so I got to play with first/second impression in two paragraphs that immediately followed one another. I had her think, "Otters!" and then go, "But wait a minute..." and describe a bit. There was room in the plot for it, and it was appropriate to her character. And now I've fixed the problem of the aliens being alien in physiology, which is of course terribly important!

Another example comes from the novel I'm working on, and involves a question of orientation in the world (another story criterion). I got to a certain point and realized that I hadn't established that servants to the nobility can be either male or female - and males can work for females, and vice versa. With the way I approach the story, I don't have the option of just telling the reader this. So I went back over the material I had and looked at the first instances of seeing servants. In the first chapter, my main character sees two different girls, each of whom has a servant/bodyguard. One of the servants becomes a larger character later, and he is male, but the other one was unspecified. Great, I thought - I can make her female. But it was a bit trickier than that, because if I had my protagonist notice that the servant was female, that might make it seem like having a female servant was somehow unusual - it would make that fact stick out in the narrative if I approached it directly like that. So I decided to use description, and show the hair or clothes of the servant in a female style. But I still had to make sure that was as relevant as possible. So I finally decided to bring in two other story criteria to help me: I needed to show that the servant caste is distinguished by tattoos on their foreheads, and also that my protagonist and his friends are afraid of these bodyguards. The final result was this sentence:

The servant's hair was pulled back in a bun so the curving caste tattoo on her forehead showed clear as a warning.

And it's the warning aspect that gets carried forward into the boys' next actions and responses, allowing both the servant's gender and her tattoo to be backgrounded.

The last piece, one I had more trouble with, was a description of setting. The setting of my novel is a very unusual one that doesn't fit with people's usual expectations, so I have to make sure to defeat people's usual expectations as soon as possible. Fortunately, there is an outside scene in Chapter 1 which I can use to establish some basic parameters (such as the fact that the entire city is underground). But in Chapter 1, it's nighttime, and the scene is set in the gardens of the Eminence's Residence, which is a pretty unusual place in that it has dirt and plants. So when I get to Chapter 2 and my second protagonist is running between buildings, I've got a quandary.

I don't want people to think that dirt and plants are normal and that everyone will encounter them if they go outside (because that's true only in the Eminence's gardens). On the other hand, running between buildings isn't a place where anything important happens, and the courtyard of the Service Academy isn't a location that will become critical later. My relevance support structures are few. So for now, I'm going to keep the description relatively short:

...headed out into the courtyard that separated the dormitories from the main Academy building - a single sheet of limestone worn smooth by centuries of running feet.

At this point I'm drafting, so who knows? I may come back to this location later and decide I need to change it because it needs more. But I will be careful, because at the moment I don't have enough relevance support to add much more than this, and if I need to add description later, I'll be trying hard to add relevance support too.

I'm going to keep thinking about it.

Wednesday, June 15, 2011

TTYU Retro: Focus your Worldbuilding Efforts

As I am traveling today, I'm putting up a Retro post on worldbuilding today - I hope you enjoy it!

*******

You're creating a world. You want to write a story in it, and you want it to feel real. How best do you go about that?

Well, you have to have all the underlying basic principles down. Climate, ecology, economy, etc, etc, etc. It all has to fit together and make sense. But a lot of that stuff isn't precisely relevant to your plot. The temptation might be to explain things - and that leads you into trouble. You want people to believe in you, yes. But don't tell them things and ask them to believe. If you show those things effectively, then they'll believe in spite of themselves.

I'm sure you've all heard this "show don't tell" advice before. I have a whole post on its different meanings, but I'm not trying to access all those meanings today. I just want to say that if you can bring your worldbuilding efforts into sharp focus, you can achieve that "show don't tell" feeling, and a little bit of worldbuilding can go a long way.

A good place to start explaining this is with a short story. Say your story is short, so you don't have room to try to explain the world - and yet, you want to make sure that the world feels large. One really good way of doing this is picking a single object to start with. This object has to be one that has high relevance to the character - but not necessarily to the plot. I recommend everyday objects. Not something like a fork which has become nearly generic, but something that is slightly off what in the real world we would consider normal. Maybe it's a ceremonial object, or an object of significance to the main character. Maybe it's this Roman "Swiss army knife" that Astrid Bear pointed out to me on Facebook.

The reason why I enjoyed the Roman knife-tool was that it was so detailed. So much to be learned from its discovery about the habits of the person who carried it. The fork and spoon. The blade. The spike which may have been used to remove the meat from snails. The toothpick; the spatula.

If you can pick one highly relevant, salient object, its nature can imply many things about the world around it. In my story, "Let the Word Take Me," (Analog July/Aug 2008) I gave my alien girl two objects like that - a ceremonial knife, and "sun armor." Here's a quote:

On top [in the artifact case] was a ceremonial knife in a scabbard of intricately worked grazer-leather, with a leaf-shaped blade and a hilt wound with stone beads. Underneath was a mass of white feathers. Lifting the top layer, he found himself unfolding a hooded coat of perforated leather densely clad with yorro plumage. ... David suspected it was an heirloom; the unblemished feathers were layered without gaps, but the leather inside showed that patches had been resewn, and two of the worn tie-thongs had been replaced.

I spent this many words describing the two objects because of what they said about the technology level and culture of the people who had made them. Find the right object, and its significance will radiate outward, accomplishing far more than general descriptions on a larger scale.

The fact of the matter is, while this technique is very convenient in short stories where you have fewer words to work with, it is equally effective for longer works. The objects don't have to be ceremonial or have special importance. They can be small things that the characters consider quite mundane. A lot of large-scale principles become evident in the tiny details of the everyday. Focus your worldbuilding efforts and you can get a lot of power out of a very few words.

It's something to think about.

Tuesday, May 24, 2011

TTYU Retro: Architecture - how it reflects history and culture

How do people build in your world?

In my post about building materials, I started by bringing up the links between architecture and environment/setting. In this post I'm going to talk about the links between architecture and history. The buildings you choose to put in your world will tell readers (and the people of your world) about the history of these people and their civilization.

When we were in Europe we went to the city of Aosta in Italy. This city, we learned, was once called Augusta Praetoria, and was the place where Roman troops stopped for the winter before invading Gaul. It's been the center of its region since then. You wouldn't necessarily know this just by glancing at it from the highway, but if you walk into the town, it's hard to miss. Augustus' Arch, the Praetorian Gate, the Roman Theater... all are easy to access. The theater was great because it had a modern theater built right beside the ancient, crumbling one. Very cool - but that wasn't the most impressive part.

Aosta has a cathedral, built in the 11th century and remodeled a bit in the 15th and 16th centuries. It rises majestically above the roofs of the town - and that's all you see if you just walk by. If you go in, however, you can find the entrance of the church that was built before it, in the 3rd century. The cathedral was built right over the top of the old church, but the arches are still there, the columns and the carved capitals that were made in the years 200. If you then walk out of the cathedral and around the corner, you'll find the entrance to the Roman forum. Yes, the Roman forum is underneath the 3rd century church - and it's huge. It's this gigantic corridor of stone arches, now lit by electric light, and seeming way too huge to exist underneath two other buildings this far underground. I wish I could show you a photograph - but really you should go and see it with your own eyes. This gives the town the sense of permanence that I described in my post about building materials. It is set in stones more than two thousand years old.

How many fantasy or science fiction worlds do you know which have this kind of history reflected in their architecture? My answer would be, not as many as I'd like.

Just in case you're concerned that I'm suggesting everyone create modern Italy in their fictional worlds, that's not it at all. Paris is full of the architecture of other times, even down to the crypts underneath the city. Kyoto, Japan is similar, ranging from the ultra-modern to the ancient.

Kyoto is an interesting example because of the fact that their primary building material is wood, not stone. You can walk through the streets and see modern vending machines just ten feet away from the entrance to a small city shrine or temple. You can park your car (not that I ever had one) in the lot and walk in to see the temple of Sanjusangendo, originally built in the 12th century and containing more than a thousand statues carved in the 12th and 13th centuries. You can go visit the Kiyomizu temple, and then read about it in The Tale of Genji and realize that it wasn't new even in the year 1000, but was built back in the 8th century.

Ok, so at this point I'd like to ask another question. What kind of place doesn't have old buildings? There are several possibilities.

1. A place where people build structures that could potentially be permanent, but where some historical event has destroyed all structures over a certain age.

Tokyo is rather like this. It suffered the Great Kanto Earthquake, and then the carpet-bombings of World War II... and as a result, all of the oldest buildings date from a particular (more modern) era. In a case like this, it's important to consider what kind of impact a very destructive event will have on culture, and what less tangible evidence will be available in the mental states of the population.

2. A place where building materials are quickly broken down by the elements.

Jungle dwellings might well be like this. In this case, other evidence of human history might be available, like tools or artifacts of various types.

3. A place where the population is nomadic.

If the population is nomadic, then habitations have to be light enough to be carried. They may or may not be made from durable enough materials to be recognized as human tools/structures long after they have been abandoned.

4. A place where the cultural paradigm calls for constant renewal.

This is certainly a possibility. However, I can't see that it would make much sense for extremely durable architecture (stone, for example) to coexist with such a cultural paradigm. It would be much more likely to be present in a place where building materials broke down relatively quickly.

5. A place that has only recently become inhabited by humans.

Architecture in a place like this would probably be either made with local materials or with imported materials, but all more or less in the same architectural style, since everything would be built at the same time. Still, this lack of history is in itself a sort of history - indicating that the people are recent arrivals.

I'm sure there are other reasons why older architecture might not endure, but at this point I think it's worth pointing something out: the presence of architecture means something - and the absence of architecture also means something. So if you're creating a society and they don't have any old architecture, no problem - but make sure there's a good societal reason why it's not there. Think about where history is preserved in your society - in behaviors, in stories or written records, in artifacts or in buildings. What kinds of historical events might have influenced this world? In what kind of contexts might evidence of that history be available for discovery?

It's worth thinking about - and on that note, I think I'll include this link to some photos by Sergey Larenkov, which overlay images from World War II on images of the very same buildings from 2010.

Tuesday, May 3, 2011

TTYU Retro: Companions

Companions. Doctor Who is famous for them - Leela, Peri, Sarah Jane Smith, Adric, etc, etc - but almost everyone has them. In some cases they're sidekicks of a sort for a single main character. In other cases a larger group sticks together. Frodo has Sam. Aang has Katara, Sokka, Toff (and Appa!). Zuko has Iroh. The list could go on and on.

Why are companions so important?

One reason is social realism. There aren't that many complete loners out there. People have friends that they live their lives with.

Another reason is that the main character needs help. When you look at the Avatar group (Sokka wanted to call them "team Avatar" I believe), it's balanced between different types of people. There's an air-bender, a water-bender, an earth-bender and a warrior. That gives them a wide range of skills and strengths that they can use to get through their stories successfully.

Another big reason is information management. The Doctor has mountains of specialized skills and knowledge - because he's a Time Lord! - but without the companions he'd have no reason to explain any of it. If you have a major character who's an incredible specialist on some topic, you can always show him or her doing what he/she is good at... but if you build in an information imbalance between that person and someone else, it gives him/her an opportunity to explain where that skill came from, or how it works, or any number of other things that would otherwise feel like blatant infodumping.

Conflict is another reason to have companions. Conflict can serve the purposes of information management, as when two people start arguing and that lets them divulge information to the reader that the characters already know (without using as-you-know-Bobs), but I've separated it out because it actually does a lot more than that. Conflict is an enormous source of drive in the plot. Ongoing disputes (of the right variety) between a character and her companion can influence where the story goes and keep us wanting to see what happens. Conflict can also drive character development.

Dealing with an introverted character is a lot easier if that person has a companion. You can make good use of internalized thoughts when you're working with the written rather than the visual medium, but still, internalization can only take you so far. A companion gives the introverted character a reason to try to speak - or perhaps a reason to try not to speak! A companion will bring certain topics into the introverted person's thoughts. Appa gives Aang a reason to talk out loud even when he's alone, which is very useful to the storyteller who can't make any use of internalization. This is also a big motivator behind the presence of animal sidekicks in the Disney movies (that, and humor).

Companions also create wonderful opportunities to explore language. Some companions maintain an ongoing banter which can really add to the ambiance of the whole story. Their talk can be helpful for a story not only for content reasons, but for dialect reasons, and for the way it reveals aspects of the social contract in the community from which they (or each one) comes.

I'm not going to end this by saying you need to go off and give your protagonist a companion. Sometimes that's the right thing for a story, and sometimes it isn't - but it's worth considering. Even if the companionship is short-lived within the story, it can still be a valuable addition to what you're creating.

Chances are that if you've gotten much of a story written (especially a novel) you already have companions built into it. If you do, then it's worth looking at them and thinking explicitly about how they are functioning and what kind of work they are doing for you, the writer, as well as what they're doing for the other characters. That way you can deepen them, tune them, and strengthen them so that they're making a bigger difference for your story.

It's something to think about.

Tuesday, April 5, 2011

TTYU Retro: Doors and their Keepers

I'm obsessed with doors.

Okay, not really. But I do find I mention them a lot when I'm writing, sometimes so often it gets ridiculous and I have to start cutting. The thing is, doors are just so useful.

Doors and aliens: the shape and mechanism of a door will tell you a lot about the physiology of a species, even when they are absent. If a door gets narrower than a certain width, human beings will shift their shoulders sideways to go through it even though it may be wide enough to admit them without the shift. So what about aliens? How do they go about entering a space? Do they slither and need just a tiny hole, or are they enormous? Do they manipulate a handle to open the door? Does the door have hinges or does it slide? Does the door lock? These questions will illuminate local technology. Another question relevant here is how to know who is on the other side of the door. Is there a peephole to allow the apartment-dweller to see who is outside? Or will the individual on the inside use hearing or smell to determine who the visitor is?

Doors and power structures: who gets to sit behind a door? And who gets to sit, or stand, in front of it? These are things that can reveal a lot about the status structure of your society. If the people behind the door are knowledge keepers, then maybe a great deal of value is placed on certain types of knowledge, and this is then kept secret from others (I'm thinking of bureaucrats, but also religious knowledge and others can fall into this category).

Doors and manners: there are rules about how doors must be treated. In the US, an open door is seen as friendly. In Germany, it's seen as sloppy. The French see open doors and may worry about drafts in the house. Whether the door is kept open or closed does not always say the same thing about the person inside. Maybe it says "do not disturb," but maybe it says "I maintain appropriate aloofness but you may approach me." Are people expected to knock to gain admission? And how should they open the door? In my house, where I've often got kids or stuff of various kinds in hand, I open the door any way I can. In Japan, opening a door with anything but your hands is bad manners (don't use your feet or your posterior!). In Japanese restaurants, the servers will put their trays down and remain kneeling to open the sliding door with one hand placed close to the floor.

Doors and point of view: I think this is why I use doors so much. If you're doing close limited point of view, it really helps to differentiate between describing actions from the inside of the POV character, or from the outside for other characters.

For the POV character, a door can mean a lot of different things. It can mean imprisonment. It can mean fear or resentment, that someone in particular might come in. It can mean safety. It can be the last line of protection. A character can approach a door with hesitation, paranoia, eagerness, excitement or apprehension. Or irritation, as Arthur Dent did with the sighing doors of the Heart of Gold spaceship in The Hitchhiker's Guide to the Galaxy.

For the non-POV characters, a door can help you show their mental states without actually having to describe the emotion. How does the character approach the door? Quickly? With impatient movement, or with reluctance? Does he or she approach it face-first or back-first? What body part does your character use to knock, or to open the door? How does he or she grasp the handle - with white knuckles, or gingerly, or firmly? What quality of sound or air movement does the opening of the door create? All of these things can broadcast the inner states of a non-POV character, and the writer can choose whether to complete the extrapolation of the associated mental state or not. This means that if you describe how the person handles the door, but without using any direct descriptions of the assumed mental state, the reader can draw two conclusions: first, the reader can extrapolate the mental state of the person who went through the door, and second, the reader can deduce that the point of view character didn't draw the same conclusions, i.e. that he or she may have been unaware of the other person's mental state. And that's one way to show things to your reader while hiding them from your POV character in tight internal/limited point of view.

You gotta love doors.

Tuesday, March 29, 2011

TTYU Retro: Honesty and Politeness

I'm going to begin this post with a hypothetical situation:

You're at High Tea at a nice tea shop with friends and family. Everyone is enjoying eating scones, and giggling about drinking with pinkies raised, etc. The tea sandwiches come out, and someone recommends the cucumber triangles to you. You take one bite and really don't like the sandwich. What do you do?

Okay, I will allow for the assumption that you're not going to break your "tea character," fling the sandwich to the floor and stomp on it before storming out of the place, never to return. But what do you do when you don't want anyone ever to give you another cucumber tea sandwich?

a. Don't say anything, and put the sandwich back on the plate with a bite taken out of it.
b. Don't say anything, and leave the sandwich on your plate without eating it.
c. Say, "That's good," but leave the sandwich on your plate without eating it.
d. Say, "I don't like it."
e. Say, "I'm sorry, but I don't like it."
f. Say, "I'm sorry, but it's not my favorite."
g. Say, "I liked the chicken salad sandwich better."
h. Say, "May I try the mushroom turnover instead?"

There are possible complications to each of these options, if (as you may have guessed) you're one of my kids at the table in this situation. Option a will probably get you yelled at. Option b won't get you yelled at, but it's also possible that no one will notice how much you dislike it, or that Mom will conclude you were full and didn't want anything else. Option c, in my family at least, is considered a lie, and even if you don't get called for dishonesty, you'll probably get asked why you didn't eat it if you actually liked it.

Option d was the one my daughter chose (she was 4 when this happened). Option e was the one my son chose (he was 6). At the time I accepted these without comment and got them different food, but I did wince a little internally. Mind you, we weren't eating High Tea with the queen, but my impolite radar did go off.

On the way home, I tried to think about how to deal with similar situations in the future. This involved running some more options through my head.

Option f is a fancier version of option e. My sense of this one is that it might work, but it still expresses a negative opinion that might be hurtful to someone's feelings (the cook's?). So I kept thinking until I came up with options g and h. The first of these is more direct, since it provides a comparison with something that you like better. The second leaves the disliking incident entirely behind and focuses on a future, and (we hope) better, outcome.

If you've ever lived through a situation resembling this, then you may notice the way that politeness and honesty appear to be at odds a lot of the time. This is true across every culture that I've encountered personally, and is in fact an enormous resource for me of situations that cause misunderstanding and friction.

Which makes you more of a bad person - to be a social disgrace, or to be a liar?

I have a real aversion to dishonesty. To me this means not that I must say precisely what I mean on every topic, but that I should not say what I do not mean - a different kind of criterion in its practical application. Of all the options I outlined above, only option c involves actual dishonesty from my point of view. This aversion of mine has gotten me into social trouble before, particularly when I was living in Japan - a very instructive experience.

I've discussed H.P. Grice's Cooperative Principle before on this blog. Politeness is one of the things that we study in the linguistic discipline of Pragmatics. It's relevant here because avoiding the topic of one's dislike completely, and yet talking about something else that one would like to eat, depends for its understanding on the cooperative assumption that one will not say untrue things, and that one will not say less than one needs to. Obviously if I mention that I want something else to eat, that implies that I needed to say that (for some reason) and thus the astute listener can conclude that the reason is a dislike of cucumber sandwiches.

I always find it fascinating how strong our gut reactions are to perceived impoliteness. Funny as it may sound to a child learning it, I really am much happier to comply with a request that is made politely. It's easy for bad syntax, morphology, phonology, or semantics to be interpreted as the mistake of a language learner, but make a mistake of politeness and you're suddenly no longer just making a learner's mistake - you're a bad person. Students of the Japanese language struggle with this all the time, particularly since in Japanese you can't really say anything at all without putting some kind of politeness marker on it - but it's not restricted to Japanese. It happens in English all the time.

One of the places I see it happening a lot is on online forums, where there aren't a lot of external social cues to help people judge one another's verbal behavior. It's hard to know, in a lot of cases. Where is the fine line between politeness and plain dishonesty? Where is the line between honesty and incitement to flame war? I'm not going to say there's one real answer, because there isn't one - online, there isn't even a single culture to establish the rules of behavior. Most "communities" form their own through habit rather than through a written manifesto.

We all live, speak and act on this borderline, every day. It's a fascinating source of stories for me - and something I'd encourage writers to think about.

Tuesday, March 22, 2011

TTYU Retro: Sleep - Tidbits for Characters and Writers

I don't think I know a single writer who doesn't struggle with sleep. Maybe it's because we so rarely can support ourselves sufficiently to "give up the day job." There always has to be a way to squeeze writing in alongside everything else, and sleep suffers. On the other hand, American society generally seems to be out of touch with the need for sleep - why else would coffee shops be cropping up in so many places?

So I thought I'd share some tidbits on sleep that I've picked up from my own experience. You can apply these to writing your characters' experience... and you may recognize them from your own.
  • Different people need different amounts of sleep. Some are fine on five hours; others have to catch up if they get only eight. Children typically need more than adults. Newborn babies spend most of their time sleeping, even if they don't sleep at the hours when we'd like them to.
  • It's easier to stay awake when your body would rather sleep than to sleep when your body wants to stay awake. This is something useful to remember when dealing with time changes like jet lag.
  • If you feel anxiety about sleep, that only makes it harder to sleep (sigh). This affects lots of people with insomnia and anxiety. Sometimes if you assume you won't be able to sleep, then you feel better when you get some, whereas if you hope that you can sleep, you feel really disappointed and depressed when you can't. My husband used to criticize my "negative thinking," but especially when my children were infants it was the only way I could get through the night without hating life.
  • If you are relatively rested, then you can push through a wave of sleepiness and get a second wind.
  • If you are somewhat sleep deprived, you can develop the ability to nap almost any time - if anxiety or stimulants don't interfere.
  • If you are sufficiently sleep deprived, you can enter a state in which you become incredibly clumsy. This is when walls leap out of nowhere to intercept you and you bang yourself on every available object.
  • If you are extremely sleep deprived and running on hysterical or anxious energy, you may not be able to sleep when you lie down to rest - but this doesn't mean you shouldn't. Just lying still for an hour, though it seems like a waste, can get you closer to a point where your body will actually accept rest and let you sleep.
  • If you are pregnant (I realize this typically applies to females, but guys, keep this in mind for pregnant characters!) then you may feel an intense, irresistible urge to sleep. When I was pregnant with my first child, I used to call this the "ten seconds to lie down" phenomenon. When I was pregnant with my second child, my first child used to take advantage of these intervals to do things like teach himself how to use the CD player.
  • If you have been sleep deprived for a long time (and stimulant use may be involved in this), you tend to go into a very very low gear that keeps you functioning somehow but has very little resilience. Once you've reached this place, having a good night's sleep will make you feel worse before it makes you feel better. I tend to think about it as the sleep bank collecting interest. Your body will seize its opportunity and demand more. It took me months to get over the unpredictable sleep schedule I had when my kids were tiny - and now a sleepless night or two will hit me harder than it used to when it was doing it all the time. At the same time, a good night's sleep will restore me instead of making me feel more desperate for sleep.
I think any of these things could be useful for writing characters realistically. Keep in mind as you write how long it's been since your character last got some rest. It's easy to get caught up in the action and forget that they'd be basically dead on their feet at a certain point.

Watch out, too, for any time when you end a scene or chapter with someone falling asleep. Unless you work hard to build in tension, like them being in danger because of their lack of wakefulness, or them being in danger of having bizarre prophetic dreams, then readers are likely to take this as an opportunity to put the story down.

If you're working with aliens, sleep is one of the things you can play around with. I haven't often seen characters who have highly variable sleep patterns, but I always find them enjoyable when I do. Hibernating creatures, or nocturnal creatures, could add both interest and twists to a story.

And now, on the reality front...

I'm a big advocate of sleep, for writers in particular. I don't use coffee or tea to keep me awake, or to wake me up - which makes me pretty unusual. I try not to blame myself when I'm too tired to work during my "work times" and sleep instead - taking it as a sign that I really needed the sleep. It's hard. But I notice a huge difference in my mental and physical resources depending on the amount of sleep I've had. I like to exercise to keep myself in shape, but it's basically impossible to keep the exercise up if I'm exhausted. At the same time, lack of sleep makes me lethargic and also makes me overeat trying to keep up my energy. Sleep for me is the foundation on which my other general body-health activities rests. And being rested also helps me to avoid mental exhaustion, one of my major sources of writer's block. So on a personal note, I encourage everyone to think through the balance of sleep and other activities in their lives. Small adjustments could make a big difference.

It's something worth thinking about.

I'll add here that my original post had a lot of really great comments, so if you're interested to see them, look here.

Wednesday, February 23, 2011

TTYU Retro: Where are we? Setting versus Grounding

We all know that a good setting for a story is important. I love to build worlds, and I know many people who visit here do, too. Sometimes very extensive ones. Of course, that doesn't mean that mainstream writers don't have to work on their worldbuilding too - they're just building a version of the real world instead of an independent, alternate world.

When we talk about setting, we talk about all kinds of elements that a world has - climate, ecology, flora, fauna, human/sentient communities, demographics, economy, social structure, technology, etc, etc. Everything we think through in our worldbuilding process can be useful to the portrayal of a world in a vibrant way in a story.

Super. But setting on its own isn't enough to make a story take off - every story needs grounding.

This might best be explained with a metaphor.

As a writer, you want to take your reader on a journey. You want to grab them by the hand (or the hair, the shoulder, or the guts, depending on the kind of story) and pull them through the story with you. If you're like me and you want to create a really exciting hook, that means you want to grab them as quickly as possible and start pulling with as much force as you can. Grounding, then, is the difference between having them running alongside you and having them pulled to their deaths behind galloping horses. If you want the reader to come with you - especially at a very quick pace - you want to start by giving them a solid place to jump off from.

On a basic level, grounding is about who/when/where. Who am I (the narrator or protagonist)? Where am I (the physical location)? When am I (the chronological location)? Each of these things can be indicated or elaborated in different ways. The reader isn't looking for every detail of your worldbuilding here - only some basic orientation that can be provided by a personal pronoun (I, he, she) and a sense of voice (who), a description of light or of nearby objects (where/when).

You'll probably tell me at this point that not every story needs all this. What about stories where the narrator is disoriented, lost, disembodied, or otherwise compromised, and doesn't know where he is? What about the confused time traveler?

Well, you're right. The type of grounding required by a story depends on the story. If you're going to have a physical departure from a location, you need a sense (even a confused, internal guess) of what that location is. A pitch-dark place with a hard floor can be enough if properly conveyed. If you're going to have personal interactions, it's good to have a sense of who the narrator is.

Look at your story. Pay particular attention to the place where the conflict starts - the spot where the hook grabs and pulls in a direction. The nature and direction of that pull will tell you what information might be needed for grounding.

Let me give some examples from my recent experience.

I was reading a draft from one of my many writer friends recently, and felt confused. I thought the protagonist was standing in one place when she was standing in another. I looked back at the descriptions, and the sentence was clear: a different character was standing in the spot where I'd mentally put the protagonist. There was no ambiguity. But when I looked back over the previous paragraphs, they were all internalization - excellent grounding for the mental and moral position of the protagonist, but not of a physical position. Because the different character was located physically, I needed to ask my friend to give the protagonist a physical location as well.

When I was drafting my story, "At Cross Purposes," I discovered that first-round readers were confused at the start. Yes, I was trying for a very quick hook. I was also creating a story where two unexpected things happened one right after the other, and I didn't have enough information to have the two departures make sense as departures. I needed to go back and establish physical location (she's on a shuttle!) and ongoing activity (they're flying around servicing machines) in order for those departures to be more tolerable to the human brain (she discovers something that shocks her, and then it turns out not to be at all what she expected). If you think about it, a departure from expectations means little if you don't have any sense of what expectations are.

I'm currently working on a story with a narrator who is supposed to start as an enigma. Reading about him, you're supposed to wonder, "Who is this guy, precisely?" What you're not supposed to wonder is "What the heck is going on?" I was quite happy with my first sentence, which was, "Of course people write letters; I knew that from watching the monks." The grounding here is that we have a character (I) who watches monks, which implies he's at or near a place where monks live. The next hint as to setting was that the character expresses dislike of letters written in Chinese, because he doesn't care about court business - that at least lets us know we're dealing with Asian monks rather than European ones. Then someone writes the narrator a letter, and the letter is composed in a very particular style that is specific to an era of Japanese history. The problem was, the hints were too sparse and too indirect. I needed better location and time grounding if I wanted readers to accept the style in which the letter was written. So I added the name of the temple, Ninnaji. That gives readers a Japanese language hint, and then optional for those who know about temples and Japanese history, is the fact that Ninnaji is an existing temple in Kyoto which has been around since the Heian era. Then I added that my narrator had stolen the letter in Chinese from "the Emperor's messenger." While that's not specific to the Heian era, it at least is an indication that the time period isn't the present day, and I'm hoping it will get readers looking for further clues - in which case, the letter-writing style can be a clue rather than a mystery.

No matter what the setting, every story needs grounding, and the choice of grounding information is critical to the success of a story opening - so keep your eyes out for it.

Thursday, February 17, 2011

TTYU Retro: Culture is what we DO

The word "culture" sticks out to me. In almost any context where I see it, it makes me curious, and makes me want to comment.

So what is culture?

Well, whole classes have been dedicated to this topic, as you might imagine. Probably one of the first things that comes to mind is "high culture," what we mean when we say someone is "cultured." Art, music, theater, etc. The finer things in life. That's certainly one of its meanings, but it only captures the tiniest part of what culture really is.

Culture is what we do.

I like to think in terms of what's called "cultural practices." These are the special things we do that form a part of our routine, our habits, etc. The way we interact verbally involves cultural practices. Our sense of objects and how we relate to them.

Whenever we do anything, we are enacting our culture. We aren't contained by culture. In a thread some time ago on the Analog forum, someone mentioned The Force from Star Wars - I loved the analogy. The Force is all around us, it is in us, etc. Culture is more interesting than The Force, though, because by enacting it, we pass it on to others, and simultaneously we bring about change in it.

Culture is a quality of interaction - not a written set of rules that people have to follow, but a way of doing things. We can articulate the rules, and sometimes we've been taught them explicitly, but we don't just follow them - we hold a relationship with them. We discuss them perhaps, or rebel against them, or value them, or defy them, or cherish them...

They're like the road we walk on. We can choose to follow the road to its destination, or we can walk away from the destination. But leaving the road entirely is far more difficult and dangerous.

When you think of culture in terms of interactions and cultural practices, it becomes far easier to grasp what people mean when they talk about "a family culture" or the culture of a smaller group. For every group that engages in regular interaction, a set of conventions will emerge through that interaction. Thus we can have "football culture," enacted by a group that meets in association with football events. We can have "company culture," enacted by the members of a company. An online forum can have a culture, too - witness the online discussions regarding the difference between the Analog forum and its neighbor, the Asimov's forum.

At least one of the consequences of this conception of culture is interesting for writing in sf/f. The idea is that, since we enact culture in everything we do, any smallest piece of interaction that you capture will contain evidence of that culture. To put it in writing terms, the culture of an alien world, a future Earth colony or a fantasy society will show itself in every single scene - and in every part of that scene, and in everything its people say, and in every object they possess, and in every attitude they have, and in every body movement they use to express emotion, etc. etc.

This might sound very demanding.

In a way, it is. But in another way, it's not so bad, because the pieces of a culture flow into one another. Usually there's an overarching world concept involved, an underlying principle, or a set of underlying principles. Even just a large metaphor, such as the metaphor of the hunt and the food chain that I used to structure the world of the Aurrel in "Cold Words." If you can come up with principles, then you can start to push deeper with your expressions of culture in a way that will make sense and that readers will be able to grasp. The important part is that the practices you create must make sense to the characters. They must appear logical and obvious - and if they are strenuous, then there must be a strong motivation for engaging in such strenuous activity.

If you can build culture into the actions, speech, and thoughts of your character, then you won't have to explain, or work hard to have some character in your story explain how the culture works.

It's something to think about.

Tuesday, February 8, 2011

TTYU Retro: Do you want to consider language change?

Have you ever tried to hear the difference between a Cockney British accent and an Australian accent?

Once I set myself the challenge - I was on a train platform in Tokyo, and I heard some people talking near me, and I started listening just trying to place my best guess as to where they were from. It was pretty hard. Eventually I fastened onto one single language feature: these people were using glottal stop "t" (a "t" pronounced way back in the throat) in the middle of words instead of flap "t" (like in American "batter"). That one difference told me I was listening to British English instead of Australian English. The rest of it - vowels, intonation, everything else - was at the time too subtle for me to distinguish.

Why in the world are these accents so similar? It turns out that when Australia was first settled, starting in 1788, most of the people who moved there came from the same area of England where Cockney speakers live today. A lot of them were convicts. My Aussie husband will tell you that these folk were subjected to a trip to Australia for petty crimes, like stealing or poaching, rather than anything more serious. Who'd want to be stuck on a ship full of murderers for six months? But as a result, both Cockney and Australian English are actually "daughter languages" of the same parent, an English dialect spoken in a particular region (and by a particular social group) in London at the end of the 18th century.

It's been more than two hundred years since then, and at the sound level, the two dialects are remarkably similar. There are more noticeable divergences of vocabulary, of course (for example, Australians say "truck" instead of "lorry") but a lot still remains common (such as saying "lift" rather than "elevator").

I remarked in my earlier post on dialects that the longer a language exists in a particular area, and the more isolated regions are, the more dialects will diverge. In the United States, there are isolated regions in the East (such as Appalachia) which preserve language features that haven't been present in a standard American dialect for hundreds of years. These are in fact useful for scholars who study language change.

You probably already know how I'm going to be connecting this to speculative fiction. It becomes relevant in all kinds of contexts. One possible science fiction context is that of extrapolating the language used by future societies (I think immediately of Mike Flynn's The January Dancer and Up Jim River). One possible fantasy context is that of quoting ancient texts (I think of Tolkien). Either science fiction or fantasy can easily support the idea of two societies that have been isolated for a long period of time suddenly finding one another again and having to resume communication (I think of Stargate, and one of my own planned stories).

If you're writing a story that involves language change, it's useful to consider the following factors:
1. amount of time elapsed
2. presence or absence of written language (this can slow change)
3. amount of intercommunication between isolated groups (more communication can mean slower change)
4. amount of intermixing with other language groups (this can accelerate change)

It's also useful to consider that change can occur in any of the following features:
1. phonology (consonant, vowel systems, etc.)
2. morphology (verb conjugations, noun pluralization, negation, etc.)
3. vocabulary (some words lost, some words new)
4. syntax (probably not the main word order, like subject-verb-object for English, but phrasings can vary a lot)
5. discourse (the order in which thoughts are presented, for example)
6. politeness (all kinds of manners may change along with social activities)

When you think about the degree of change that you want in your language, here are some English-language landmarks that you may find useful.

Old English: Beowulf, dated variously from the 8th or 11th centuries, so between the years 700 and 1000

hwaet we garde na, in gerdagum, theod cyninge, thrym gefrunon, hu the athelingas ellen fremedon.

(I have at least one friend who is better conversant with the proper format of this line. This is my rough transcription of a portion I memorized solely by sound - somewhat improved by reference to internet sources.)

The words I know have remained most similar to modern English here are "in" and "hu" (who) and "the." I think "gerdagum" means "those days" which sounds a lot like German to me. Needless to say, not a lot is comprehensible after more than a thousand years.


Middle English: Chaucer's The Canterbury Tales, written between 1387 and 1400

Whan that Aprille, with his shoures soote
The droghte of March hath perced to the roote
And bathed every veyne in swich licour,
Of which vertu engendred is the flour...

Okay, this is much, much more comprehensible, but still pretty tough. Consider also that its pronunciation is quite well reflected in the spelling of the words, so that gh is actually pronounced like "ch" in the German "ich". In addition, "flour" is actually "flower." So here we've got a pretty serious degree of difficulty. Amount of time elapsed: 600+ years


Shakespeare's English: excerpt from "The Tempest," written 1610 or 1611

I have done nothing but in care of thee,
Of thee, my dear one, thee, my daughter, who
Art ignorant of what thou art, nought knowing
Of whence I am, nor that I am more better
Than Prospero, master of a full poor cell,
And thy no greater father.

This should be much more familiar to a general audience. And while it is written in verse, it does give us an indication of the kinds of phrasings and vocabulary used in this time period, because Shakespeare's plays were intended to be performed for the general public (I would argue that they still come across better read aloud than read silently). Time elapsed: 400 years.

A last couple of notes: slang is always present, and changes pretty rapidly, but may not always be incorporated into the main thrust of change in a language. Also, language does not always simplify, nor does it always complicate - it will generally simplify in some areas of the language and complicate in others.

Tuesday, January 25, 2011

TTYU Retro: Don't make them all the same

Because I've had a couple of three-day weekends that seriously cut into my work time (and have me stressing about how to keep blogging enough, while writing enough at the same time) I've decided to go back and revisit a few posts from way back at the beginning (2008), when this blog was new and relatively unknown. I'm calling them TTYU Retros, and I hope you find them interesting. Today's was my first very successful blog post, which took me over 100 hits for the first time (a number which I didn't revisit again for a long time). I'll be posting Wednesday Worldbuilding as usual, tomorrow - but for now, here's:

Don't make them all the same

Keeping characters different from each other can be hard. I've noticed this especially when I read a large number of books from the same author; at a certain point, some of the characters will start to blend together across contexts. As a reader I never appreciate this. As a writer I'm always on my guard.

My attempted solution - not that I can swear it won't happen eventually, but I'll do my best - is to make my own characters as grounded culturally and linguistically as I can. To think about them in terms of their genetic background, physiology, upbringing, and personal experience.

I've seen a couple of "character sheets" floating around the forums this week, where people have been asking if they have to know all these different things about all their characters, or if they need to write journals from the character's point of view. I think these things can help, but they can also be hard to do when you're sitting down to start a book. I'd say start with a general sense of the person, their motivations and goals and why these things are important to them. Then, as you go forward, just keep awareness of the different kinds of questions you might like to answer on the more subtle levels. The more you write about a character, the better you get to know them and the more nuance you can add. In my experience, for getting to know a character and how they operate, there's no substitute for writing a story from their point of view - even just starting and attempting one that will never get published. It makes you dig in more than you need to if you're just using a character sheet and looking at them from the outside.

The other thing is, don't make every character from a particular alien or racial group exactly the same. This is what I've earlier referred to as "running true to type." It's fun to have a group of people from different races, whether that be elves, dwarves and humans, Braxana and Azeans (thanks to C.S. Friedman) or the people of Sendaria, Arendia, Nyissa etc. (thanks to David Eddings). But if the belief systems of these people are entirely uncontested, uniform across the race or alien group, the story won't have all the dimension it could.

There are two ways to approach this. One is from the character direction, making sure that your characters are three-dimensional and have motives and inner conflicts and all those important things. That's certainly true of the characters from the authors I've mentioned. The other is to think directly about the character's relationship to the social group they belong to. I couldn't say whether other authors have thought about this; they may well have.

Take a social group that has a particular vocation, belief, or ideology that they are meant to follow. You end up with a situation where children of that group are being told "this is what you are like"; "this is how you are supposed to act." How do the kids then react to that? Do they embrace it? Are they resentful of it? Resigned? Subversive? Do they reject it directly? And if they reject it, do they keep some of the beliefs subconsciously without realizing it? All these are available options.

Ask yourself another question, too: what does it mean to be fortunate among these people? What about unfortunate? Even a group of poor or undercaste will have a difference between the fortunate and unfortunate among them, and so will a group of nobles. And groups like these will always have inner conflicts over things of value, which coexist with conflicts between groups.

Once you've thought through a few things like this, making characters different can be a bit easier. And fun, too!