Something neuroscience-y that helps with prose: attention is selective. A character will not notice everything in a room. They will notice what matters to their goal, fear, desire, training, wound, or obsession. A jealous character notices hands. a hungry character notices food. A soldier notices exits. A lonely character notices pairs. Description becomes character when attention has a bias.
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If Your Scene Feels Lifeless, Someone Is Being Too Polite
Stories stall when everyone behaves. Real tension appears when someone:
⢠asks the wrong question
⢠says something they shouldnât
⢠notices something uncomfortable
⢠refuses to drop the topic
⢠misunderstands something important
⢠interrupts at the worst moment
ÂŤ For centuries thereâs been one path through fiction weâre most likely to travelâone weâre actually told to followâand thatâs the dramatic arc: a situation arises, grows tense, reaches a peak, subsides. Teachers bid young writers to follow the arc. If you ask Google how to structure a story, your face will be hammered with pictures of arcs.
And it is an elegant shape, especially when I translate arc to its natural form, a wave.Its rise and fall traces a motion we know in heartbeats, breaking surf, the sun passing overhead. Thereâs power in a wave, its sense of beginning, midpoint, and end; no wonder we fall into it in stories. But something that swells and tautens until climax, then collapses? Bit masculo-sexual, no? So many other patterns run through nature, tracing other deep motions in life. [âŚ]
Here are the ones Stevens calls ânatureâs darlings.â
SPIRAL: think of a fiddlehead fern, whirlpool, hurricane, horns twisting from a ramâs head, or a chambered nautilus.
MEANDER: picture a river curving and kinking, a snake in motion, a snailâs silver trail, or the path left by a goat grazing the tenderest greens.
RADIAL or EXPLOSION: a splash of dripping water, petals growing from a daisyâs heart, light radiating from the sun, the ring left around a tick bite.
BRANCHING and other FRACTAL patterns: self-replication at lesser scale, made by trees, coastlines, clouds.
CELLULAR patterns: repeating shapes you see in a honeycomb, foam of bubbles, cracked lakebed, or light rippling in a pool [âŚ].
These patterns arenât just around us; they inform our bodies, too. We have wiggling meanders in our hair, brains, and intestines; branching patterns in capillaries, neurons, and lungs; explosive patterns in areolas, irises, and sneezes; spirals in ears, fingertips, DNA, and fists. We invoke these patterns to describe motions in our minds, too: someone spirals into despair or compartmentalizes emotions, thoughts meander [..]. There are, in other words, recurring ways that we order and make things. Why wouldnât they form our [literary] narratives, too?
A digressive narrative meanders; at times it flows quickly and at times barely at all, often loops back on itself, yet ultimately it moves onward. A spiraling narrative might move around and around with a system of rhythmic repetitions, yet it advances, deepening into the past, perhaps, or rising into the future. A radial narrative could spring from a central holeâan incident, pain, absence, horrorâaround which it keeps circling or from which it keeps veering, but it scarcely moves forward in time. A fractal narrative could branch from a core or seed, repeating at different scales the shape or dynamic of that core [âŚ]. And cellular narratives come in like parts, not moving forward in time from one to another but creating a network of meaning. [âŚ]
In this book Iâll look at ways that writers have done all of this, finding patterns other than the arc inside their stories. This will be a museum of specimens. Âť
â Jane Alison, Meander, Spiral, Explode: Design and Pattern in Narrative
âšÂ What do they want vs what do they need. these should not be the same thing. what they want is the surface goal ( the job, the person, the revenge, the answer.) What they need is the thing underneath that they can't name yet. The story is what happens in the gap between those two things. if they're identical your character has nowhere to go.
âšÂ What are they wrong about. Not morally wrong necessarily. just. what belief do they hold that the story is going to test. What assumption do they make about themselves or the world that turns out to be incomplete? A character without a wrong belief is already finished. They have no arc, give them something to learn even if learning it hurts them.
âšÂ How do they talk when they're nervous. Do they go quiet or do they talk too much? do they deflect with jokes? do they get weirdly formal? do they ask questions instead of answering them? the way a person behaves under pressure is who they actually are. And it should be different from how they behave when they're comfortable.
âšÂ What do they find funny. this one sounds small and it is not small at all. Humour is worldview. What makes someone laugh tells you what they value, what they're afraid of, how they handle pain. A character with no sense of humour is just flat. even the gravest person finds something absurd. find the thing.
âšÂ What are they ashamed of? not their tragic backstory. their actual shame. The small ugly thing they would never say out loud. The time they were a coward. The feeling they pretend not to have. The desire they think disqualifies them from being a good person. Shame is where the most interesting character work lives and most writers skip straight over it :(
âšÂ What do they do when no one is watching? how do they move through a space alone. What do they reach for when they're sad. What do they do with their hands??? Public behaviour IS performance. Private behaviour is truth. you don't have to show all of it but you have to know it or the character will feel hollow in a way the reader notices without being able to name.
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Tips for writing those gala scenes, from someone who goes to them occasionally:
Generally you unbutton and re-button a suit coat when you sit down and stand up.
Youâre supposed to hold wine or champagne glasses by the stem to avoid warming up the liquid inside. A character out of their depth might hold the glass around the sides instead.
When rich/important people forget your name and theyâre drunk, they usually just tell you that they donât remember or completely skip over any opportunity to use your name so they donât look silly.
A good way to indicate you donât want to shake someoneâs hand at an event is to hold a drink in your right hand (and if youâre a woman, a purse in the other so you definitely canât shift the glass to another hand and then shake)
Americans who still kiss cheeks as a welcome generally donât press lips to cheeks, itâs more of a touch of cheek to cheek or even a hover (these days, mostly to avoid smudging a womanâs makeup)
The distinctions between dress codes (black tie, cocktail, etc) are very intricate but obvious to those who know how to look. If you wear a short skirt to a black tie event for example, people would clock that instantly even if the dress itself was very formal. Same thing goes for certain articles of menâs clothing.
Open bars / cash bars at events usually carry limited options. Theyâre meant to serve lots of people very quickly, so nobody is getting a cosmo or a Manhattan etc.
Members of the press generally arenât allowed to freely circulate at nicer galas/events without a very good reason. When they do, they need to identify themselves before talking with someone.
As someone who spent over a decade catering luxury events, let me add some back of house info:
These events are almost always open bar. They're not trying to make their money back on alcohol. They want you to drink and eat and donate generously.
If there are cocktails, there will be at most two on offer, pre-made in large tubs. You cannot order a different version, it is what it is.
There are two types of events: cocktail style or seated. The first includes roaming hors d'oeuvres or a fancy buffet with tiny plates called a grazing station. For a long night, the roaming food will get a little bigger throughout the evening and have a 'main' at some point based around a protein.
A seated event will usually be more structured and may include multiple courses. Silver service is not in vogue anymore. You are likely to get either alternating meals brought to you like at a wedding, or served banquet style. A good caterer can get a plate to everyone in a 300 person event in about three minutes.
Drunk people are the same no matter how expensive their suits. They still laugh too loud, spill their drinks and slip on the dance floor. They are usually less embarrassed about doing coke in the bathrooms.
A full scale event that starts at 6pm will have staff arriving at noon to begin setup. Earlier if there's a light show or pyrotechnics. Typically venues don't just have 30 tables and three hundred chairs lying around, let alone table cloths, chair covers, etc. It's all rented and brought in on the day. Bands and DJs will be running audio tests in the background throughout.
Most heritage buildings that host these things, like museums and manor houses, aren't really designed for them. They might put down mats so you're not walking in stilettos over two hundred year old wooden floors, the kitchens are weirdly far away, and there are not enough taps. There is never anywhere for staff to sit, so if you open the wrong door you might find half a dozen waiters sitting on upturned milk crates in a room full of million dollar paintings, eating the left over bread.
Really old buildings don't have enough bathrooms, which means the staff will be sharing with the guests.
Clean up starts the second the event ends, if not sooner. Unattended glasses will start to disappear first, then table decorations. When the timer ticks over, the lights come back on and exhausted staff strip the tables, pack up dirty glasses and unopened wine bottles and have to Tetris it all into the back of a van. The venue is booked for that day only, so everything has to be gone before anyone can go home. A large event that finishes at midnight might take until 3am to be cleared away.
These are very long and physically demanding nights for anyone working them. The staff all get to know each other, and will absolutely notice someone trying to sneak in wearing a borrowed uniform. They are not being paid enough to care.
first of all: đ
why does every enemies-to-lovers dynamic either hit like a literary gut punch⌠or feel like two cardboard cutouts aggressively flirting?
there is no in between. i donât make the rules.
and if youâre here, iâm guessing youâve tasted both. the elite. the devastating. the oh my god i need to lie down after this confession scene kindâŚ
and also the ones where youâre like âwhy do you hate each other again? because he smirked?? be serious.â
yeah. weâre fixing that today.
âď¸ if youâre writing enemies-to-lovers, we need to talk.
because most people arenât writing enemies.
theyâre writing:
mild annoyances
workplace rivals with â¨tensionâ¨
people who had one (1) misunderstanding in chapter two and never emotionally recovered
and listen. thatâs fine. thatâs a trope. itâs cute.
but itâs not enemies-to-lovers.
𩸠step one: define your enemy
an enemy is not someone who:
is kinda rude
disagrees with your protagonist
has a âbad attitudeâ (???)
an enemy is someone who cannot coexist with your protagonist without cost.
read that again. PLEASE.
their goals? incompatible.
their values? clashing at a moral level.
their existence? actively making the otherâs life worse.
what i'm talking about:
opposing sides of a war
hunter vs hunted
âif i let you live, everything i believe in collapsesâ energy
if they can just⌠avoid each other and be fine?
thatâs not enemies. thatâs tension with good lighting.
đĄď¸ step two: make the hatred make sense
this is where people fumble it CONSTANTLY.
they jump straight to:
banter â sexual tension â accidental hand touch â oh no iâm in love
NO. come back. sit down.
before attraction, there needs to be justified hostility.
and not surface-level âyou insulted me once.â
iâm talking about (and yes please quote 'rin t' on this!):
betrayal
loss
ideological opposition
deeply ingrained bias they donât even realize they have
the kind of thing where, if someone asked your character:
âwhy do you hate them?â
they wouldnât hesitate. theyâd have a list
the twist:
đ both sides need to be right. (or at least feel right)
if one is clearly wrong, you donât have enemies-to-lovers.
you have âproblematic person gets redeemed because theyâre hot.â
and we are not doing that today.
đĽ step three: attraction should feel like a problem
this is where it gets fun. :)
when they start catching feelings, it should not be:
âoh this is inconvenient but kind of exciting :)â
it should be:
âthis is catastrophic. this compromises everything.â
love = risk.
because now:
their judgment is compromised
their loyalties are tested
their identity starts to crack
they should be actively resisting it.
denying it. sabotaging it. making worse choices because of it.
if falling in love doesnât cost them something?
you skipped the entire point of the trope.
đŻď¸ step four: force proximity (but PLEASEEE make it hurt)
you canât resolve enemies-to-lovers from opposite sides of the map.
they need to be stuck together.
BUT-important distinction-
not in a cute âone bed at the innâ way (yet. weâll get there. donât worry.)
in a:
forced alliance
mutual threat
political arrangement
survival situation
where they have to rely on each otherâŚ
while still fundamentally not trusting each other.
this creates:
tension
vulnerability leaks
moments where they see each other as human (ugh. disgusting. hate that.)
and every time that happens?
it should complicate things further.
đ step five: the shift is not soft. itâs violent.
i need you to understand this.
the transition from enemies â lovers should feel like something breaking.
because it is.
their worldview? breaking.
their assumptions? breaking.
their sense of self? yeah. that too.
there should be a moment where:
they realize they were wrong about the other person
and it doesnât feel good.
it feels like:
guilt
confusion
grief for the version of reality they believed in
this is what makes the payoff hit.
not the kiss.
the reckoning.
đď¸ step six: they donât âfixâ each other
if i see one more enemies-to-lovers arc where:
âhe became a better person because she loved him đĽşâ
i will simply pass away.
they donât fix each other.
they force each other to confront things they were avoiding.
thatâs different.
love isnât the solution.
itâs the pressure that reveals the cracks.
đ¤ final thought (and a gentle threat):
if your enemies-to-lovers could be replaced with:
friends-to-lovers + mild inconvenience
and nothing changes?
you didnât go far enough.
push them harder.
make it uglier. riskier. a little bit devastating.
so, question to you my chaotic writers... whatâs the real reason your characters hate each other?
not the surface answer.
the one theyâd never admit out loud.
iâm nosy. tell me everything. đ I LOVE HEARING your thoughts (i reply because yes, i am a real person!)
I HAVE DIGITAL PRODUCTS!!!
if you're writing dark academia feel free to check out this packet filled with all the juicy prompts to spark ideas!
A gothic prompt pack for writers who love cursed universities, secret societies, and scholarly rot.â Write the Darkness âA 75-prompt horror
need help with your opening pages?! i have a free ebook for you all (aesthetic, cohesive and actually informative! it's free! but tips are highly appreciated!)
⌠A free (and actually helpful) guide to leveling up your first 10 pages âŚIf you're unsure whether your opening is â¨doing enough⨠to hook re
Instead of trying to fill paragraphs describing everything, choose one or two things that breathe.
⢠The way the floorboards creak in one specific spot
⢠A stain on the ceiling no one acknowledges
⢠A flickering light that makes gives everyone a slight headache
⢠The smell of something burnt and forgotten
⢠A crooked family photo
⢠Dust in the sunlight
⢠A cracked mug someone refuses to throw away
⢠The hum of an appliance in silence
⢠A chair that wobbles
⢠A window that should open, but doesn't
⢠Shoes lined up too neatly
⢠A plant flourishing, or showing signs of obvious neglect
⢠The sound of neighbors arguing
⢠A clock thatâs slightly off
Specificity creates immersion, not necessarily paragraphs. One good detail can carry a scene.
reminder to worldbuilders: don't get caught up in things that aren't important to the story you're writing, like plot and characters! instead, try to focus on what readers actually care about: detailed plate tectonics
Why is the mountain range square. How did the mountain range form. Why is there one singular volcano in the center. Why does it act like a composite volcano but have magma that acts like itâs from a shield. If itâs hotspot based volcanic activity why is there only one volcano.
And then the misty mountains!!!! Why isnât there a rain shadow!! And why is there a FOREST where the rain shadow should be!!!!!!!!
Wind blows clouds in from the sea, but mountains are so tall the clouds can't get past 'em, so you get deserts on the windward side of mountain ranges because clouds can't get there to water the land, or do so only very rarely.
May I recommend my new favorite tool: Mapgen4. You start with a random seed and then add mountains, valleys, shallow water, or oceans as you like. You can adjust the wind direction to make wind shadows off the mountains fall where you want. You can adjust overall raininess to make the rivers larger or smaller, or have more or fewer tributaries. It works best for small, isolated landmasses (think islands more than continents) but as thereâs no scale bar and itâs all slightly abstracted anyway you can do whatever you want with it. Iâve only just started playing with it but itâs SO FUN.
I do think this could be useful for writers! ...Caveat, if you're going to use this for making a map for anything published (digital or paper, even if it's only in a fanfic archive or whatever), please, please credit the creator and their program as how you made that map! The more ways information like this gets out there, the more useful it'll be to other writers, roleplaying game DMs/GMs, creators, etc.
One of my favourites for mapping plates, biomes, etc is Tectonics.js. If you're familiar with how tectonics shape a planet, you can guess where the features go by toggling plates, crust thickness, etc. Between Mapgen4 and Tectonics.js, we've got some pretty sweet tools at our disposal.
European Geosciences Union Blog â Beyond Tectonics: Building fictional worlds to better understand our own
Reshaping Reality's Worldbuilding Tips
Worldbuilding pasta's series, An Apple Pie from Scratch also check their resources page!
R/worldbuilding's Reading List. Also check out their collected resources link. This basic geology guide from 11 years ago is still nice.
Creating an Earth-Like Planet, and The Climate Cookbook (aka Geoff's Climate Cookbook) technically the climate cookbook is a part of Creating an Earth like Planet I think.
Related: Worldbuilding Workshop's "Working Out Climates Using Geoffâs Climate Cookbook." Which goes through using the resource in order to map make. Also just the Worldbuilding Workshop in General.
Madeline James Writes's Worldbuilding Guide
Worldbuilding 101 (this links to the Biomes section but there's like...everything.)
Also I would recommend looking into Landscape Archaeology as well! That's because Landscape archeology is basically adding the social/cultural layer on top of all that geology and geography. Environments change when communities live in them, and communities likewise adapt to various environments.
This is a short free introduction to the concept: "Notes on Landscape Archaeology." To summarize, Landscape archaeology sort of like...studies the relation of people to places/spaces (that is, landscapes) in time.
Also this paper [An Archeology of Landscapes] breaks down/introduces the key concepts that I learned which is first that you can form the "construct paradigm" of a landscape from settlement ecology,
ritual landscapes, and ethnic landscapes.
And then the highlights of their summary of what constitutes defining a landscape:
Landscapes are not synonymous with natural environments. Landscapes
are synthetic (Jackson, 1984, p. 156), with cultural systems structuring and
organizing peoplesâ interactions with their natural environments ...
Landscapes are worlds of cultural product ... Through their daily activities, beliefs, and values, communities transform
physical spaces into meaningful places. ...
Landscapes are the arena for all of a communityâs activities. Thus landscapes not only are constructs of human populations but they also are the
milieu in which those populations survive and sustain themselves. A landscapeâs domain involves patterning in both within-place and between-place
contexts ...
Landscapes are dynamic constructions, with each community and each
generation imposing its own cognitive map on an anthropogenic world of interconnected morphology, arrangement, and coherent meaning ...
Basically a "landscape" is made by a community living in an environment. Once you have a geological environment that makes sense, landscape archaeology is like... Basically how I feel confident knowing where trade routes would be on a map, where there are areas of continual high conflict, what kinds of agriculture exists where, etc. once the geological stuff is hammered out, it's like...I know how that would influence the local cultures and vice versa. At that point, it's easy to start marking the natural borders, settlements, trade/port cities, and even strategic fortresses. If you have properly put rivers on a map, then marking your port cities is effortless, basically.
Also:
This course syllabus for a Landscape Archaeology class is freely accessible. It includes an online resources page.
Place, Landscape, and Environment: Anthropological Archaeology in 2009
(Landscape Biographies is open access, as is Landscape Archaeology between Art and Science: From a Multi- to an Interdisciplinary Approach. But I wouldn't try to read every essay.)
If you are like me and find it helpful to have video reference for a process/activity in addition to a written guide, Artifexian is a YouTube channel that does a LOT of world building stuff and specifically he's in the process of creating a world following a lot of Worldbuilding Pasta's methodology!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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These are from a site where the person knows what theyâre talking about. So if you donât think these are accurate, move along. It could be helpful to others
reaction words
shivered
shuttered
trembled
quivers
quakes
shakes
gasps
moan
groans
jolted
jerked
pants
huffs
cries out
bites back a moans
breathing hitched
collapsingÂ
eyes rolled back
arched back
adverbs(a lack of adverbs weakens your writing)
shakily
desperately
roughly
deeply
raggedly
breathily
loudly
lazily
softly
gently
warmly
frantically
quickly
slowly
harshly
sexy words for said
purred
cooed
murmured
whispered
breathed
rasped
cried out
begged
muttered
growled
grunted
mewled
chocked
sobbed
whimpered
pleaded
teased
sexy actions
licking
nipping
biting
shoving our hips together
pinned their wrists
caressed
stroked
hike up shirt
pressing against wall
rank nails through hair
hooking legs around waist
splay hands over chest
dipping tongue into ___
hair pulling
grasping their chin and tilt up/down
cupping cheek
lips brush ear
hip grind/thrusting/rolled/shifting
dirty talk
tease
kissing
brushed lips together
teeth clicking together
lip play(biting/running tongue over lip)
pausing when lips are just barely touching
sucking bottom lip
kissing hard
teeth clicking
sucking tongue
swirling tongue around one
blow job
redden lips
swollen lips
slick
sloppy
making eye contact
hallowing cheeks
swirling tongue
fucking someones mouth
deep throatÂ
playing with balls
using hands and lips together
oral(female)
lapping
playing with woman wetness
fingering
parting lips
flicking their tongue
delving tongue
fleshly pink/brown (i prefer not to use skin color for poc)
Do you have any narrative summary, or are you bouncing from scene to scene without pausing for breath?
Characterization & Exposition
What information do your readers need in order to understand your story? At what point in the story do they need to know it?
How are you getting this info across to your readers? Is it all at once through a writer-to-reader lecture?
If exposition comes out through dialogue, is it through dialogue your characters would actually speak even if your readers didnât have to know the information? In other words, does the dialogue exist only to put the information across?
Point of View
Look at your descriptions. Can you tell how your viewpoint character feels about what youâre describing?
Proportion
Look at descriptions. Are the details you give the ones your viewpoint character would notice?
Reread your first fifty pages, paying attention to what you spend your time on. Are the characters you develop most fully important to the ending? Do you use the locations you develop in detail later in the story? Do any of the characters play a surprising role in the ending? Could readers guess this from the amount of time you spend on them?
Dialogue
Can you get rid of some of your speaker attributions entirely? Try replacing some with beats.Â
How often have you paragrapher your dialogue?Try paragraphing a little more often.Â
See How it Sounds
Read your dialogue aloud. At some point, read aloud every word you write.
Be on the lookout for places where you are tempted to change the wording.Â
How well do your characters understand each other? Do they ever mislead on another? Any outright lies?Â
Interior Monologue
First, how much interior monologue do you have? If you seem to have a lot, check to see whether some is actually dialogue description in disguise. Are you using interior monologue to show things that should be told?
Do you have thinker attributions you should get rid of (by recasting into 3rd person, by setting the interior monologue off in its own paragraph or in italics, or by simply dropping the attribution)
Do your mechanics match your narrative distance?(Thinker attributions, italics, first person when your narrative is in third?)
Easy Beats
How many beats do you have? How often do you interrupt your dialogue?
What are your beats describing? Familiar every day actions, such as dialling a telephone or buying groceries? How often do you repeat a beat? Are your characters always looking out of windows or lighting cigarettes?Â
Do your beats help illuminate your characters? Are they individual or general actions anyone might do under just about any circumstances?
Do your beats fit the rhythm of your dialogue? Read it aloud and find out
Breaking up is easy to do
Look for white space. How much is there? Do you have paragraphs that go on as much as a page in length?Â
Do you have scenes with NO longer paragraphs? Remember what youâre after is the right balance.Â
Have your characters made little speeches to one another?Â
If youâre writing a novel, are all your scenes or chapters exactly the same length? -> brief scenes or chapters can give you more control over your story. They can add to your storyâs tension. Longer chapters can give it a more leisurely feels. If scene or chapter length remains steady while the tension of the story varies considerably, your are passing up the chance to reinforce the tension.Â
Once is usually enough
Reread your manuscript, keeping in mind what you are trying to do with each paragraphâwhat character point youâre trying to establish, what sort of mood youâre trying to create, what background youâre trying to suggest. In how many different ways are you accomplishing each of these ends?
If more than one way, try reading the passage without the weakest approach and see if it itsnât more effective.Â
How about on a chapter level? Do you have more than one chapter that accomplishes the same thing?
Is there a plot device or stylistic effect you are particularly pleased with? How often do you use it?
Keep on the lookout for unintentional word repeats. The more striking a word or phrase is, the more jarring it will be if repeatedÂ
SophisticationÂ
How many -ing and as phrases do you write? The only ones that count are the ones that place a bit of action in a subordinate clause
How about -ly adverbs?
Do you have a lot of short sentences, both within your dialogue and within your description and narration? Try stringing some of them together with commas
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One piece of acting advice that has stayed with me for years in regards to both writing and drawing as well is: "Don't use the body to act what the character is saying. Act what the character is THINKING."
Like, as a very, very basic example: a character is apologizing by saying, "I'm sorry." But that line is going to look and sound different depending on what the character is thinking. Crossed arms and a sullen tone can mean that a character is actually thinking: "I don't mean it and also I hate you." A pleading tone and reaching out to take the other character's arm can mean: "Please don't leave me." A tired voice and slumped shoulders within context could mean: "I did what I had to do."
This is one way to begin to do "Show, Don't Tell" in storytelling. It is trusting your audience to see the depth and to catch on to the things you leave unsaid. It's fun to let the audience be observant and clever. It is also reflective of real life, where people are often scared of being vulnerable, or don't necessarily even understand their own emotions, or can't articulate their own thoughts, or have difficulty identifying the true feelings of the people around them, and so don't say very much.
There are exceptions to this advice, of course. In writing especially, rather than in a visual medium, some POV characters are very good at reading emotions from body language and others are not, and their observations in the narration may reflect this skill. Some characters will assume everyone around them is always angry with them or simply not pay attention to other people's moods at all, personalities which can also be subtly communicated to the audience and later used in the story in some interesting way.
Some characters have excellent control over their body language and tone of voice, because they are on-guard, highly trained in some fashion, or a very good liar. They will not easily communicate their true thoughts through their body language or their actions. Their lie can be so good that it can be slipped past the audience as nothing important to the plot until it comes back to bite. Their oddly perfect control over their body in a tense situation can instead maybe be used to indicate to the POV character and/or the audience: "Oh, there's something up with this person."
Body language will also change by culture and class and disability and so on. This clash can cause communication problems between characters, as a character's affectionate pat on the shoulder of another might be intended as casual comfort, but be received as overly intimate condescension. Different cultures / people can even have very different opinions on what level of eye contact and overlapping speech is rude.
This advice was originally given to me in the context of illustration and animation, in which it is very common for inexperienced artists to act out the words that the character is saying in mime-like gesture. In media for young children, we might choose to keep things very simple, as toddlers struggle to learn what it looks like and feels like to be angry or happy. But past that? People don't really behave this way. What we say and what we really mean are not always synchronized, and we can use the body to communicate this.
â§ Broken ribs suck. You donât just âwalk it off.â Breathing hurts. Laughing hurts. Existing hurts. Characters with rib injuries wonât be doing heroic sprints.
â§ Concussions arenât instant naps. Dazed vision, nausea, dizziness, maybe even personality changes, but theyâre not going to collapse neatly like in the movies.
â§ Blood loss is sneaky. Itâs not just about dramatic pools of blood. Itâs dizziness, confusion, and the body getting cold as circulation tanks.
â§ Adrenaline lies. Someone can take a serious injury and not feel it until the fightâs over. That âI didnât realize I was bleeding until laterâ trope? Very real.
⧠Twisted ankles are brutal. One bad step and suddenly running is off the table. Even walking hurts like hell. Perfect way to ground a chase scene.
â§ Burns linger. Even small burns hurt more than most people expect. Blisters, infection risk, constant pain, itâs not just a cool scar later.
â§ Dislocated shoulders = useless arm. Characters canât keep swinging a sword or firing a gun. Theyâre basically fighting one-armed until itâs fixed.
⧠Shock is a thing. Pale skin, trembling, rapid heartbeat, and eventually disorientation. A character might not even realize how bad their wound is.
â§ Stitches arenât magic. Getting sewn up is painful and recovery takes time. Theyâre not instantly battle-ready after a needle and thread.
â§ Scars tell stories. Some fade, some donât. Some stay sensitive forever. Donât forget the aftermath when the wound becomes part of the character.
This is a nice guide for like... normal people. But if your character is highly trained in any fashion some of these go right out the window.
Broken rib? Yeah once the adrenaline wears off you're down, but until then you absolutely CAN sprint potentially enough to get out of harm's way. Just ask my cousin who got attacked by a bull, cracked a couple ribs, and still made it outside the fence before collapsing (largely due to her military training - muscle memory kicked in and got her to safety).
Whether or not concussions knock you out in addition to the above symptoms depends on where/how you got hit and how hard... like. Let's be real for a second there are people with medical conditions that make them pass out if they stand up too fast. A sufficient blow to the head (or at the right part of the jaw - hello major nerve bundle) WILL put your lights out. It's just worth remembering that if something hit that hard they're unlikely to just shake it off after waking. (With the possible exception of if somebody knows that nerve bundle enough to skip the middle man and just jam a thin blunt object right into it. But similar to getting hit in the solar plexus you are going to be having a bad day until the nerve overload passes.)
As for the dislocated shoulder, I have known people well trained enough in quick and dirty field medicine (*cough* my partner) to shove that fucker right back into the socket and keep on going. So just like. Know your character and what they would know how to do.
Stitches aren't magic but the drugs they give you with the damn things might as well be (to a point). There are people who will get up and cause a ruckus because their pain is dulled enough they just get up and start a fight. They will, however, absolutely regret it later and also probably need to be re-stitched. Also, again, somebody with sufficient combat training MIGHT be able to ignore the pain, get back up and keep fighting - they are just, again, going to regret it later.
Through the power of adrenaline and sheer stubbornness humans are capable of some buckwild shit.
All that aside, I feel like a lot of tips like this are much like artists with anatomy: know the rules so you know how best to break them when it suits your art. Suspension of disbelief is a beautiful thing. Especially if you are dealing with things like superheroes or a magic-heavy fantasy setting.
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