Monday, January 20

Narrative Setting: How To Build A World




"You create a story world to express and manifest your characters, especially your hero." John Truby, The Anatomy of Story

John Truby, in The Anatomy of Story, writes: "creating a unique world for the story--and organically connecting it to the characters--is as essential to great storytelling as character, plot, theme, and dialogue."

When I read that passage I knew I couldn't close out my series on narrative setting without talking about how Truby constructs a story world, a narrative setting, one designed specifically for his characters. Truby talks the reader through how to create a story world that characters not only 'hook' into, but which complements the hero's journey and gives it meaning.

Truby writes (and this is something he emphasizes all through "The Anatomy of Story"): just as the interrelations between the characters--especially the protagonist--give meaning to the whole, so it is for settings.

Truby writes: 

"... in good stories, the characters come first, and the writer designs the world to be an infinitely detailed manifestation of those characters."

"The process of translating the story line into a physical story world, which then elicits certain emotions in the audience, is a difficult one. That's because you are really speaking two languages—one of words, the other of images—and matching them exactly over the course of the story."

Here is John Truby's advice for creating a story world rich in meaning:

1. Create The Story Space

1a. Use the story's designing principle to draw the boundaries of your story world.

Begin with the story's designing principle "since this is what holds everything together." The designing principle will tell you where to draw the boundaries, what shape the world should be, what kind of world it should be.

1b. Divide the story world into visual oppositions.

Divide the story world we delineated in step one into "visual oppositions" based on how your characters oppose one another.

2. Three types of setting.

Truby advises us to "detail the world using ... natural settings, artificial spaces, and technology."

3. Connect the story world to the hero's overall development.

When I read this part of Truby's book I knew I had to share this information on my blog. This point is really why I'm doing this post, we're going through steps 1 and 2 because they're prerequisites to get here.

SO. Let's take this one step at a time.

1. Creating The Story Space


1a. Use the story's designing principle to find the boundaries of your story world. 


First, let's quickly discuss the designing principle. This is one of the core concepts of Truby's "The Anatomy of Story" so I'm not going to be able to do it justice here. 

Truby writes:

"The designing principle is what organizes the story as a whole. It is the internal logic of the story, what makes the parts hang together organically so that the story becomes greater than the sum of its parts."

Think of the designing principle as the seed, the idea seed, the nucleus, that a story grows from. Here's one of Truby's examples:

Tootsie:

Designing principle: "Force a male chauvinist to live as a woman."

(Note: Truby also talks about the premise but I'm not going to cover this concept here.)

Finding the boundaries.


What we want to do is develop a one line description of our setting, something that will tie it into the designing principle of our story.

Here's an example from the movie, "Four Weddings and a Funeral":

Designing principle: "A group of friends experiences four Utopias (weddings) and a moment in hell (funeral) as they all look for their right partner in marriage."

Story World: "The Utopian world and rituals of weddings."

John Truby gives many more examples in his book, and I should mention that I'm leaving out an enormous amount of material--the story premise, theme line, and so on.

Anyway, after you write down the designing principle you're equipped to delineate the extent of the story world, to clearly establish its physical boundaries.

Truby writes that the story "arena is the basic space of drama. It is a single, unified place surrounded by some kind of wall. Everything inside the arena is part of the story. Everything outside the arena is not."

Truby goes on to say there are four main ways of creating a story arena that possess enough "variety of place and action" to sustain the events of any story.

i. The Spotted Umbrella


Think of a medieval town surrounded by thick walls. Many inhabitants of the town could have a general overall knowledge of the town and how it's laid out, its various areas, and so on, though a particular individual might spend most of their time in only a few of its many environs.

For example, when I watched the movie "Aliens" I had a general sense of the planet but Ripley only travelled to a few places on its surface. In terms of my analogy, those are the spots within the umbrella.

ii. The Straight Line


This is the basic layout of a journey story.

One of the challenges of writing a cohesive journey story is making all the different areas seem connected. 

What one usually doesn't want is for the reader to feel as though each location is a different story. You want them to feel it's all part of one unified tale.

One way to create "the sense of a single area" is for the terrain the hero travels through to remain fundamentally the same.

For instance, a hero might travel to several different villages located along the same river. Or the hero might travel to several locations in the same desert or country.

Truby gives the movie "Titanic" as an example of a story where the hero travels in a straight line.

iii. The Circle


This approach has much in common with the previous one, with the exception that, at the end, the hero returns home. Truby's example: "The Wizard of Oz."

iv. Fish Out Of Water


The fish out of water story generally utilizes two different worlds.

In one world, the first, the hero is seen to have certain talents (or weaknesses). Then the hero is unceremoniously tossed into a second world--one where the rules are markedly different--and those same talents (or weaknesses) are shown.

Often, whatever the hero did well in one world he will be completely incompetent at in the other. 

Of course, the two worlds aren't necessarily different physical places. Something could happen to so completely alter the social environment of the hero that the change is just as profound as a change of place. For instance, the hero's five older siblings die in a tragic accident and so he goes from completely ignored to being continually doted on.

Truby's examples: "Beverly Hills Cop," "Crocodile Dundee."

Note: Truby writes: "What holds them [the separate locations] together is that the hero uses the same talents in both places ..."

Truby's tip: Don't stay too long in the first area. Truby doesn't like talking about acts, but I'd say, in a three act story, be sure to take the hero into the second world--the special world of the adventure--at the beginning of the second act.

1b. Divide the story world into visual oppositions.


Ask yourself: 

What are the oppositions between my characters? 
What values do they hold?
How do your characters fight each other?
How do their values conflict?

As you ask and answer these questions think about how these oppositions could be symbolized or represented visually.

Truby advises writers to attempt to produce three or four critical, visual, oppositions.

Truby uses the example of "King Kong." The opposition is, in part, between "Carl Denham, and the giant prehistoric beast, Kong. So the main opposition within the story world is the island of New York, the man-made and overly civilized but extremely harsh world where image-maker Denham is "king," versus Skull Island, the extremely harsh state of nature where Kong, master of physical force, is king."

Nice!

2. Three types of setting.


There are three main kinds of settings:

a. Natural settings
b. Man-made settings
c. Tools/Technology

a. Natural settings


i. The ocean.

An ocean has two parts: the surface and the deep, dark, depths.

The surface:

The surface of the ocean gives us a sense of contest, a sense of "a game of life and death played out on the grandest scale."

The deep places: 

- A weightless dream world.
- A terrifying graveyard.

In the deep places sea creatures reach up to grab those on the surface and drag them down to their death in the murky depths.

Also, when I think of the deep places of the ocean, it occurs to me that often bodies of water are used to symbolize the unconscious mind and the creatures/complexes it harbours.

ii. The forest.

The forest is a natural cathedral. "It is the place where contemplative people go and to which lovers sneak away."

The forest is also where children get lost and witches live. There may also be a ghost or two and we wouldn't be surprised to see a hunter stalking his prey.

John Truby talks about many other kinds of natural settings: outer space, jungles, desert and ice, islands, mountains (the mountain vs the plain), plains, rivers, weather. But I'll let you read about those in Truby's excellent book. 

b. Man-made settings


Truby writes that each man-made space "is a physical representation, in microcosm, of the hero and the society in which he lives."

I'm only going to go over one of Truby's examples: the house.

The house.


A house encloses a character and "shapes the growth of the person's mind."

Houses are intimate. They are spaces where your character can express himself without fear of ridicule. 

Question: What might your hero reveal about himself in his house that he wouldn't anywhere else?

The opposites.


Safety vs Adventure

Generally, we think of a house as a place of safety. It's a place for you to relax and take refuge in, it's a place for you to enjoy your friends and family. 

No hostile forces are allowed in. 

In this sense, a house is a place of safety.

BUT if the hero remains always in a safe place he will never grow, never achieve anything. He will stagnate. Truby writes that the trick is to use the house as "the strong foundation from which we go out and take on the world."

"Often in stories, the first step of adventure, the longing for it, happens at the window. A character looks through the eyes of a house ..." looks out at the far hills, at the mountaintop or even the jungle, and dreams of what might be, dreams of adventure.

Truby has many other examples, and he talks about various kinds of houses (the warm house, the terrifying house, the cellar versus the attic). Truly, if you have any questions about setting, developing the opposites, how to hook the characters in your story into the landscape/setting, chapter six of "The Anatomy of Story" is definitely worth the read.

3. Connect the story world to the hero's overall development.


THIS--connecting, hooking, the story world (/setting) into the hero's arc, his journey--is really what I've been wanting to talk about. 

We've laid the foundation by formulating our story's designing principle and drawing the boundaries of our world. We've divided this story world into visual oppositions and we've explored the various types of settings (natural, artificial, technology) and how these can help develop the hero's journey.

But since this post is already twice as long as usual, I'll save that for next time.

Good writing!

Photo credit: "almost may" by paul bica under Creative Commons Attribution 2.0.

Saturday, January 18

Michael Connelly And Narrative Setting



Once I begin thinking about something--setting for instance--I'll start to see mention of it everywhere.

Michael Connelly On Setting


For instance, Michael Connelly (he writes, among other things, the fabulous Harry Bosch novels) recently gave an interview to Noah Charney over at The Daily Beast (How I Write: Michael Connelly). Connelly says:

"What has inspired me for going on 40 years is chapter 13 [of Raymond Chandler's book The Little Sister]."

Right there Connelly had me hooked. (Keep in mind this is the first sentence of the interview. Granted, the interviewer arranged the questions, but that's a great first line.) One chapter has inspired Connelly for 40 years.

Anyway, Connelly goes on:

"In that chapter Philip Marlowe, frustrated by the events of the day and the case he's on, takes a ride around Los Angeles. He ruminates a bit on what is going on in his case, but the chapter has little to do with plot, and everything to do with the interplay of character and place."

When I read the above passage I was struck again by the extreme importance and power of the interplay between character and setting (as well as the importance of sequels--but that's a topic for another day). Connelly goes on:

"... he [Chandler] had grabbed the character of place and connected it to the character of his protagonist."

Ah ha!

Yes, while I was reading the article I actually said "ah ha!" and, excited, began scribbling out this blog post. (grin)

What Connelly is talking about here--this is my take on it at least--is setting as character. Also, he highlights the importance of connecting setting (as well as everything else!) back up to the protagonist.

As Dwight V. Swain says, something is significant in a novel to the extent it is significant to the protagonist.

The Neverending Series


I know I said this was going to be the last post in my series about setting but what John Truby says about the subject in his book The Anatomy of Story is just too good not to include.

On Monday I'll talk about creating the, as John Truby puts it, "exterior forms and spaces," of a story. I'll also touch on how these exterior forms are created from, how they are generated by, the essence of the story itself.

Stay tuned!

Photo credit: "Untitled" by Thomas Leuthard under Creative Commons Attribution 2.0.

Wednesday, January 15

Narrative Setting: Part Three



Yesterday I mentioned I'd read The Anatomy of Story: 22 Steps to Becoming a Master Storyteller by John Truby. 

Well.

Truby has an excellent section on developing your story's setting. Even though I wanted (really really wanted) to finish this series today, I'm going to tack on another article and go into Truby's insights on how to develop a setting that will make any story more engaging. Here's a peek:

Truby writes: 

"To sum up this part of the writing process [developing a setting]: you start with a simple story line (the seven steps) and a set of characters. You then create the exterior forms and spaces that express these story elements, and these forms and spaces have the desired effect in the hearts and minds of your audience."

I'll go into what Truby means by a story line, the seven steps, and so on, in the fourth (and final!) part of this series. (The previous parts can be found here and here.)

Today, though, let's get back on track and talk about how setting can introduce, and increase, story conflict.

3. The setting of a story can be used to introduce, and increase, conflict.


Let's look at what conflict is. Simply stated, I think of conflict as what results when a character's efforts to attain a goal are opposed/frustrated.

Many times what opposes a character's efforts to attain their goal is another character. But the environment can do this as well.

For instance, perhaps your protagonist, Hank, is a teenager and his goal is to win the prestigious Sunnyside Surfing Competition but he can't win unless he trains for it.

Big problem! Hanks family recently moved from the sunny, sandy, beaches of Sunnyside to Montreal ... and it's winter! Hank can't train for the competition so he's sure to lose. 

That sets up a problem, an obstacle Hank must solve, and all because of a change of setting.

Many times I forget to take advantage of opportunities to introduce, or increase, conflict the setting could provide. 

An example of using setting to increase conflict


Have you ever watched Mr. Monk? That show was fabulous at using setting to introduce conflict.

In the third episode of season one, Monk is introduced to the police commissioner--an important person and someone he will have to impress with his detective skills if he is ever to get back on the force, and getting back on the force is Monk's great overriding goal.

Monk's desire: to be on his best behavior, appear normal, and impress the man.

Problem/obstacle/complication: the commissioner has a few crumbs on his jacket.

Conflict: Monk wants to brush the crumbs off but he knows that's not a good idea.

Outcome: Monk can't help himself and brushes the crumbs off anyway.

Here the crumbs were used to provoke an action that not only shows Monk's obsessive-compulsive disorder but it also introduces conflict. 

Here's another example, one you've probably seen countless times in movies and on TV: a waiter stumbles, spilling scalding coffee into the protagonist's lap when he needs to be on his best behavior. How he handles this situation will reveal his/her character and could introduce conflict.

Does he turn it into a joke? Is he gracious? Arrogant? Condescending? If it happens just before a job interview how does he explain the stain to the interviewer? Does it fluster him? Does he shrug it off? Does it make him so distracted he can't complete the interview? Does it make him so angry he makes a terrible impression?

The trick is to always be on the lookout for opportunities to use setting to introduce, or increase, conflict.

Example: How setting can affect mood


Here's another example. Let's say we're writing a horror story. What mood do we wish to evoke in our readers? We wish to horrify them. What evokes horror?

In a sense, fear is acknowledgement of, or recognition of, the imminence of danger.

So, what evokes horror?
- Recognition of the imminence of death. Your death as well as the deaths of those you love.
- Recognition of the imminence of pain.
- Recognition of the imminence of the unknown.
- Recognition of the imminence of disfigurement. (Think of slasher films like Saw. Gorn.)
- Recognition of the imminence of confinement, of imprisonment. Of being at the mercy of an imaginative and well-equipped sadist.
- Recognition of the imminence of disillusionment. The imminence of destructive revelation.

What sort of setting would help communicate these sort of feelings/thoughts to the reader? 

The Dark

The dark hides things. It makes the familiar alien. It manufactures the unknown.

Isolation

The isolation of the hero means no outside help. They are stranded, all alone. If the hero wins and escapes the horrors, they will have to do it relying on only what is within them.

Monster

I think the best monsters--(for me) the scariest--are normal things that have been twisted in some way. I haven't been the same since I watched Pet Sematary

Speaking of the twisted, just yesterday, +John Ward sent out a link to this article about creepypasta. Here's an example of twisting a familiar setting to create horror:
‘Daddy, I had a bad dream.’

You blink your eyes and pull up on your elbows. Your clock glows red in the darkness — it’s 3:23. ‘Do you want to climb into bed and tell me about it?’

‘No, Daddy.’

The oddness of the situation wakes you up more fully. You can barely make out your daughter’s pale form in the darkness of your room. ‘Why not, sweetie?’

‘Because in my dream, when I told you about the dream, the thing wearing Mommy’s skin sat up.’

For a moment, you feel paralysed; you can’t take your eyes off of your daughter. The covers behind you begin to shift.
Gah!

By the way, that's also an excellent use of the seldom used second person POV!

I thought that piece of microfiction nicely illustrated how important setting is to evoking emotion. 

The setting used in the above story is familiar. Intimate. Would the story have the same impact if it was morning, rather than the witching hour, and the exchange took place while the child's parents were busy preparing for work? I don't think so.

Surprise & Disorientation

Surprise and disorientation are used to generate a feeling of horror and, often, setting is instrumental in this. The dark, the isolation, the monster under the bed. Think of the last part of Alien when Sigourney Weaver makes her way to the shuttle, running down the twisting hallways, expecting danger at every turn. For me, it was the most suspenseful part of the movie.

By the way, IMHO, a movie that did a terrific job of using setting to communicate mood, and using both mood and setting to demonstrate character, was Pi.

Okay, that's it for now. Good writing!

Photo credit: "2014-006 blue monday morning" by Robert Couse-Baker under Creative Commons Attribution 2.0.

Monday, January 13

John Truby And The Anatomy Of Story

John Truby And The Anatomy Of Story


Yesterday I read John Truby's, The Anatomy of Story: 22 Steps to Becoming a Master Storyteller. I've had the book for ages, many people recommended it, but something was always more important than sitting down to study it. Or so I thought. 

Big mistake! 

Today I'm going to talk about John Truby's answer to the question: What is a story and what do we want it to do?

(Note: I was going to post the third and final part of my "Narrative Setting" series today. I will post that on Wednesday instead.)

What Stories Are


Imagine you're telling a story to a group of people. Truby writes that if the story you tell is a good story, two things will happen:

1. Your reader/listener will be emotionally enmeshed in the life of the protagonist.


In other words, a good story makes the reader identify with the protagonist. 

But, more than this, the reader will (ideally) be so caught up in the story they will experience her emotions, they will feel her both her happiness and her pain. This is what happens when we cry at the end of a sad story.

Truby writes that:

"[...] The storyteller is really selecting, connecting, and building a series of intense moments. These moments are so charged that the listener feels he is living them himself. Good storytelling doesn't just tell audiences what happened in a life. It gives them the experience of that life. [...]

"Good storytelling lets the audience relive events in the present so they can understand the forces, choices, and emotions that led the character to do what he did. [Emphasis mine]"

2. Your reader/listener will be engaged in a verbal game you are playing.


Truby writes:

"The storyteller is first and foremost someone who plays. Stories are verbal games the author plays with the audience."

Also:

"As a creator of verbal games that let the audience relive a life, the storyteller is constructing a kind of puzzle about people and asking the listener to figure it out. The author creates this puzzle in two major ways: he tells the audience certain information about a made-up character and he withholds certain information."

Why withholding information is important:


We've all heard this advice before: Don't overexplain! (Often there are several exclamation marks.) And it's great advice. But why

Why is overexplanation--and it's cousin, the premature information dump--such poison to a reader's enjoyment of a story?

Truby offers this cogent explanation:

"Withholding, or hiding, information is crucial to the storyteller's make-believe. It forces the audience to figure out who the character is and what he is doing and so draws the audience into the story."

Summary


These are the two main parts of story:

1. Feeling: Character Identification


Members of the audience--the audience as a whole--must feel as though (this is the goal) they have lived through the events of the story with the protagonist. This is part of character identification.

Truby holds that three things must happen for an audience to identify with a character. The audience must:

a. Understand the forces that led the protagonist to do what he does.
b. Understand the choices that led the protagonist to do what he does.
c. Understand the emotions that led the protagonist to do what he does.

2. Thinking: A verbal game or puzzle


We need to give the audience enough information about a character to identify with them, but withhold enough so that they are still curious, so that they want more."

We need to force the audience to:

a. Figure out who the character is.
b. Figure out what he is doing.

Change: The heart of story


Change lies at the heart of every story. 

What causes change? What inspires it? What drives it?

Truby writes:

"... change is fuelled by desire."

Desire is what "propels all conscious, living things and gives them direction. A story tracks what a person wants, what he'll do to get it, and what costs he'll have to pay along the way."

"A character pursuing a desire takes actions to get what he wants, and he learns new information about better ways to get it. Whenever he learns new information, he makes a decision and changes his course of action."

"Any character who goes after a desire and is impeded is forced to struggle (otherwise the story is over). And that struggle makes him change."

The Climax Of A Story


At the end of a story we have the culminating event. This is what everything so far has let up to, all the character identification, all the verbal puzzles. Truby writes:

"The focal point [of a story] is the moment of change, the impact, when a person breaks free of habits and weaknesses and ghosts from his past and transforms to a richer and fuller self."

A word of caution


I agree with Truby that, generally, usually, the culmination of a story is that point--usually toward the end of the a story--it is that point of internal change, when the hero goes through an internal transformation.

That is, I agree with him to a point. I think it depends on the kind of story one wishes to write. 

Take Indiana Jones And Raiders of The Lost Ark as an example. The movie did very well at the box office and enjoys high reviews (for example, it ranks at 95% at rottentomatoes.com).

Indiana Jones didn't have a focal point. He didn't have a moment of change. He didn't have a transformation of any sort. At least, not that I could tell. (Perhaps, though, I enjoy the movie so much as an action tale I've missed it. That's possible.)

I'm sorry, I have to say this: The ark was the only arc in that movie!

(Sorry, couldn't resist. Won't happen again.)

I read somewhere that Raiders was intended to be a homage to the pulp heroes of the 40s and 50s, and pulp heroes, in general, didn't have character arcs. (At least, the few that I've read didn't.) That movie was just about being a terrific action tale and, of course, answering the question: What will happen if they open the ark?

Truby focuses on internal change--and so he should. I'm not arguing with that. 

Really, I'm not. 

I'm just pointing out that not all financially successful and well loved heroes have both an internal and an external arc. Some, like Indy in Raiders, only have an external one.

That's it! On Wednesday I'll finish up my three part series on narrative setting by talking about how setting can help build conflict. Also, at some point in the future I'll discuss Truby's Seven Key Structure Steps.

Good writing!

Photo credit: "Ellipse" by Daniele Zedda under Creative Commons Attribution 2.0.

Saturday, January 11

Narrative Setting: Part Two

Narrative Setting: Part Two


This is part two of a three part series about narrative setting. In part one (Narrative Setting) I talked about what setting is. Today, in part two, I'll go over how setting can be used to develop character. In part three I'll focus on how setting can be used to introduce--and increase--conflict.

Before I talk about setting and character, let me tie up a loose end from my Narrative Setting post and talk briefly about how setting can affect the mood of a story.

Setting And Mood

"Mood creates an emotional setting that envelops the reader." 

The key point here is that mood is something that is created in the reader. (Tone, on the other hand, has to do with the voice of the narrator.) Recall that since our goal in telling a story is to evoke certain emotions in the reader, creating the right sort of mood is important.

I'll be talking a bit more about mood in my third post when I discuss examples.

All right! On to the topic of todays blog post: how a good setting helps us develop our characters' character.

Ways In Which Setting Can Be Used To Develop Character


1. Setting is essential to bring the story world to life through the senses: smell, taste, sight, touch, hearing.

2. Setting is essential for situating the character in--not just surroundings--but a society, a culture.

3. The setting of a story can be used to introduce, and increase, conflict.
Let's take these point by point.

1. Setting is essential to bring the world of the story to life through the senses: smell, taste, sight, touch, hearing.


The following is from Dwight V. Swain's excellent book, "Techniques of the Selling Writer":
"... How do you bring a setting to life?

"The answer, of course, lies in the human animal himself. His world is a sensory world—a world of green grass and white houses . . . purring kittens and thundering trucks . . . Chanel No. 5 and curling wood smoke . . . fresh cold orange juice and hot crisp bacon . . . silk’s rich smoothness and the harsh grit of volcanic ash.

"So, you build your story world of these same sensory impressions—the seen, the heard, the smelled, the touched, the tasted. Emphasis is on the vivid image and the impactful figure of speech."
A trick I sometimes use--I suppose it's not really a trick, more like a practise or a habit--is to keep lists of sensory words close at hand and review them periodically. 

Also, if I come across a particularly vivid turn of phrase--for instance, "curling wood smoke"--I write it down. And, as I write, I say it aloud. Picture it. For me, "curling wood smoke," that phrase, gives a certain feeling, it conveys a certain mood. It invokes memories of campfires and long warm nights up at my parents' place. Think how you could describe something else and invoke the same, or a similar, memory/feeling.

Here are a few links to lists of words that evoke the senses:

Smell

Taste

Sound

Touch

Sight

All

Misc

2. Developing a milieu is essential for situating the character in--not just surroundings--but a society, a culture.


I talked a bit about this last time. This advice is from Dwight V. Swain and appears in his book "Creating Characters." He writes:
"Milieu is a word I like. Because while, technically, it’s defined as environment or surroundings, it implies a great deal more.

"Specifically, it captures the feeling not just of setting or landscape, but of a society; a social as well as a physical locale. Growing up in San Francisco implies more than just the Golden Gate, Pacific Park, and Union Square. Life in the Mississippi Delta is one thing; that in a Pennsylvania Amish community, another. And double that in spades for a past in the slums of Juarez, the singles bars of New York’s Upper West Side, or a French convent.

"Such social settings reach out to embrace people as well as geography. They mold the various strata of society that fix standards, for mutually accepted norms and rules are the glue that bonds any group or class together. Shared customs, which clothes are acceptable for which occasions, and how to behave in church or mosque or synagogue are what create a society."
Dwight V. Swain continues on to say that writers must know at least these two things regarding a character in a society:

1. "[...] know the rules and conduct patterns that govern behavior in that particular setting;"

2. "[...] know the degree to which Character follows these rules;"

This presents the writer with three questions:
a) What are the rules of your particular society (or societies)?

b) Does your character know the rules? (Did he grow up in this society or is he a stranger?)

c) Does your character follow the rules?
That's it! Next time we'll finish off this series by looking at how to use setting to increase conflict. 

Update: Here's the link to Narrative Setting: Part Three.

Stay tuned. Good writing!

Photo credit: "2014-009 - dry folsom" by Robert Couse-Baker under Creative Commons Attribution 2.0.

Wednesday, January 8

Narrative Setting

Narrative Setting


I've wanted to write an article about setting for what seems like ages. I've wanted to talk about what setting is and how it can be used to increase character identification and, as a result, narrative drive (/suspense). 

I wanted this to be one article--I really really did!--but it grew into two. In the first part, here, I talk about what narrative drive is and why we, writers, should care. In the second part, I talk about how to use setting to hook into a character and help make them three-dimensional.

What Is Setting?


For the purposes of this article, here's how I define setting:
The setting of a story concerns the time, place and circumstances of the narrative.
That definition comes from tvtropes.org, Settings.

I looked at a few different definitions, but that one came closest to how I think of it. Also, it's simple. Simple is good (but often not easy).

Before I go any further, I'd like to take a quick look at something I'm going to revisit toward the end of this article: Why should a writer care about setting? What does it do in a story? What is its function, its role? How does it help the writer accomplish his/her ends/goal of evoking emotion in readers?

The Goal of Storytelling


The goal of storytelling--this is what I think--is to invoke, or possibly provoke, emotions in an audience. In the case of writers, these are our readers.

How does narrative setting help a writer reach this goal? In other words, what is its function?

The Functions of Setting


1. The setting helps establish the mood of the story.
2. The setting reflects the theme.
3. The setting aids in character explication and reader identification.

Before we can explore each of these aspects of setting--how a writer can exploit setting to aid in character identification--we need to take a closer look at what setting is.

The Elements of Setting


Time:

- Historical epoch: Does the story take place in the past? During what we now call the industrial revolution? At the height of the Roman Empire? At some point in the undreamt of future? Or perhaps the story is a strange, twisted, far-earth scenario?

- Seasons: What time of year is it? Spring, Summer, Fall, Winter? If this is a fictional world, does it have seasons?

- Day: What time of day is it? Day? Night? Twilight? The witching hour?

- Flow of time: Is there anything unusual about the flow of time in your narrative? Is your story written as a stream of consciousness? Does your novel employ time-jumps to convey the story? 

Place:

Where does your story take place?

- Location: 
If your world is fictional, what is its geography? Is it an unexplored wilderness or is it well populated? If your world is not one great wilderness, does the story take place in a town? A city? A jungle? A forest? Is the place barren? Lush? Isolated? Densely populated?

- Geography:
Is there much water nearby? Is the air dry or wet? Is there snow at Christmas time? Does it matter? What sports or hobbies could a person easily engage in given the features of the area? Snowboarding? Skiing? Swimming? Surfing? What sports couldn't your characters do? (Could your characters swim without risking hypothermia in December?)


Setting as it relates to each scene


I've touched on some of this information, above, but now we get specific.

Time:
- What time of day is it? Is it day? Night? Twilight? The witching hour? Lunch? Dinner? What associations do the main characters have about this time? What memories might it provoke? For instance, a character might wake during the witching hour and remember a nightmare they had as a child.

Place:
- Indoors? Outdoors?
- Outdoors: What's the weather like? Is the sun hidden behind clouds making it dark as night? Is it nighttime, yet lightning flashes make the landscape bright as day? Is it snowing? Raining? Sunny with the unbearable heat of the desert beating down? Are your characters in the Antarctic? Are they isolated by the distance and the unbearable, bitter, cold?
- Indoors: What are the characters' surroundings like? Are they lavish? Poor? Shabby? Ostentatious? Is it a human-made structure or natural, something like a cave. If man-made, were they invited here? Does the character find the place comfortable? 

The room could be lavish and yet uncomfortable if the character is too worried about ruining expensive furnishings to use them. This would be one way to show character, to demonstrate what kind of environment they were used to.

That's it! Stay tuned for part two where I'll talk about how to use narrative setting to make characters more interesting.

Update: Here's a link to Narrative Setting: Part Two.

Photo credit: "Catwoman Dark" by JD Hancock under Creative Commons Attribution 2.0.

Monday, January 6

409 Horror Tropes And Suptropes

409 Horror Tropes And Suptropes


I'm in the process of revising my post on How To Write A Horror Story and, as part of that, just came across a massive list of horror tropes over at tvtropes.org.

Below are 409 horror tropes. All of these--all of them--are from the article (just ONE article) I linked to in my last sentence. AND each one has a link to its own article, one that will tell you more than you'll likely ever need to know about the troupe.

Just for fun, why not pick a random number between 1 and 409 (if you like, you can do this by heading on over to random.org) and exploring the associated trope? Or how about picking two or three random tropes and using them to write a piece of flash fiction?

What twists could you add? Which non-standard characters could you use?

Click here for a list of character tropes: Characters.

409 Horror Tropes & Subtropes


Once again, these tropes are from: Horror Tropes.

1 Abandoned Area
2        Abandoned Hospital
3            Abandoned Hospital Awakening
4        Abandoned Playground
5        Abandoned Warehouse
6        Ghost City
7        Ghost Town
8        Ghost Planet
9        Haunted Castle
10        Haunted House
11    Absurdly Ineffective Barricade
12    The Adjectival Man
13    Afterlife Express
14    Alien Geometries
15    All Hallows' Eve
16    All in the Eyes
17    All Webbed Up
18    Alucard
19    Always Night
20    Anal Probing
21    Ancient Tomb
22    And I Must Scream
23    And Show It to You
24    Ankle Drag
25    Another Man's Terror
26    Apocalyptic Log
27    Artifact of Doom
28        Artifact of Death
29        Summoning Artifact
30        Tome of Eldritch Lore
31    Attack of the 50-Foot Whatever
32    Attack of the Killer Whatever
33    Attack of the Monster Appendage
34    Autocannibalism
35    Ax-Crazy
36    Backstory Horror
37    Bad Black Barf
38    Bad Humor Truck
39    Barred from the Afterlife
40    Barrier-Busting Blow
41    Bat out of Hell
42    Bat Scare
43    Bear Trap
44 "    Beat Still, My Heart"
45    Belly Mouth
46    Beware of Hitchhiking Ghosts
47    The Blank
48    Blood Bath
49    Bloody Handprint
50    Blue-Collar Warlock
51    Body and Host
52    Body Horror
53    Body of Bodies
54    Brain Food
55    Broken Heel
56    Buried Alive
57    The Calls Are Coming from Inside the House
58    Campbell Country
59    Camp Unsafe Isn't Safe Anymore
60    Cannibal Clan
61    Cannibalism Superpower
62    Cat Scare
63    The Chain of Harm (especially #4 and #5)
64    Chest Burster
65        Spawn Broodling
66    Child by Rape
67    Chinese Vampire
68    Chupacabra
69    Circus of Fear
70    Clingy Costume
71    Cobweb Jungle
72    Complete Monster
73    Conjoined Twins
74    Connect the Deaths
75    Corpse Land
76    The Corruption
77    Cosmic Horror Story
78    Creepily Long Arms
79    Creepy Basement
80    Creepy Cemetery
81    Creepy Changing Painting
82    Creepy Child
83    Creepy Children Singing
84    Creepy Circus Music
85    Creepy Doll
86    Creepy Housekeeper
87    Creepy Long Fingers
88    Creepy Souvenir
89    Crop Circles
90    Cruel and Unusual Death
91    Crusty Caretaker
92    Curiosity Killed the Cast
93    Damsel in Distress
94    Dangerous Key Fumble
95    Dangerous Windows
96    Danger Takes a Backseat
97    Dark Lord on Life Support
98    Darkness Equals Death
99    The Darkness Gazes Back
100    Dark World
101    Daylight Horror
102    The Dead Can Dance
103        Vampire Dance
104    Deadly Bath
105    Deadly Prank
106    Deadly Road Trip
107    Death by Materialism
108    Death by Mocking
109    Death by Sex
110    Defanged Horrors
111    Demonic Dummy
112    Depraved Dentist
113    Developing Doomed Characters
114    Distress Call
115    The Doll Episode
116    Don't Go in the Woods
117        Stay on the Path
118    Drool Hello
119    Ear Ache
120    Eaten Alive
121    Electromagnetic Ghosts
122    The End of the World as We Know It
123    The End... Or Is It?
124    Enemy Rising Behind
125    Eerie Pale-Skinned Brunette
126 "    Everybody's Dead, Dave"
127    Evil Elevator
128    Evil Hand
129    Evil Is Visceral
130    Evil Phone
131    Exorcist Head
132    Extremely Dusty Home
133    Eye Awaken
134    Eyeless Face
135    Eye Scream
136    Eyes Are Unbreakable
137    The Eyes Have It
138    Face Revealing Turn
139    Facial Horror
140        Tear Off Your Face
141    False Innocence Trick
142    The Family That Slays Together
143    Faux Horror Film
144    Faux Horrific: Pretending something is scary for laughs.
145    A Fête Worse than Death
146    Final Girl
147    Fingore
148    Flat Scare
149    Flaying Alive
150    Flies Equals Evil
151    Food Chain of Evil
152    Footprints Of Muck
153    For Doom the Bell Tolls
154    The Fourth Wall Will Not Protect You
155    Freak Lab Accident
156    Gate of Truth
157    Ghostapo
158    Ghost Butler
159    Ghost Story
160    Ghostly Chill
161    Ghostly Goals
162    Ghostly Glide
163    Giant Eye Of Doom
164    Giant Spider
165    God and Satan Are Both Jerks
166    Gory Deadly Overkill Title of Fatal Death
167    Gory Discretion Shot
168        Sound-Only Death
169    Gross-Up Close-Up
170    Grotesque Gallery
171    Gutted Like a Fish
172    Gypsy Curse
173    Half the Man He Used to Be
174    Halloweentown
175    Hair-Raising Hare
176    Harbinger of Impending Doom
177    Haunted Fetter
178    Haunted Headquarters
179    Haunted Heroine
180    Haunted House Historian
181    Haunted Technology
182    Hazardous Water
183    Headless Horseman
184    Hell Hotel
185    Hell Is That Noise
186    Hockey Mask and Chainsaw
187    Hollywood Exorcism
188    Homicide Machines
189    Horny Devils
190    Horrifying the Horror
191    Horror Doesn't Settle for Simple Tuesday
192    Horror Host
193    Horror Struck
194    A House Divided
195    Humanoid Abomination
196    Human Resources
197    Human To Werewolf Footprints
198    I Can See You
199 "    I Hate You, Vampire Dad"
200    I Love the Dead
201    Inescapable Horror
202    I'm a Humanitarian
203        Cannibal Clan
204        Cannibal Tribe
205        Horror Hunger
206        Invited As Dinner
207        No Party Like a Donner Party
208        Picky People Eater
209            Brain Food
210    I'm Cold... So Cold...
211    Impromptu Tracheotomy
212    Indian Burial Ground
213    Infernal Retaliation
214    Initiation Ceremony
215    Inn of No Return
216    Inscrutable Aliens
217    In That Order
218    Ironic Nursery Tune
219    It Can Think
220    It Won't Turn Off
221    The Jersey Devil
222    Jump Scare
223    Kaiju
224    Keeper of Forbidden Knowledge
225    Kensington Gore
226    Lamprey Mouth
227    Life or Limb Decision
228        Amputation Stops Spread
229    Light-Flicker Teleportation
230    Lightmare Fuel
231    The Little Shop That Wasn't There Yesterday
232    Living Bodysuit
233    Living Shadow
234    Long Neck
235    Losing Your Head
236    Lost in the Maize
237    Made from Real Girl Scouts
238    Made of Plasticine
239    Madwoman in the Attic
240    Magnetic Medium
241    Malevolent Masked Men
242    Malevolent Mutilation
243    Man-Eating Plant
244    Marionette Motion
245    Meat Moss
246    Meaningful Background Event
247    Medical Horror
248    Menstrual Menace
249    Mirror Monster
250    Mirror Scare
251    Mobile Menace
252    Monster Clown
253    Monster Progenitor
254    Monsters Anonymous
255    Monstrous Humanoid
256    Mook Horror Show
257    The Most Dangerous Video Game
258    Mother of a Thousand Young
259    Mouth Stitched Shut
260    Mummy
261    Mummies at the Dinner Table
262    Mundanger
263    Murder by Cremation
264    Murder Water
265    Murderous Mannequin
266    Murderous Mask
267    Museum of the Strange and Unusual
268    Nested Mouths
269    Never Sleep Again
270    New House New Problems
271    Nightmare Face
272    Nightmare Fuel Coloring Book
273    Night Swim Equals Death
274    No Face Under The Mask
275    No Immortal Inertia
276    Not a Mask
277    Nothing but Skulls
278    Nothing Is Scarier
279    Not Using the Z Word
280    Occult Detective
281    Occult Law Firm
282    Offscreen Teleportation
283    Ominous Crack
284    Ominous Fog
285        Fog of Doom
286    Ominously Open Door
287    Ominous Music Box Tune
288    Once is Not Enough
289    Organ Theft
290    Orifice Invasion
291        Orifice Evacuation
292    Our Werewolves Are Different
293    Paint the Town Red
294    Peek-A-Boo Corpse
295    People Farms
296    Personal Horror
297    Perverse Puppet
298    Phlegmings
299    Picky People Eater
300    Pleasure Island
301    The Power of Blood
302    Prank Date
303    Pretend We're Dead
304    Protect This House
305    Psychological Horror
306    Psychological Torment Zone
307    Psycho Party Member
308    Puppeteer Parasite
309    Over The Shoulder Murder Shot
310    Rain of Blood
311    Raising the Steaks
312    Razor Apples
313    Regret Eating Me
314    Resist The Beast
315    Removing the Head or Destroying the Brain
316    Rise from Your Grave
317    Room 101
318    Room Full of Crazy
319    Room Full Of Zombies
320    Rule of Scary
321    Sadist
322    Safe Zone Hope Spot
323    The Savage South
324    Scare Chord
325    Scary Flashlight Face
326    Scary Jack In The Box
327    Scary Scarecrows
328    Scary Scorpions
329    Screamer Trailer
330    Screaming Woman
331    The Secret of Long Pork Pies
332    Security Cling
333    See-Thru Specs
334    Senseless Phagia
335    Sensor Suspense
336    Sensory Abuse
337    Serial Killer
338    The Seven Mysteries
339    Shadow Discretion Shot
340    Shaggy Search Technique
341    Silver Bullet
342    Sinister Scraping Sound
343    Skele Bot 9000
344    Skeleton Crew
345    Slashers Prefer Blondes
346    Slow Transformation
347    Sole Surviving Scientist
348    Sorting Algorithm of Mortality
349    Spiders Are Scary
350    Spooky Painting
351    Spooky Photographs
352    Spooky Seance
353    Spring Loaded Corpse
354    Stages of Monster Grief
355    Staking the Loved One
356    The Stars Are Going Out
357    Sudden Sequel Death Syndrome
358    Supernatural Proof Father
359    Surprisingly Sudden Death
360    Surreal Horror
361    Swarm of Rats
362    Taxidermy Is Creepy
363    Taxidermy Terror
364    Tentative Light
365    Television Portal
366    Terror At Make Out Point
367    Too Much For Man To Handle
368    These Are Things Man Was Not Meant to Know
369    Things That Go Bump in the Night
370    Through the Eyes of Madness
371    Too Many Mouths
372    Touch of the Monster
373    Tongue Trauma
374    Torso with a View
375    Torture Cellar
376    Town with a Dark Secret
377    Traumatic C-Section
378    Tulpa
379    Überwald
380    Ultimate Evil
381    Uncanny Valley
382        Uncanny Valley Makeup
383    Undead Author
384    Unexpectedly Abandoned
385    Unfinished Business
386    Urban Legends
387    Vampire Invitation
388    Vagina Dentata
389    Van Helsing Hate Crimes
390    Very Loosely Based on a True Story
391    Viral Transformation
392    The Virus
393        The Corruption
394    Virus Victim Symptoms
395    Walking Backwards
396    Wax Museum Morgue
397    We Are Experiencing Technical Difficulties
398    Wendigo
399    What Happened To Mommy?
400    White Mask of Doom
401    Who You Gonna Call?
402    Wipe That Smile Off Your Face
403    With Great Power Comes Great Insanity
404    Word Salad Horror
405    The Worm That Walks
406    You Are Who You Eat
407    You Look Like You've Seen a Ghost
408    Youth Is Wasted on the Dumb
409    Zombie Apocalypse

Good writing!

Photo credit: "2014-005 pulvis et umbra" by Robert Couse-Baker under Creative Commons Attribution 2.0.