Showing posts with label Steampunk writing advice - research. Show all posts
Showing posts with label Steampunk writing advice - research. Show all posts

Tuesday, 21 April 2009

Suspension of Disbelief vs Research and Realism

Suspension of Disbelief

When a reader picks up a work of fiction, he or she will suspend his disbelief. He will happily believe whatever the story require he believe, whether this is faster than light space travel, alternative histories, the existence of dinosaurs in the modern age, etc.

But this suspension of disbelief comes at a price.

Breaking the Suspension of Disbelief

A reader can only suspend his or her disbelief so far. Eventually this suspension will lead to the disbelief breaking. Break the disbelief too hard, or too often, and it will shatter. A reader whose disbelief has been shattered will put your book or story down, and will not pick it back up. They often won't read anything else you write, either.

Keeping the Disbelief

So, obviously, you have to suspend the disbelief, but not break it. Right, great, fair enough. What we need to be aware of when writing is what breaks a reader's SofD.
  1. Badly researched facts
  2. Laws of physics/nature etc broken
  3. Rules of storytelling broken

Number One

Badly researched facts (or unresearched facts) will pull a reader out of the story. The only way to combat this is to research, research, research. The old adage to "write what you know" should really be "know what you write." You can bet your backside that at least one of your readers knows.

I know a lot of people on the net who have read my work. One knows a lot about horses and has rode cross-country. One knows a lot about space, and works with satellites. I believe she has a degree in astrophysics. One knows a lot about computers and the internet. If I'm going to write in any of those subjects I had better have my facts right.

But then there are people on the internet, probably reading this right now, and I have no idea who they are, what they do, or what they know. Everything I write (everything you write) has to be researched.

This is the Rule of Research.

Number Two

Laws of physics and nature are the laws of the world you write about. If these laws include magic, that's fine. If they include life after death in the form of ghosts or whatever, cool. But stay consistent.

Consistency is the essence of number two. This is the Rule of Realism.

Number Three

The Rules of storytelling involve staying in character, staying in POV, not using deus ex machina or plot devices, and various add-ons.

This is a tricky one. Some of these rules can be broken, but the key to breaking these is knowing that you are doing it. If you know the rules, then you can learn how to break them.

In Summary

Readers will suspend their disbelief whilst you write about magic talking yoyos, if that's what turns your fancy, but get your facts right, be consistent in your world's logic, and in the story's logic, and your readers will keep reading.

NB: This is assuming you have a grasp of grammar, can spell, and can write a good story.

Saturday, 4 April 2009

Making gunfights more exciting - Part Three - Gun Battles

The staple of so many action movies, the lone hero against a crowd of bad guys. Here we can see the archetypical one, Bruce Willis' John McClane in Die Hard.
But can such massive gunfights work on paper as well as on screen? Yes, and no.
Here are some tips to help make the most of your pitched battle.




1) A Book is Not a Movie

In a movie, you can see everything that is on the set. If there is no couch in the office, and then halfway through the scene there is a couch, it wrecks the whole film. http://www.moviemistakes.com/best_continuity.php Well, maybe not the whole film, but it certainly doesn't go unnoticed.

In a book you have a similar effect. Essentially, you can't add anything into the background during a fight scene. You can't have a gun battle in a warehouse and, halfway through the scene, suddenly announce the baddies are hiding behind barrels, and then at the end make the barrels explosive.
The audience can't see the location - they know only what you tell them. You need to tell them before (or, if that isn't possible, as soon as) the fight begins.



2) Give the Baddies More Firepower
Ever noticed how, in movies and computer games, the hero usually has a handgun, and the baddies have surface-to-air rocket launchers and so on. You can build tension by having the hero outgunned as well as outnumbered.




In computer games, when the hero does finally start getting to the big weapons, like surface-to-air missiles and so on, his enemies usually start getting bigger and scarier, too, like in Metal Gear...



3) Let the Hero Get Injured/ Allies killed

Okay, no one expects the Hero to die, not really, and that is fair enough.

But you can raise the tension in a scene by letting him get injured, or killing off his allies.

Right now, that's all on gunfights.
Still to come: the Quick Draw.

Monday, 30 March 2009

Making gunfights more exciting - Part Two - Snipers

The Sniper Scenario


For this example I will be using the idea of a man lying prone on a hill watching the baddies loading a train with stuff. The head bad guy has our hero's girlfriend, and is pointing a gun at her head.

How do we build the tension here?


The Art of Crafting Sentences

Okay, there are ways to make sentences read slow or fast, and fast sentences are better for action scenes. But in a sniper scene I recommend going slow – the period before the shot should be a time of calm, of concentration, of reflection. Supposedly, the best sniper's shoot between heartbeats – certainly, I learned to shoot halfway through a breath. The character must be calm, and so should the reader.


The Calm Sentence

The calm sentence is a soft sentence. It has words of medium length, maybe a few long words. These sentences are between seven and fifteen words in length, usually. Yes, the length can be measured that exactly. Exceptions happen, so don't force the length. The most important thing is that the sentences be organic.

The sentences above are 7-11-11-8-7-10 words long. See, it can be done.

Some of the above sentences aren't soft – for instance “Exceptions happen, so don't force the length” is a hard sentence, mainly because “Don't” is a hard word.

One more thing, go easy on the punctuation. Very simple sentences.

So, medium length soft sentences are calming, are they?

The rifle in his hands was heavy, heavier than a weapon should be. It wasn't just the weight of the metal. There was another weight upon him, one he couldn't see or hear or touch or feel. The gun was heavy with guilt.

13-8-16-6.

Yes, the second last sentence is a word two long, the last one a word too short. Remember, the most important thing is that they flow organically. The last sentence isn't a soft sentence at all – both gun and guilt are hard words, and I deliberately didn't refer to the rifle as a gun until this point. Using a hard sentence at the end of a soft paragraph can be an effective counter point. I think of it like casting an anchor.

So, in our sniper scenario we are using soft words, medium length sentences, lightly punctuated. In other words, calming sentences.

Until he pulls the trigger – then we have our action sentences. The pace speeds up, everything happens at the same time. Sentences are short, snappy. If you can get them down to just a noun and verb, do it.

He spat.

She died.

These are good sentences. Cut out all extraneous words. Cut out all punctuation except fullstops. Please, please do not use exclamation marks! Keep them for dialogue! And only if you must!
I recommend going light even on the description, though some may be required.

He took a deep breath, blew half of it all and held the rest. His heartbeat was slow, steady. He was as calm as he was going to be. Donald was in his sights. Bryan found his inner peace, and pulled the trigger.

He saw blood spray from Donald's head. He heard the thunder-loud gunshot right inside his ear. It nearly drove him deaf. All he could hear was ringing. He focused through the sights. The enemy were in a panic, running for cover. He could have picked them off, one by one. He didn't. Let them panic for now. Let them feel the fear his family and friends had felt, before they were butchered. First would come the fear. Then the relief, the belief they were safe. Then he would strike again.

The pace of the sentences in the second paragraph is much faster than the ones in the first. The most notable way to test this is to read it out loud. Reading it out loud is a skill with more in common with acting than reading – a lot of people aren't very good at it. Provided you follow the natural rhythm of the piece, pausing where there's punctuation, it isn't too hard. I might do a post on reading out loud at some point.

But back to sniping.

Okay, the old adage about writing what you know holds true here. Don't take that as licence to shoot someone, though, would you not? I see it as meaning “if you don't know, don't make it up,” because you can guarantee your readers will know. And then you'll look like an ass.

So, what are important factors to consider when sniping?
  • Wind
  • crowd
  • angle
  • number of obstacles between yourself and the target
  • noise levels
  • the temperaure of the surroudings (target may appear further up or down than it actually is if temperature is not considered)
  • gravity (the bullet will fall the further it travels)
  • your current position. High or low? Prone, crouched, or standing (not recommended)?
  • Elevation in mean sea level
  • Range
  • day or night
  • weather
  • the condition of your gun

Work some of these into your piece (too many and it will be over-crowded, like saying “Look at me! I did research. See my research.”

I recommend three.

Next we'll do gun battles.

Making gunfights more exciting - Part One

This post might got long. I've had to split it.

Have you ever read a fantasy novel with a five or ten page sword fight? Or a superhero novel with a chapter long punch up. These things can be exciting (sure, not when they are a list of blows, but when done right).

Guns are fast weapons. Gunfights tend to be over quite quickly. You can lose a lot of the excitement you are trying to build because the scene ends early. Don't worry, there are ways to keep the story exciting.


1) Variety

Vary the types of gun battles you have. In one scene you might have a character trying to take a sniper shot with a rifle, knowing he'll only get time to fire one shot or the villain will kill someone important to him. In another, your character might be hiding behind cover, fighting several opponents at once. In a third scene, there might be no cover, just one of those Old West style Draws. Each of these scenes have their own way of building tensions, their own style of writing.


2) Get inside your character's head

The best tension comes from being inside your character's head. Let his tensions become the readers. Give them insight into his fears, worries, hopes and dreams. Okay, your MC is the fastest draw in the West. That's boring, though. Where is the excitement when no one can defeat him?

Of course, you don't want him to be defeated, so how can you build the tension? Mentally. Perhaps the character has given up on violence, but is drawn into it again. Now here he stands, in a Draw, about to kill someone. He knows he can, he has before, and he knows he is fast enough... but will he be able to live with himself afterwards? Maybe it would be better just to die.


3) Go omniscient

In 3rd person omniscient POV you can drift from one spectator to the next. What does the whore, the banker, the sheriff, the barman think of the upcoming Draw? That is best done in a Draw situation.

Tuesday, 24 March 2009

Putting the Steam into Steampunk

Okay. You’ve thought of a great idea, and you’ve plotted it out. Your characters kick ass, too, but…

How to make it steamy when you don’t understand steam engines and so on.
Well, here’s a few tips.


1)Research, research, research.A simple google search for how steam engines work returned 3,460,000 results. You don’t need to read them all, thank God, but wikipedia, and How Stuff Works are great starting points, of course.

2)Ground it in realityObviously, 100 feet tall steam powered robots didn’t terrorise London in the 1880s, but if you want them to in your novel, you have to ground everything else in reality. That means paying attention to how characters speak, interact, dress, etc. Don’t forget the place religion and etiquette had in society.

3)Don’t make your POV character a steam engine expertIf you came across the steam engine in real life, and the police later asked you for a description, would you say… it was a Trevithick engine, but not like any I had ever seen… this one clearly had two vacuum pumps and two hotwells and several other multiplied areas, and, clearly, a ramming stoker, which was a surprise. Or would you say… it was a great big, moving metal machine, parts rising and falling, clunking and clanging, whilst other parts spinned with a whirring noise, and a constant fountain of steam rose from it. Make the POV character an expert, and you have to know what you’re talking about.

Well, that’s enough to get you started.