I'm sure most of you have read books where the author changed the spelling of words in order to express the pronunciation of a particular dialect. It used to be done all the time (Huckleberry Finn, A Little Princess etc.). Even now it can be done well, and even brilliantly (I think immediately of the dialects invented by Mike Flynn for The January Dancer and Up Jim River). However, if it isn't done right, it can be embarrassing, inconsistent or even incomprehensible.
This is why I don't do it. I still do dialects, though, so this article is about how to make dialects sound different without actually changing spelling to reflect pronunciation.
Fortunately, there is a lot more to dialect variation than pronunciation alone. There are also variations in pronoun usage, variations in syntax, variations in prosody (intonation and meter), variations in the use of the verb "be," and variations in vocabulary. Because I'm talking about writing in English, I'm going to stick to these - but it's good to be aware that in other languages, you can also have variation in other parameters (in Japanese, verb endings also vary by dialect!).
So let's do these one at a time, with some concrete examples. Pronouns (I/you/he/she/they/etc.) are a wonderful tool. Any change you make in the way you use them will be highly visible, because they resist change rather wonderfully (it's extremely difficult to get a reader's mind to accept a new made-up pronoun unless it resembles an existing pronoun very closely).
A great science fictional example of pronoun change comes from the work of Aliette de Bodard, who works with the Xuya Empire, a wonderful far-future version of the Chinese empire. In this universe, the Emperor is always referred to as "The Emperor ytself." I'm not sure about you, but the moment I see this I know that I'm looking at a genderless pronoun. There are two things working for me when I interpret this. One is that the pronoun would be pronounced just like the pronoun "itself." The second is that it has a very simple spelling change that tells my brain "look out!" This spelling change also leads me not to expect the default interpretation of "itself," i.e. that there is some kind of genderless object running the empire. There's a lot of mystery surrounding the person of the emperor here, but I don't immediately guess that the place is being run by some sort of machine.
I decided to change pronouns when I was designing the undercaste dialect of Varin, but in a more extensive way. These people start using plural pronouns for each other as soon as they reach adulthood. Now, surely most of you are familiar with the pronoun "y'all" from the American south. When I first learned it I thought it was used as a plural form of "you." Interestingly, though, at least in some regions it is a singular.
y'all = you (singular)
all y'all = all of you (plural)
This was a good thing, because I knew that the idea of pluralizing a pronoun wouldn't push people too far outside their comfort zones. However, I pluralized more than just the second person.
I => we
we => all-we
you => ye
you => all-ye
he/she => they
they => all-they
The result is extreme, but comprehensible once you get the hang of it. I was trying to make sure I introduced it in a very comprehensible context, so the first line that contains one of these pronouns is this:
"Give it to us, then."
Perhaps you notice the similarity to existing English dialects from the UK? This was fortuitous, but I'm ready to use it to the hilt, and you should be too, so remember this: the dialect you create may well evoke existing Earth dialects, and if it resembles one that bears some social similarities (casualness, lower-class) to the group you are working with in your world, this will really help your readers to get the picture.
Variations in syntax are cases when you change the order of words. For most of you, I'm guessing Yoda will leap to mind. He's weird (and possibly annoying) but he is comprehensible. One of his main strategies is to take the object of the sentence and promote it up to the front of the sentence, so that instead of Subject-verb-object, you get Object-subject-verb:
Your father he is.
Now, if you go in and start doing an analysis of everything Yoda says, you'll find he's not particularly systematic. However, when you're altering syntax for your dialect, I encourage you to be so. If you can stick to a particular pattern, then the learning and comprehension burden is reduced for your readers.
I did my own syntactic alterations when I was designing the alien voice for "Cold Words" (Analog, Oct. 2009), and I've analyzed it here on the blog, so I'll direct you to that article if you want lots of details about how it was done. That was a case of rendering an alien language in English, so it had a lot of different feature changes! [An Introduction to Aurrel]
Variations in prosody can be huge. This is intonation and stress, and all you have to do is choose words carefully and put them in a particular order to get it done. You don't have to change spellings, and you don't have to use special words. I have at least a couple of characters whose dialects are distinguished only by word and rhythmic patterning. Here is one example:
Pelismara (standard) dialect:
"You're all right now. How do you feel?"
Safe Harbor sea level dialect:
"Oh, young Master, sir, please tell us now you've not gone deaf or blind, and ease us all our worry?"
I shouldn't forget to mention "be." This is a verb that does a lot of helping but isn't very heavy on content, so perhaps that's why it ends up changing so much. Some dialects of English don't conjugate it at all. "I be going..." "They be good people..." etc. Change your default language on Facebook to "Pirate" and see what happens! This means that not only are people accustomed to seeing the word "be" used in variable ways (and thus will tolerate your alterations more easily) but that using the unconjugated "be" gives a very particular flavor to the dialect you're creating. This can definitely work to your advantage.
The next one to look at is changing vocabulary. In fact, if you're writing in another world, you're probably doing this already. Science fictional neologisms like viewport, commlink, etc. all would fall into this category, and so would created words for objects in fantasy worlds like "laran" psychic power in the Darkover world of Marion Zimmer Bradley and Deborah J. Ross. The thing to watch out for here is not to create so much new vocabulary that you're interfering with comprehension. SF neologisms have the advantage that very often they're pieces of existing words, like "mods" for modifications. However, if the context is not clear, they can also become confusing. One great thing you can do with vocabulary is create a sense of judgment and perspective. I've mentioned before that any object in a world will tend to be called different things by different people. A weapon used specifically by one group of people will tend to have the name of that group associated with it (in Varin, Arissen weapon or Imbati shot) - but only when being referred to by an outsider group. Arissen would never refer to their energy weapons as "Arissen weapons," because that wouldn't make any sense. They would have intimate knowledge of the variations in these weapons, and so would categorize them based on their function, as bolt shooters vs. arc zappers. Their familiarity with the types would show in the casualness of the terminology. We see similar things in our own world when we're looking at how laypeople versus clergy refer to objects having to do with the church, or how laypeople vs. medical practitioners refer to health issues.
As you can see, changes in vocabulary can hint about attitudes and culture within the group that uses those words. The terms we choose will have flavor, so as you make these alterations, think through which flavor it is you want to impart to the dialogue. If you want to go even further, you can think about how the usage of a particular dialect reflects historical developments, or cultural developments, in the community you're working with (the undercaste plural pronouns have a cultural and historical motivator, for example).
All this is just to say that if you restrict yourself from using spelling as a major tool in creating a dialect, you're really not "restricting" yourself much at all.
Now, go forth and have fun creating dialects!
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Showing posts with label dialogue. Show all posts
Showing posts with label dialogue. Show all posts
Wednesday, November 9, 2011
Designing a dialect without changing spelling
About:
designing languages,
dialects,
dialogue,
pronouns
Saturday, June 18, 2011
Can you begin with dialogue?
The other day on the Absolute Write forum, I ran across a discussion asking whether it's okay to open a story with dialogue.
Let me say this first: most things in writing can be done. Some will say the real question is whether they can be done well, but I'm going to disagree with that. The question for me is what exactly one accomplishes by starting with a line of dialogue. Not whether you can do it, but what you are accomplishing by doing it.
When I'm opening a story or a chapter or a scene, I'll often think of a line of dialogue first. By the time I'm finished, though, it seldom ends up at the front. Most of the time I'm trying to make sure that my opening is doing a few things: establishing the voice and psychology of the point of view character, anchoring readers in the conflict that's going on, and making them curious. I like to provide grounding information which allows readers to put their feet down (so to speak) so they can then follow me through the rest of the piece. It's possible to put some grounding information in a line of dialogue, but too much will make the dialogue itself seem stilted and odd.
When your story opens with a line of dialogue, what you're really doing is letting your reader listen to someone speaking. You may or may not, at the same time, be indicating who that person is. It's enticing as an opener because it does usually make people curious (depending, of course, on what is being said). If the dialogue continues without other elements of narrative, however, a sense of disorientation will persist.
This is not necessarily a problem. However, you will have to ask yourself: do I want readers to be disoriented?
You might. If you're having a character waking up from a state of unconsciousness, or someone in a state of confusion without a clear sense of physical orientation, it might work. Alternately, if you're letting the reader eavesdrop on nefarious yet unidentifiable bad guys, it might be a good idea. Clearly, there are workable scenarios.
The book Ender's Game opens with a lengthy conversation between two people, and it works very well. It's effective in part because the dialogue is not delivered by the protagonist, but is speaking about the protagonist. If the author had chosen to ground the two speakers in a physical location, the immediate assumption would be that they were the protagonists; clearly they are not. The way the opening dialogue is handled opens both curiosity and the main conflict (the secret controllers of Ender's life) while keeping the focus of the story where it needs to be - on Ender. It's like those movies where they give you a sense that someone is being watched by picking particular camera angles.
It's also possible to begin with a single line of dialogue (maybe two?) and then follow it with orientation information. If the curiosity established by the opening sentence is sufficient, grounding can be provided in the second or third sentence.
As always, you have to assess these things as you go, on the basis of what you're trying to accomplish. I hope these thoughts help clarify some of the variables involved in making the decision whether to open a story, scene, or chapter with dialogue.
Let me say this first: most things in writing can be done. Some will say the real question is whether they can be done well, but I'm going to disagree with that. The question for me is what exactly one accomplishes by starting with a line of dialogue. Not whether you can do it, but what you are accomplishing by doing it.
When I'm opening a story or a chapter or a scene, I'll often think of a line of dialogue first. By the time I'm finished, though, it seldom ends up at the front. Most of the time I'm trying to make sure that my opening is doing a few things: establishing the voice and psychology of the point of view character, anchoring readers in the conflict that's going on, and making them curious. I like to provide grounding information which allows readers to put their feet down (so to speak) so they can then follow me through the rest of the piece. It's possible to put some grounding information in a line of dialogue, but too much will make the dialogue itself seem stilted and odd.
When your story opens with a line of dialogue, what you're really doing is letting your reader listen to someone speaking. You may or may not, at the same time, be indicating who that person is. It's enticing as an opener because it does usually make people curious (depending, of course, on what is being said). If the dialogue continues without other elements of narrative, however, a sense of disorientation will persist.
This is not necessarily a problem. However, you will have to ask yourself: do I want readers to be disoriented?
You might. If you're having a character waking up from a state of unconsciousness, or someone in a state of confusion without a clear sense of physical orientation, it might work. Alternately, if you're letting the reader eavesdrop on nefarious yet unidentifiable bad guys, it might be a good idea. Clearly, there are workable scenarios.
The book Ender's Game opens with a lengthy conversation between two people, and it works very well. It's effective in part because the dialogue is not delivered by the protagonist, but is speaking about the protagonist. If the author had chosen to ground the two speakers in a physical location, the immediate assumption would be that they were the protagonists; clearly they are not. The way the opening dialogue is handled opens both curiosity and the main conflict (the secret controllers of Ender's life) while keeping the focus of the story where it needs to be - on Ender. It's like those movies where they give you a sense that someone is being watched by picking particular camera angles.
It's also possible to begin with a single line of dialogue (maybe two?) and then follow it with orientation information. If the curiosity established by the opening sentence is sufficient, grounding can be provided in the second or third sentence.
As always, you have to assess these things as you go, on the basis of what you're trying to accomplish. I hope these thoughts help clarify some of the variables involved in making the decision whether to open a story, scene, or chapter with dialogue.
About:
dialogue,
story beginnings
Monday, January 17, 2011
Multi-character scenes and conversations
Some time ago, I wrote a blog entry called "Three-Person Conversations." Now that I'm writing a book where my main character has three friends, and he's going to parties and public events a lot, I'm finding that I'm revisiting this context, and considering it in terms of multi-character scenes.
These scenes can be disorienting at times for a writer - and if the writer is feeling disoriented, imagine how the reader must feel! My main technique for avoiding confusion (all over my writing) is close point of view. The point of view allows me to provide a single person's understanding of the situation, and to control information by limiting it to that person's perceptions and judgments. Here are some more things to think about as you head into that crowded situation.
1. Consider the entry.
A. Is your character prepared for this situation? Does he/she expect it? What is his/her state of mind? What is his/her purpose in entering?
B. Is your character alone as he/she enters the situation, or does he/she have someone to bring him/her in who will give purpose and direction to their entry?
It's funny, but sometimes when I can't figure out how to get a character to walk into a room cold, I can help myself with the dynamics by giving him another person to walk in with.
2. Consider the character's general impression of the situation.
What does he/she notice first? A particular person, or group of people? An overall impression of chaos? Of bustling activity? Of subdued general chit-chat?
Establishing an initial overall impression of the scene will allow you to set up the general dynamic in the reader's mind; then you can focus on smaller interactions within it, and return to the general dynamic in transitions between those interactions.
3. Consider the drive of smaller interactions.
Is your character's goal the primary thing taking him/her from one interaction to another? Or is your character being buffeted by circumstance from one interaction to another, and trying to stay afloat?
Knowing whether your character or the situation is the primary driver will help you decide how to begin minor interactions and move between them.
4. Consider the dynamic of smaller interactions.
Is your character engaging in one-on-one interactions within the larger situation? What are the conditions under which more people would join each interaction? Interruption? Being brought in by one of the conversation participants? How does your point of view character react to this kind of complexity? Easily, or with some kind of emotional reaction? Are there any times when a single individual gets the attention of the entire group?
5. Within smaller interactions, make sure to consider each participant's motives, background and state of mind.
Even if you're not using other characters' points of view, keeping track of who is interacting and what they want will help you to differentiate between participants, which is especially important when many characters are present.
6. Consider how long each interaction should last.
Is there room within the larger situation for people to have long private conversations? Or does the larger dynamic keep smaller interactions relatively short?
7. Consider how to maintain the reader's awareness, both of the participants in smaller interactions, and of the larger situation.
Is your character aware of things going on outside the interaction in which he/she is engaged? How does that affect his/her engagement in the smaller interaction? Are there people present in the smaller interaction who don't say much but can be noticed in their body language so readers don't forget they are there?
I hope these thoughts give you some ways to analyze those party scenes, playground scenes, ballroom scenes, cocktail lounge scenes, and all the different kinds of multi-character scenes that may present themselves in your writing. I find that thinking these things through can help me improve a scene I've written on gut instinct, or head into a new scene that I'm having trouble starting.
So jump into the group dynamic and have some fun!
These scenes can be disorienting at times for a writer - and if the writer is feeling disoriented, imagine how the reader must feel! My main technique for avoiding confusion (all over my writing) is close point of view. The point of view allows me to provide a single person's understanding of the situation, and to control information by limiting it to that person's perceptions and judgments. Here are some more things to think about as you head into that crowded situation.
1. Consider the entry.
A. Is your character prepared for this situation? Does he/she expect it? What is his/her state of mind? What is his/her purpose in entering?
B. Is your character alone as he/she enters the situation, or does he/she have someone to bring him/her in who will give purpose and direction to their entry?
It's funny, but sometimes when I can't figure out how to get a character to walk into a room cold, I can help myself with the dynamics by giving him another person to walk in with.
2. Consider the character's general impression of the situation.
What does he/she notice first? A particular person, or group of people? An overall impression of chaos? Of bustling activity? Of subdued general chit-chat?
Establishing an initial overall impression of the scene will allow you to set up the general dynamic in the reader's mind; then you can focus on smaller interactions within it, and return to the general dynamic in transitions between those interactions.
3. Consider the drive of smaller interactions.
Is your character's goal the primary thing taking him/her from one interaction to another? Or is your character being buffeted by circumstance from one interaction to another, and trying to stay afloat?
Knowing whether your character or the situation is the primary driver will help you decide how to begin minor interactions and move between them.
4. Consider the dynamic of smaller interactions.
Is your character engaging in one-on-one interactions within the larger situation? What are the conditions under which more people would join each interaction? Interruption? Being brought in by one of the conversation participants? How does your point of view character react to this kind of complexity? Easily, or with some kind of emotional reaction? Are there any times when a single individual gets the attention of the entire group?
5. Within smaller interactions, make sure to consider each participant's motives, background and state of mind.
Even if you're not using other characters' points of view, keeping track of who is interacting and what they want will help you to differentiate between participants, which is especially important when many characters are present.
6. Consider how long each interaction should last.
Is there room within the larger situation for people to have long private conversations? Or does the larger dynamic keep smaller interactions relatively short?
7. Consider how to maintain the reader's awareness, both of the participants in smaller interactions, and of the larger situation.
Is your character aware of things going on outside the interaction in which he/she is engaged? How does that affect his/her engagement in the smaller interaction? Are there people present in the smaller interaction who don't say much but can be noticed in their body language so readers don't forget they are there?
I hope these thoughts give you some ways to analyze those party scenes, playground scenes, ballroom scenes, cocktail lounge scenes, and all the different kinds of multi-character scenes that may present themselves in your writing. I find that thinking these things through can help me improve a scene I've written on gut instinct, or head into a new scene that I'm having trouble starting.
So jump into the group dynamic and have some fun!
About:
character,
dialogue,
three-person conversations
Saturday, December 18, 2010
Your dialogue can do more
I've just spent a week working on one conversation.
This is not because I had no time (not that I had a lot, but I did write consistently). It's because for me, conversations are very important. Particularly if the conversation features a character who hasn't had much "screen time" previously, and particularly if that character is one who influences the course of the main story as it goes forward, it's worth giving people a good look - and listen - to her. So each time I came back to work, I started by reading through the conversation so far. Each time, I found places where the dialogue I'd written could accomplish more.
I know many of you write in layers. By this I mean writing one type of thing to get started and then going back to flesh out other elements later. Often, that first thing is dialogue - but just because it's the thing you feel comfortable enough with to write your dialogue first, you shouldn't necessarily leave it. It may be able to do more.
When people speak, we don't ever really say one thing at a time. Think about the conversations you participate in. Everything you say gives extra hints about social context, your intentions, etc., but because in reality you're engulfed in that context, and you hold those intentions, what you notice about what you say is the language that imparts new information. That is to say, the social and other contextual information is evident when we speak in person, so we typically don't notice it unless we are actively trying to determine where another person is "coming from."
In writing, this process can be reversed. Certainly in most cases, dialogue isn't enough to carry a narrative all on its own (plays are different, of course) - I usually add internalizations, actions, body language, and other kinds of cues to any kind of dialogue situation, even if it's just a conversation. However, if you think about it, when you write the subconscious cues that would ordinarily reflect the social context can actually imply the social context. They can imply the character's motives. This is particularly useful if you have a non-point-of-view character on your hands.
Since this may sound vague, and since a lot of it is subconscious anyway, I'll give some before-and-after examples of how I went about adding an extra layer to dialogue.
Tamelera, Version 1
"Maybe I should try to speak with her [Selemei], but since she joined the Cabinet, I'm not sure I can trust her."
This isn't bad. Captures Tamelera's emotional reaction to Selemei, the reason for it, and the proper chronology. Also shows a glimpse of the political structure (Cabinet).
Tamelera, Version2
"Maybe I should try to speak with her [Selemei], but when she took a Cabinet seat she joined the men's side. I'm not sure I can trust her now."
Better. Why? It keeps the earlier details, but also makes clear that Tamelera is aware the Cabinet is dominated by men (which has been pointed out earlier; Selemei is the only woman on the Cabinet). Furthermore, it shows that she thinks of the world as divided into men's and women's sides, which are opposed to one another. This is a major characteristic of hers that I can build on later.
Here's another example.
Recited message, Version 1
"I extend my invitation to you to attend an informal tea and concert at the Club Diamond [...] I expect to see you there."
Recited message, Version 2
"I extend my invitation to you to attend an informal tea and concert at the Club Diamond [...] See you there!"
Here the difference is very small, but important. You may notice that neither one says "please let me know if you're able to come." The message sender wants the recipient to show up at this tea, and in fact has information that could potentially be used to blackmail the recipient into coming. I tried to reflect the attitude of "I could blackmail you" when I first wrote the invitation, but it seemed too dark. It also seemed a bit heavy-handed for the message sender, who is a bit more subtle and refined than that. Thus I decided to change it to "see you there!" which conveys a certain charming excitement, but also relies on the underlying assumption that the recipient will be attending the event.
The next example I think shows how a slight change can give a clearer idea of a character's assumptions and social expectations. It comes from a section where Tamelera's son has told her he's met a girl, but he hasn't told her under what kind of circumstances they met. Here is her comment:
Comment, Version 1
"I'm sure any girl would feel lucky to meet you."
This is certainly true, as her son is quite handsome and a pretty nice kid, too.
Comment, Version 2
"I'm sure any girl would feel lucky to be approached by someone like you."
I decided to use "be approached" to show that Tamelera assumes her son decided to approach the girl - when in fact she was the one who approached him. I decided to use "someone like you" because Tamelera doesn't want to engage emotionally with the idea of her son meeting a girl. Thus she speaks of him as a member of a group of people (people like him). Given that people in this society are primarily defined on the basis of their social standing, it means that girls like to meet boys who are in a good social position, and implies that Tamelera is trying not to imagine the actual people involved.
Here's another example:
Household Keeper, Version 1
"Yes, sir. She will join you as soon as I have your breakfast ready."
Household Keeper, Version 2
"Oh, yes, sir. Join you she will indeed, as soon as I've your breakfast ready."
In this case, the Household Keeper's voice was turning out to be too similar to that of another servant, also in the room at the time. Since he's a recurring character who will be seen more closely in other chapters, I decided to give him a different speech rhythm. This differentiates his speech from that of the other servant, and it also helps me give a sense of the scope of my world, because he sounds like he has a dialect (and later when it's relevant I'll mention that he's from a provincial city).
And one final example:
Surface, Version 1
"Let me tell you about the surface."
Surface, Version 2
"Do you remember what I told you about the surface?"
This sentence is one character bringing up a topic that she's about to discuss with someone else. As you can see, the dialogue will turn out differently depending on whether the characters have met before, and whether they have spoken previously about a particular topic. I realized that the way I phrased this topic opener needed to reflect these characters' shared history - and that it could thereby help me handle backstory. Anyone who sees version two will immediately know that these two people have discussed the surface before, which gives me the opportunity to say a few words about what the content of that communication was. The advantage for me in my revision was that if I hadn't placed their previous conversation as backstory, then their current conversation would have had a lot of ground to cover before I could get to what they really needed to discuss. So not only did the dialogue sound more natural, but this segment of the conversation become significantly shorter and less clunky.
To summarize, dialogue can help you reveal:
It's something to think about.
This is not because I had no time (not that I had a lot, but I did write consistently). It's because for me, conversations are very important. Particularly if the conversation features a character who hasn't had much "screen time" previously, and particularly if that character is one who influences the course of the main story as it goes forward, it's worth giving people a good look - and listen - to her. So each time I came back to work, I started by reading through the conversation so far. Each time, I found places where the dialogue I'd written could accomplish more.
I know many of you write in layers. By this I mean writing one type of thing to get started and then going back to flesh out other elements later. Often, that first thing is dialogue - but just because it's the thing you feel comfortable enough with to write your dialogue first, you shouldn't necessarily leave it. It may be able to do more.
When people speak, we don't ever really say one thing at a time. Think about the conversations you participate in. Everything you say gives extra hints about social context, your intentions, etc., but because in reality you're engulfed in that context, and you hold those intentions, what you notice about what you say is the language that imparts new information. That is to say, the social and other contextual information is evident when we speak in person, so we typically don't notice it unless we are actively trying to determine where another person is "coming from."
In writing, this process can be reversed. Certainly in most cases, dialogue isn't enough to carry a narrative all on its own (plays are different, of course) - I usually add internalizations, actions, body language, and other kinds of cues to any kind of dialogue situation, even if it's just a conversation. However, if you think about it, when you write the subconscious cues that would ordinarily reflect the social context can actually imply the social context. They can imply the character's motives. This is particularly useful if you have a non-point-of-view character on your hands.
Since this may sound vague, and since a lot of it is subconscious anyway, I'll give some before-and-after examples of how I went about adding an extra layer to dialogue.
Tamelera, Version 1
"Maybe I should try to speak with her [Selemei], but since she joined the Cabinet, I'm not sure I can trust her."
This isn't bad. Captures Tamelera's emotional reaction to Selemei, the reason for it, and the proper chronology. Also shows a glimpse of the political structure (Cabinet).
Tamelera, Version2
"Maybe I should try to speak with her [Selemei], but when she took a Cabinet seat she joined the men's side. I'm not sure I can trust her now."
Better. Why? It keeps the earlier details, but also makes clear that Tamelera is aware the Cabinet is dominated by men (which has been pointed out earlier; Selemei is the only woman on the Cabinet). Furthermore, it shows that she thinks of the world as divided into men's and women's sides, which are opposed to one another. This is a major characteristic of hers that I can build on later.
Here's another example.
Recited message, Version 1
"I extend my invitation to you to attend an informal tea and concert at the Club Diamond [...] I expect to see you there."
Recited message, Version 2
"I extend my invitation to you to attend an informal tea and concert at the Club Diamond [...] See you there!"
Here the difference is very small, but important. You may notice that neither one says "please let me know if you're able to come." The message sender wants the recipient to show up at this tea, and in fact has information that could potentially be used to blackmail the recipient into coming. I tried to reflect the attitude of "I could blackmail you" when I first wrote the invitation, but it seemed too dark. It also seemed a bit heavy-handed for the message sender, who is a bit more subtle and refined than that. Thus I decided to change it to "see you there!" which conveys a certain charming excitement, but also relies on the underlying assumption that the recipient will be attending the event.
The next example I think shows how a slight change can give a clearer idea of a character's assumptions and social expectations. It comes from a section where Tamelera's son has told her he's met a girl, but he hasn't told her under what kind of circumstances they met. Here is her comment:
Comment, Version 1
"I'm sure any girl would feel lucky to meet you."
This is certainly true, as her son is quite handsome and a pretty nice kid, too.
Comment, Version 2
"I'm sure any girl would feel lucky to be approached by someone like you."
I decided to use "be approached" to show that Tamelera assumes her son decided to approach the girl - when in fact she was the one who approached him. I decided to use "someone like you" because Tamelera doesn't want to engage emotionally with the idea of her son meeting a girl. Thus she speaks of him as a member of a group of people (people like him). Given that people in this society are primarily defined on the basis of their social standing, it means that girls like to meet boys who are in a good social position, and implies that Tamelera is trying not to imagine the actual people involved.
Here's another example:
Household Keeper, Version 1
"Yes, sir. She will join you as soon as I have your breakfast ready."
Household Keeper, Version 2
"Oh, yes, sir. Join you she will indeed, as soon as I've your breakfast ready."
In this case, the Household Keeper's voice was turning out to be too similar to that of another servant, also in the room at the time. Since he's a recurring character who will be seen more closely in other chapters, I decided to give him a different speech rhythm. This differentiates his speech from that of the other servant, and it also helps me give a sense of the scope of my world, because he sounds like he has a dialect (and later when it's relevant I'll mention that he's from a provincial city).
And one final example:
Surface, Version 1
"Let me tell you about the surface."
Surface, Version 2
"Do you remember what I told you about the surface?"
This sentence is one character bringing up a topic that she's about to discuss with someone else. As you can see, the dialogue will turn out differently depending on whether the characters have met before, and whether they have spoken previously about a particular topic. I realized that the way I phrased this topic opener needed to reflect these characters' shared history - and that it could thereby help me handle backstory. Anyone who sees version two will immediately know that these two people have discussed the surface before, which gives me the opportunity to say a few words about what the content of that communication was. The advantage for me in my revision was that if I hadn't placed their previous conversation as backstory, then their current conversation would have had a lot of ground to cover before I could get to what they really needed to discuss. So not only did the dialogue sound more natural, but this segment of the conversation become significantly shorter and less clunky.
To summarize, dialogue can help you reveal:
- character attitudes (Tamelera example)
- character intent (Recited message example)
- character assumptions and social expectations (Comment example)
- character differentiation, background and world characteristics (Keeper example)
- character backstory and personal history (Surface example)
It's something to think about.
Wednesday, June 2, 2010
Is it "said David" or "David said"?
For a long time, I never realized this was an issue that anyone worried about. Then I started hearing about it on forums, and then I started noticing funny patterns in other places, like books.
People worry about whether their dialog tags should read like this:
"Xxxxxx," said David.
Or like this:
"Xxxxxx," David said.
First, a simple declaration: both are correct.
For those of you who may have doubts, I'll refer you to earlier English where "quoth he" was very common. English is a very flexible language, and the two variants are just that - totally acceptable variants.
That said, I have a very strong instinct about when to use one of these and when to use the other. For me, either makes sense, but there are times when one or the other is definitely more appropriate. I just figured out this afternoon - for the first time on a conscious level - why I choose one or the other.
The answer is: meter.
Many authors manage meter subconsciously and it never becomes part of their conscious concern. This is totally okay, but for those who wish to control it a bit more consciously, I have a couple of posts about it:
Some thoughts on meter
Banjo Patterson and meter
Many Voices (often at least partly distinguished by meter)
Today what brought me my epiphany was one example from my current novel. I was writing along and I came to this:
"Petr," Tagret said.
No problem, right? But we were in a situation where Tagret was trying to get Petr's attention so that he wouldn't jump into a fight. So I then changed it to,
"Petr," Tagret said quickly.
I read it over, and suddenly "Tagret said" jumped out at me as wrong. Here I was trying to have him say something quickly, but it didn't feel quick. I could feel a giant pause right where the quote ended, and it was slowing me down.
"Petr,"
Tagret said quickly.
So I switched it to:
"Petr," said Tagret quickly.
The pause disappeared. When I set out to analyze the source of my impression that there had been a pause, I realized that both "Petr" and "Tagret" have the same metrical shape: the trochaic foot, "Xx", where the large X is a stressed syllable and the small x is an unstressed syllable. The version that had "Tagret said" therefore had a break between metric feet that corresponded with the end of the quote, and that gives the impression of a pause. The version with "said Tagret" creates a dactyllic foot with three syllables "Xxx" which falls across the division between the quote and the dialogue tag, thereby pulling readers more quickly toward the end of the sentence.
I suppose that means if you have someone speak in a halting or hesitant way, you might serve yourself better by choosing a metrical pattern that reinforces breaks of this nature.
Anyway, that's my attempt at giving indecisive folks out there (said Joe? Joe said?) a reasoned way to decide which tag to choose in context.
People worry about whether their dialog tags should read like this:
"Xxxxxx," said David.
Or like this:
"Xxxxxx," David said.
First, a simple declaration: both are correct.
For those of you who may have doubts, I'll refer you to earlier English where "quoth he" was very common. English is a very flexible language, and the two variants are just that - totally acceptable variants.
That said, I have a very strong instinct about when to use one of these and when to use the other. For me, either makes sense, but there are times when one or the other is definitely more appropriate. I just figured out this afternoon - for the first time on a conscious level - why I choose one or the other.
The answer is: meter.
Many authors manage meter subconsciously and it never becomes part of their conscious concern. This is totally okay, but for those who wish to control it a bit more consciously, I have a couple of posts about it:
Some thoughts on meter
Banjo Patterson and meter
Many Voices (often at least partly distinguished by meter)
Today what brought me my epiphany was one example from my current novel. I was writing along and I came to this:
"Petr," Tagret said.
No problem, right? But we were in a situation where Tagret was trying to get Petr's attention so that he wouldn't jump into a fight. So I then changed it to,
"Petr," Tagret said quickly.
I read it over, and suddenly "Tagret said" jumped out at me as wrong. Here I was trying to have him say something quickly, but it didn't feel quick. I could feel a giant pause right where the quote ended, and it was slowing me down.
"Petr,"
Tagret said quickly.
So I switched it to:
"Petr," said Tagret quickly.
The pause disappeared. When I set out to analyze the source of my impression that there had been a pause, I realized that both "Petr" and "Tagret" have the same metrical shape: the trochaic foot, "Xx", where the large X is a stressed syllable and the small x is an unstressed syllable. The version that had "Tagret said" therefore had a break between metric feet that corresponded with the end of the quote, and that gives the impression of a pause. The version with "said Tagret" creates a dactyllic foot with three syllables "Xxx" which falls across the division between the quote and the dialogue tag, thereby pulling readers more quickly toward the end of the sentence.
I suppose that means if you have someone speak in a halting or hesitant way, you might serve yourself better by choosing a metrical pattern that reinforces breaks of this nature.
Anyway, that's my attempt at giving indecisive folks out there (said Joe? Joe said?) a reasoned way to decide which tag to choose in context.
Monday, April 26, 2010
Dialogue that Matters
What is your dialogue doing?
Dialogue has the power to make a scene feel more active, alive and real. It typically is perceived as fast-paced in comparison with description. It can create character, world, and drive for a story - or it can sound flat and authorial. Here are some of my thoughts on what features make for effective dialogue.
1. Keep dialogue unambiguous and dialogue tags unobtrusive.
By unambiguous I mean that I always try to make sure it's clear who is talking. I've read books, some by quite well known authors, where characters get into disputes and there will be a sequence of five or six lines in which it's just an exchange of dialogue with no tags at all. Now, you can rely quite a bit on the reader's turn-taking instinct. The default assumption in a two-person exchange will be that the two alternate in an orderly fashion. However, in a lengthy exchange it can be easy to lose track of who is saying what. Keeping voices distinct can go a long way toward disambiguating this (I'll come back to this), but judicious use of "said Eris" or "Eris said" is more effective and practically invisible. Another way to disambiguate is to include some internalization from the point of view character. Including internalization is also a great way to show when the pov character isn't telling the truth, without using an obvious tag like "he lied."
I've seen a lot on the internet on the topic of dialogue tags. The general consensus is that one should not use lots of adverbs like "he said angrily" nor should one use lots of fancy words for how to speak "she yelled/thundered/etc." and especially not in combination "he yelled angrily." I think this rule has to do with the fact that dialogue tags stand on their own in the midst of a stream of dialogue, often without the support of surrounding description, and adverbs and tags with special content (not to mention redundant content!) distract from what people are saying. "Said" is relatively invisible, so long as it's not used for every turn. Janice Hardy had a great post on dialogue a few days ago; if you're interested, it's here. I agree with her that it's important to vary the rhythm of the tagging techniques so they don't stand out.
2. Keep characters distinct.
This operates on several levels. The voice of each character should be distinct; people use different styles of speech, sometimes different dialects or even different languages. Their speech will have different rhythms. Each person should speak out of his or her own motives. In addition to this, keep in mind that any two people will not talk about things in the same way. Each one will bring a worldview to his or her contribution.
3. Make sure people speak for their own purposes.
Especially when you're worldbuilding, or working with a complicated plot, it's tempting to turn to dialogue to get information across. This is actually okay, so long as the dialogue also functions and makes sense for the characters. I've often mentioned avoiding "As you know, Bob" dialogue in which people tell one another things they already know just for the purposes of exposition.
However. Even if you're being indirect and slipping the key information into the dialogue, it's vital to ask yourself two fundamental questions: a. Why would these people talk? b. Why would they talk about this? If you can't answer these questions, then whatever your characters say will fall flat. In real situations, people don't talk without motivation. And even if they talk vacuously, it will be for a reason - because they're nervous, for example. It's perfectly okay for dialogue to serve the author's purposes, but it has to serve the character's purpose first.
4. Be aware of all the many things that dialogue can convey.
Once you've gotten in touch with what messages your character wants to deliver and why, think about all the subtler messages that can be conveyed in the way they say what they say. Emotional states. Social status information. Worldbuilding information. Very often these things don't need to be out-and-out explained in the dialogue, only hinted at (hidden in plain sight).
I find it so exciting when I write a line of dialogue, and I can not only feel the purpose in it, but sense the depth of character motivation and world behind it. I hope you get to experience this too.
Dialogue has the power to make a scene feel more active, alive and real. It typically is perceived as fast-paced in comparison with description. It can create character, world, and drive for a story - or it can sound flat and authorial. Here are some of my thoughts on what features make for effective dialogue.
1. Keep dialogue unambiguous and dialogue tags unobtrusive.
By unambiguous I mean that I always try to make sure it's clear who is talking. I've read books, some by quite well known authors, where characters get into disputes and there will be a sequence of five or six lines in which it's just an exchange of dialogue with no tags at all. Now, you can rely quite a bit on the reader's turn-taking instinct. The default assumption in a two-person exchange will be that the two alternate in an orderly fashion. However, in a lengthy exchange it can be easy to lose track of who is saying what. Keeping voices distinct can go a long way toward disambiguating this (I'll come back to this), but judicious use of "said Eris" or "Eris said" is more effective and practically invisible. Another way to disambiguate is to include some internalization from the point of view character. Including internalization is also a great way to show when the pov character isn't telling the truth, without using an obvious tag like "he lied."
I've seen a lot on the internet on the topic of dialogue tags. The general consensus is that one should not use lots of adverbs like "he said angrily" nor should one use lots of fancy words for how to speak "she yelled/thundered/etc." and especially not in combination "he yelled angrily." I think this rule has to do with the fact that dialogue tags stand on their own in the midst of a stream of dialogue, often without the support of surrounding description, and adverbs and tags with special content (not to mention redundant content!) distract from what people are saying. "Said" is relatively invisible, so long as it's not used for every turn. Janice Hardy had a great post on dialogue a few days ago; if you're interested, it's here. I agree with her that it's important to vary the rhythm of the tagging techniques so they don't stand out.
2. Keep characters distinct.
This operates on several levels. The voice of each character should be distinct; people use different styles of speech, sometimes different dialects or even different languages. Their speech will have different rhythms. Each person should speak out of his or her own motives. In addition to this, keep in mind that any two people will not talk about things in the same way. Each one will bring a worldview to his or her contribution.
3. Make sure people speak for their own purposes.
Especially when you're worldbuilding, or working with a complicated plot, it's tempting to turn to dialogue to get information across. This is actually okay, so long as the dialogue also functions and makes sense for the characters. I've often mentioned avoiding "As you know, Bob" dialogue in which people tell one another things they already know just for the purposes of exposition.
However. Even if you're being indirect and slipping the key information into the dialogue, it's vital to ask yourself two fundamental questions: a. Why would these people talk? b. Why would they talk about this? If you can't answer these questions, then whatever your characters say will fall flat. In real situations, people don't talk without motivation. And even if they talk vacuously, it will be for a reason - because they're nervous, for example. It's perfectly okay for dialogue to serve the author's purposes, but it has to serve the character's purpose first.
4. Be aware of all the many things that dialogue can convey.
Once you've gotten in touch with what messages your character wants to deliver and why, think about all the subtler messages that can be conveyed in the way they say what they say. Emotional states. Social status information. Worldbuilding information. Very often these things don't need to be out-and-out explained in the dialogue, only hinted at (hidden in plain sight).
I find it so exciting when I write a line of dialogue, and I can not only feel the purpose in it, but sense the depth of character motivation and world behind it. I hope you get to experience this too.
About:
character,
dialogue,
infodumping,
writing
Wednesday, July 1, 2009
Layers of Complexity - Revisions
My friend Janice has a great recent post about keeping up with the fundamentals of writing even after you feel confident that you know them. It's here, and she directs her readers to an interesting post on dialogue by Sara Crowe, here.
One of the things I take away from this is that what we as writers create is larger than our own conscious ability to grapple with it. Thus, even when we "know" a lot of things, it's not possible to hold them all in our minds at once, and it's good to go back later and look consciously at the hints our subconscious has tried to leave behind.
My novel, now in final revisions, has been a real challenge on this score. It's got layers upon layers - so many that I suspect most readers won't even notice a lot of them on the first read-through. I discovered when I first started describing the content of Through This Gate to people that when I gave them the kernel of the story - the query paragraph, really - they had no trouble grasping it. But when I talked about some of the different things I had put into executing the story, they mistakenly guessed it would be difficult to read.
My critiquers tell me it's not difficult to read. Thank goodness.
But this post is intended to be more about writing than about reading. When you're putting together a draft, the most challenging parts of drafting can take a lot of your attention, siphoning it away from other aspects of the manuscript. There's nothing wrong with this. It's totally appropriate.
For example, I have a character who speaks in verse. I can't just write his dialogue all at once. I have to understand the content first, then try to hash out the verse, then go back on a third pass and make sure the verse isn't clunky and the content is appropriately conveyed with all the nuances it needs. On the first pass, I have enough bandwidth to think about the progress of the scene as a whole, the tension etc. required to keep the scene moving forward. On the second pass, I'm not paying attention to the scene at all, but merely trying to get the meter right. On the third pass I'm trying to take the metrical side and the whole-purpose side of things and make sure they match correctly: the verse doesn't distract from the content, nor does the content destroy the verse.
The other thing I've noticed with these revisions is even quite late in the revisions, I keep making tiny error-catches. Spots where I've been so concentrated on the language, and the drive of the story, that I've lost sight of things like the direction from which the sun is supposed to be coming, or what outfit the protagonist is wearing right now and the fact that if she gets turned upside down, yes, her skirt is going to flip up over her head.
My friend Janice also did a post on copy editors, and why we should treasure them. Well, this is one of the reasons. They are trained to tease apart the levels of a story and catch things on all of them - hooray for them!
But in the meantime, we as writers have to keep track as best we can.
It's easy sometimes for me to get demoralized while drafting, thinking about all the revisions I still have ahead of me. But then when I get to them, I generally find I love finding the extra layers of significance. It's perhaps a bit like aging wine; it gains so much complexity and quality with a bit of extra time. Some of my friends and I also like to use the sculpting metaphor, where you take away layers of stone to get to the statue inside. With each level I reach, I discover that being there gives me more insight into the next level.
I try to forgive my conscious brain for not being preternaturally able to capture everything. And I try to trust my subconscious to point things out for me. Then on the second revision, the third or the fourth, I pick up each hint it's left for me. That part is the Easter egg hunt - and I love chocolate.
One of the things I take away from this is that what we as writers create is larger than our own conscious ability to grapple with it. Thus, even when we "know" a lot of things, it's not possible to hold them all in our minds at once, and it's good to go back later and look consciously at the hints our subconscious has tried to leave behind.
My novel, now in final revisions, has been a real challenge on this score. It's got layers upon layers - so many that I suspect most readers won't even notice a lot of them on the first read-through. I discovered when I first started describing the content of Through This Gate to people that when I gave them the kernel of the story - the query paragraph, really - they had no trouble grasping it. But when I talked about some of the different things I had put into executing the story, they mistakenly guessed it would be difficult to read.
My critiquers tell me it's not difficult to read. Thank goodness.
But this post is intended to be more about writing than about reading. When you're putting together a draft, the most challenging parts of drafting can take a lot of your attention, siphoning it away from other aspects of the manuscript. There's nothing wrong with this. It's totally appropriate.
For example, I have a character who speaks in verse. I can't just write his dialogue all at once. I have to understand the content first, then try to hash out the verse, then go back on a third pass and make sure the verse isn't clunky and the content is appropriately conveyed with all the nuances it needs. On the first pass, I have enough bandwidth to think about the progress of the scene as a whole, the tension etc. required to keep the scene moving forward. On the second pass, I'm not paying attention to the scene at all, but merely trying to get the meter right. On the third pass I'm trying to take the metrical side and the whole-purpose side of things and make sure they match correctly: the verse doesn't distract from the content, nor does the content destroy the verse.
The other thing I've noticed with these revisions is even quite late in the revisions, I keep making tiny error-catches. Spots where I've been so concentrated on the language, and the drive of the story, that I've lost sight of things like the direction from which the sun is supposed to be coming, or what outfit the protagonist is wearing right now and the fact that if she gets turned upside down, yes, her skirt is going to flip up over her head.
My friend Janice also did a post on copy editors, and why we should treasure them. Well, this is one of the reasons. They are trained to tease apart the levels of a story and catch things on all of them - hooray for them!
But in the meantime, we as writers have to keep track as best we can.
It's easy sometimes for me to get demoralized while drafting, thinking about all the revisions I still have ahead of me. But then when I get to them, I generally find I love finding the extra layers of significance. It's perhaps a bit like aging wine; it gains so much complexity and quality with a bit of extra time. Some of my friends and I also like to use the sculpting metaphor, where you take away layers of stone to get to the statue inside. With each level I reach, I discover that being there gives me more insight into the next level.
I try to forgive my conscious brain for not being preternaturally able to capture everything. And I try to trust my subconscious to point things out for me. Then on the second revision, the third or the fourth, I pick up each hint it's left for me. That part is the Easter egg hunt - and I love chocolate.
Thursday, December 4, 2008
Some thoughts on Meter
I'm talking about poetic meter. You know, what we learned when we learned Shakespeare, mostly iambic pentameter, but also spondaic tetrameter or trochaic hexameter or any of those other bizarrely named things.
Here's a brief review of a few terms, with examples.
foot: a set of grouped syllables that form the most basic unit of a metrical pattern.
iamb: a foot with one weak syllable followed by one strong syllable. x X "She comes."= 1 iamb
trochee: a foot with one strong syllable followed by one weak syllable. X x "Hit her." = 1 trochee
spondee: a foot with two stressed syllables. X X "Bob Smith" = 1 spondee
anapest: a foot with two weak syllables followed by one strong one. x x X "He has gone to the edge of the road."= 3 anapests
dactyl: a foot with one strong syllable followed by two weak ones. X x x "Gone are the days of the foresters."= 3 dactyls
Meter is not just for poetry and Shakespearean plays.
Whether in poetry or prose, meter is all about flow - the feel of the language as it streams by. I read a discussion on the Absolute Write forum recently which concerned the difference between "on" and "upon" and which should be used in a particular context. My own sense came far more from an instinctive desire to align the meter of the sentence in question than from a general preference for "upon" versus "on."
It is often said that the natural meter of English is iambic. This is because we generally like our sentences to have an alternating pattern of strong and weak syllables. I have a character I'm working on who speaks entirely in iambic pentameter, and while he does sound archaic at times, my goal is not to have any of his lines come across as ta-TUM-tee-UM-tee-UM-tee-UM-tee-UM. Fortunately, there is some flexibility in the metrical rules which allows for the occasional foot with reversed stress, and the occasional extra syllable.
Here's a random couplet of iambic pentameter (totally unrelated to my novel!) which doesn't sound much like poetry to me:
"In utero, the baby undergoes a lengthy process of uneven growth."
By altering this natural rhythm, you can achieve effects that act a lot like onomatopoeia. In action and situations of stress you can use strong syllables to break flow intentionally: a few trochees and spondees can go a long way. This is one of the things that can help you create the effect of a regional accent, for example, without requiring extensive alterations of spelling.
When I'm looking for a voice for an alien, I make sure to consider the meter of his or her speech, even if I don't use that meter strictly in the alien viewpoint. The gecko-girl Allayo (Let the Word Take Me) spoke in an unmeasured meter that I based on the intonation of sacred readings, because that fit well with the fact that she considered her language to be sacred. When I thought about designing a wolf alien, I tried to use anapests to influence the dialogue so that the speech would come across in a loping rhythm.
All right, that's enough for now. I'll let you go have fun with it.
Here's a brief review of a few terms, with examples.
foot: a set of grouped syllables that form the most basic unit of a metrical pattern.
iamb: a foot with one weak syllable followed by one strong syllable. x X "She comes."= 1 iamb
trochee: a foot with one strong syllable followed by one weak syllable. X x "Hit her." = 1 trochee
spondee: a foot with two stressed syllables. X X "Bob Smith" = 1 spondee
anapest: a foot with two weak syllables followed by one strong one. x x X "He has gone to the edge of the road."= 3 anapests
dactyl: a foot with one strong syllable followed by two weak ones. X x x "Gone are the days of the foresters."= 3 dactyls
Meter is not just for poetry and Shakespearean plays.
Whether in poetry or prose, meter is all about flow - the feel of the language as it streams by. I read a discussion on the Absolute Write forum recently which concerned the difference between "on" and "upon" and which should be used in a particular context. My own sense came far more from an instinctive desire to align the meter of the sentence in question than from a general preference for "upon" versus "on."
It is often said that the natural meter of English is iambic. This is because we generally like our sentences to have an alternating pattern of strong and weak syllables. I have a character I'm working on who speaks entirely in iambic pentameter, and while he does sound archaic at times, my goal is not to have any of his lines come across as ta-TUM-tee-UM-tee-UM-tee-UM-tee-UM. Fortunately, there is some flexibility in the metrical rules which allows for the occasional foot with reversed stress, and the occasional extra syllable.
Here's a random couplet of iambic pentameter (totally unrelated to my novel!) which doesn't sound much like poetry to me:
"In utero, the baby undergoes a lengthy process of uneven growth."
By altering this natural rhythm, you can achieve effects that act a lot like onomatopoeia. In action and situations of stress you can use strong syllables to break flow intentionally: a few trochees and spondees can go a long way. This is one of the things that can help you create the effect of a regional accent, for example, without requiring extensive alterations of spelling.
When I'm looking for a voice for an alien, I make sure to consider the meter of his or her speech, even if I don't use that meter strictly in the alien viewpoint. The gecko-girl Allayo (Let the Word Take Me) spoke in an unmeasured meter that I based on the intonation of sacred readings, because that fit well with the fact that she considered her language to be sacred. When I thought about designing a wolf alien, I tried to use anapests to influence the dialogue so that the speech would come across in a loping rhythm.
All right, that's enough for now. I'll let you go have fun with it.
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