Showing posts with label indie pub. Show all posts
Showing posts with label indie pub. Show all posts

Monday, January 7, 2013

Show Versus Tell Part 1





Show vs Tell

Part 1: Show


The comments: "This feels unbelievable." Or "This part is eye-gougingly boring and distant." Or "I can't empathize."

What they mean: You might need to show, not tell something. 

You may have run across the phrase "Show, don't tell" or some variant. And you may have Googled it and found countless sites on why you need to do this. The reason can be boiled down to:  

Show helps your reader feel it. Tell helps your reader know it. 

Both have their places in your story. This is why I prefer the phrase "Show versus Tell," which validates both aspects, to "Show, don't tell," which implies telling is bad. 


In my experience tutoring and Beta-ing, the most confusing part of all this is how to tell whether an instance is showing or telling. To see the difference, I find it's easiest to turn a Tell into Show. 
 

Quick Fix: Find phrases that make a blanket statement about a person or place. Ask yourself (or your POV character): How do you know?

Then insert details into the answer. (Recall my Details post? Remember to make details specific and unique to your character/world.)

Let's slip into our serious pants. 

Awfully generic example: 

Jack was angry.

Ask yourself (or POV character): "How do you know?"

Because he hit the wall angrily. 

That's better. Omit (leave out) the highlighted part and you have a sentence that's a little more show, a little less tell. You can do better, though, because you can still ask: How do you know he hit the wall angrily?

Because he made his hand into a fist and punched the wall, leaving a dent in the plaster.

Much better. Can you still ask "How do you know he made his hand into a fist…?" No, this is already your narrator's or POV character's direct observation. Once you get the answer that starts with: "Because that's what he/she saw/observed," you've found your "showing" imagery. 

Now, omit the highlighted part and clean up that "no duh" phrase.

He made his hand into a fist and punched the wall, leaving a dent in the plaster. 

Almost there. Make it pop, make your writing stand out, by using details that are specific and unique to your world, your characters, your story. Punching the wall may not be appropriate for the President of the U.S. or for the king of a realm, for a lawyer, for a child, for a priest, for a teen fairy-hunter. Recall my post about Fey Hunter Jack? How would he show anger to his best friend, Priya?

Jack flung his transistor at the wall. It cracked the plaster but landed unharmed. He yanked the soda can rifle out of her grasp and slammed its butt against the transistor's blinking face, over and over, until the screen cracked and splattered black diodes onto his new green loafers.

Let's do another. 

Ben loved Linda.

Bam! That's about as telly as you can get. Ask: How do you know he loved her? 

Because he always did things for her, even though she never asked him to do that stuff. 

Yes, but how do you know? Give me proof!

Because he always gets up early, takes her car to the gas station, and fills it up on days she has to drive from San Francisco to Newport Beach.

Great. Omit the highlighted part and you have a decent showing instance. But this seems like a pretty big deal if you're mentioning this example and not another. Put me in the scene by using specific and unique details.

The voicemail icon was blinking on Linda's phone: a new message from Ben. She listened to it as she waited for the windshield to clear.

"Hey," said Ben. "Sorry I wasn't there when you left this morning. Got called in. I filled up your tank, though, ok? And checked your oil. You're gonna need an oil change soon. Maybe when you get back. Or if you have time in Newport, all right? And make sure you stop if you're tired. Before the Grapevine. There's some places you can stop that don't cost much. But past the Grapevine, you keep driving if you can. Those places don't look so good, all right? If you can make it for another half hour or so – if there's no traffic – you drive all the way to your grandma's ok?...Bye." 

We added a lot more words and omitted the word "love," but we've trickled in some key information to build their relationship to the world they live in, and to each other. 

What does that voicemail say about Ben? Notice how he keeps saying "ok?" and "all right?" And how he phrases things like "don't cost much" and "don't look so good"? What does that imply about his personality, his level of education? What does the word "your" before "grandma" imply about his relationship with Linda and her family? 

How would a teenager react to such a voicemail? How would an adult?

And what does your reaction to this voicemail say about you? 

Showing makes scenes emotionally interactive, which keeps a reader engaged and turning the page.


Let's do one more, narrative description, which is often a wasted opportunity to reveal themes and conflict. 

Vanessa's room was very neat and organized.

How do you know? 

Because the bed was made, the desk was free of clutter, paired shoes were arranged on shelves, and all clothes were hung in the closet. 

Can you still ask "How do you know?"
 
No, this is already direct observation. We can omit that highlighted part and use the sentence to show how neat the room is and it would be just fine. Should we settle for "just fine" though? (Correct answer is no. Also, it's a very passive sentence.) 

Let's improve it. Focus on one or two elements that can represent the entire room and add the specific and unique details we talked about. Show me more about whose room this is. 

I edged around Vanessa's bed, brushing my fingers across a blue sheet stretched so taut and flat across the top, my touch left no indentation. The clothes in her closet were grouped by type, subgrouped by color, further subgrouped by texture so that lowly cottons were segregated from sumptuous silks by insulating inches of merino wool. I tugged on sleeves, examined tags. Brands I'd only read and didn't have the courage to say aloud, afraid of mispronouncing them and revealing I had no place in her world: Marchesa, Burberry, Versace, Lanvin. 

Much better. Note what we've managed to trickle in: 

What type of person would make their bed this way and group clothes in their closet in such a manner? Who would wear these brands? 

We've even managed to inject some tension, some little bits of conflict. We can show how the POV character feels like an outsider in Vanessa's world by showing how the POV character feels this way in the Vanessa's room, a microcosm of the story's world.

"Showing" turns flat statements – "The room was very neat" or "He loved her" – into multifaceted, emotionally interactive scenes. 

Instead of you, the writer, telling the reader what to feel and think, you allow the reader to develop their own conclusions by showing a scene through a character's perspective. It can be thought of as emotion on the page (telling) versus emotion in the reader (showing).

Lastly, check your understanding. Which instances are show, and which are tell?

The battle was difficult. – Can you ask "How do you know?" and get a descriptive response? Yes. This is a Tell instance.

My mother was always strict with us. 

The warlord walked away in shame.

My hands shook as I stared at the bomb. 

"My mother was always strict with us," said Jack.

The journey through the mountains was long and difficult.

Learning how to navigate through star fields was long and difficult.

Next week, we'll look at the importance of Telling.
Happy writing,
J

Coming up:
More Show vs. Tell
Jay Groce
Passive
Characterization
Dialogue Tags
Verbing
Robert Bevan


Monday, December 24, 2012

BRIAN MUMPHREY






BRIAN MUMPHREY

In which I interview a talented artist.

 

All images in this post belong to Brian Mumphrey. Click to embiggen. Trust me, you want to embiggen.


Now that would be a cover that stands out. That's what I thought when I first saw your art. No swords. No half-nude barbarian women (or men). No hooded assassins with a five o'clock shadow. Also, your characters weren't patently Caucasian!

Instead I saw a strong influence of Otherness. The characters you depicted were very real but exaggerated, the way heroes often are in classic literature and comic books.



1. As a writer, I would love to ask you about your childhood and all that jazz, but I have a limit of 1000 words per blog post, so let's get to the important stuff. What kind of books do you like to read and why?

Brian: A lot of the books I read tend to be fiction-based, in any number of settings.  My favorites are science fiction, fantasy, and alternate history but I try to stay versatile in my interests as it fuels my concept work. While I read mainly fiction for entertainment, I probably read a lot more in history and space/science exploration to further increase my ability to create believable environments and characters for my own projects.



2. Name three authors who have changed your (artistic) life ie. how they've influenced you.

Brian:  
       J.R.R. Tolkien (For his work on The Silmarillion. His creation myth for The Hobbit and LOTR were amazing to read and for someone to put so much work into a world they created...)
       Alan Moore (The Watchmen and From Hell were amazing narratives.  Watchmen in particular was great for me to read for the first time because of the character Doctor Manhattan.)
Chuck Palahniuk (Snuff (yeah it's gross, but so good), Pygmy, Fight Club.  Although his subject matter is usually pretty, uh, disturbing?  He has a way with words and descriptions I have always appreciated.)

Now, let's put our serious pants on. (Hands Brian a pair of serious neon green pants.)





3. Do you need to read a writer's completed manuscript? Or can you work with a plot synopsis or character descriptions?
 
Brian: It really depends on what I'm working on for the story, but usually a plot synopsis/character designs are all I need to get started.  As things develop I like to be as informed as possible in order to get the best image for the current goal.  For a front cover, the more the better, as it's always nice to throw subtle hints in with the overall design of the story to come. (J: Badass.)





4. I blog for writers who have already finished a story and might be considering self-publishing on platforms such as Kindle and Amazon. As an artist and reader, what do you look for in a book cover? In other words, what draws your eye to particular books?

Brian: As far as what I look for in a book cover or even when I'm designing one is to go for broad strokes that are visible from a distance, but details that can be appreciated when looked at more closely.  

Sometimes balancing this can be tricky because something that might look good from a distance in a store or as a small thumbnail on a website such as Amazon might fall apart when you go in for a closer look, and vice versa.  A buyer can be attracted to your design when they see it among all the other books in a search option, click on it but then are quickly turned off when they go to view it closer.  

This can reflect badly on the contents of the book and cost you a sale, so it's important for me that the design can read from all distances and sizes.


5. I just looked at some of your recent futuristic squid vacuums and baddie silhouettes. One question: How do I get into your world? Seriously, though, when looking at your work, I feel stories behind them. 

That's how we ended up collaborating on some pieces a while back. You were really easy to approach with changes and you replied promptly to all my questions (like: can you make a symbol that looks like a thing with a pointed thing across it?). What do you look for in a collaboration?

Brian: As far as the worlds and characters I create they're really just fueled by the real world more than anything. One of the most important lessons I learned from creating believable characters and environments is they have to be grounded in a recognizable ideal that most people can digest.  

Making a smoke alien from a planet that supports life of that type might be very real and scientific but there's nothing on this planet that looks like that so people tend to quickly dismiss it as lame. Now, if you take an insect, make him 2 times larger and slightly change anatomy, stance, and mannerisms then it's something that people can relate to.  Then all you have left to do is make it look "cool."  

Openness is the most important thing for me in a collaboration. I need the person I'm working with to be happy with the work, or else I'm not happy with the work. More often than not I'll prefer to do Skype/video chat with a client so I can better judge their approval/disapproval for a design/idea, especially if they don't like what I'm designing or they like it but have such a specific idea in mind they're having a hard time portraying that in a typed email. (I'm never hurt by someone not liking a design. Not every design is right for every story.) With the ability to see the look on the person's face, I can tell if it's something they're truly stoked about or on the fence about or just plain hate. 

6. Do you have to like the story to work with a writer?

Brian:  No but it helps!  But seriously, it's not that I have to "like" the story as much as accept that it's not my project or vision.  To that degree it has just as much credit and validation as anything I would create, but for a different crowd.  Then all you have to really ask yourself is if my designs fit your narrative.  Most people who are writing a romance novel wouldn't approach a designer like me considering 95% of the things I draw have guns or skulls on them.  Or both. 



7. How much do you charge, and what does that price range depend on?

Brian:  What I charge depends on the project and the funds of the person or organization.  A flat rate I usually tell people is $25/hr but that's really steep for a lot of people who are trying to publish on their own and I would never expect that rate from anyone unless they were an actual founded company.  What I charge independent writers and people just starting up would be between me and the client and would depend heavily on what other projects I'm working on as well as how passionate I am about the story.  Which isn't to say I won't work on it if I don't like it, but it helps if I'm not getting paid much (or at all) if I believe in and enjoy the project.

Thanks, Brian. I look forward to seeing more of your art!

I also have a permanent link to his site on the right side of this blog.
 

Happy writing,
J

Coming up: 
Betas
Characterization 
Jay Groce
Dialogue Tags
Passive