Crazy how one impulsive post has quickly outshined every other post I have made on this blog. Anyway here’s more to consider. Once again, I am recirculating tried-and-true writing advice that shouldn’t have to compromise your author voice and isn’t always applicable when the narrative demands otherwise.
Part 1
Part 2
Am/is/are/was/were are another type of filler that doesn’t add anything to your sentences.
There were fireworks in the sky tonight. /// Fireworks glittered in the sky tonight.
My cat was chirping at the lights on the ceiling. /// My cat chirped at the lights on the ceiling.
She was standing /// She stood
He was running /// He ran
Also applicable in present tense, of which I’ve been stuck writing lately.
There are two fish-net goals on either end of the improvised field. /// Two fish-net goals mark either end of the improvised field.
For once, it’s a cloudless night. /// For once, the stars shine clear.
Sometimes the sentence needs a little finagling to remove the bad verb and sometimes you can let a couple remain if it sounds better with the cadence or syntax. Generally, they’re not necessary and you won’t realize how strange it looks until you go back and delete them (it also helps shave off your word count).
Sometimes the to-be verb is necessary. You're writing in past-tense and must convey that.
He was running out of time does not have the same meaning as He ran out of time, and are not interchangeable. You'd have to change the entire sentence to something probably a lot wordier to escape the 'was'. To-be verbs are not the end of the world.
I made a post already about motivated exposition, specifically about character descriptions and the mirror trope, saying character details in the wrong place can look odd and screw with the flow of the paragraph, especially if you throw in too many.
She ties her long, curly, brown tresses up in a messy bun. /// She ties her curls up in a messy brown bun. (bonus alliteration too)
Generally, I see this most often with hair, a terrible rule of threes. Eyes less so, but eyes have their own issue. Eye color gets repeated at an exhausting frequency. Whatever you have in your manuscript, you could probably delete 30-40% of the reminders that the love interest has baby blues and readers would be happy, especially if you use the same metaphor over and over again, like gemstones.
He rolled his bright, emerald eyes. /// He rolled his eyes, a vibrant green in the lamplight.
To me, one reads like you want to get the character description out as fast as possible, so the hand of the author comes in to wave and stop the story to give you the details. Fixing it, my way or another way, stands out less as exposition, which is what character descriptions boil down to—something the audience needs to know to appreciate and/or understand the story.
Much like sentences that are all about the same length with little variety in syntax, sentences that follow each other like a grocery list or instruction manual instead of a proper narrative are difficult to find gripping.
Jack gets out a stock pot from the cupboard. He fills it with the tap and sets it on the stove. Then, he grabs russet potatoes and butter from the fridge. He leaves the butter out to soften, and sets the pot to boil. He then adds salt to the water.
From the cupboard, Jack drags a hefty stockpot. He fills it with the tap, adds salt to taste, and sets it on the stove.
Russet potatoes or yukon gold? Jack drums his fingers on the fridge door in thought. Russet—that’s what the recipe calls for. He tosses the bag on the counter and the butter beside it to soften.
This is just one version of a possible edit to the first paragraph, not the end-all, be-all perfect reconstruction. It’s not just about having transitions, like ‘then’, it’s about how one sentence flows into the next, and you can accomplish better flow in many different ways.
I don’t see this super often, but when it happens, it tends to be pretty bad. I think it happens because writers feel the need to overcompensate and over-clarify on what’s happening. Remember: The more specific you get, the more your readers are going to wonder what’s so important about these details. This is fiction, so every detail matters.
A ridiculous example:
Jack walks over to his closet. He kneels down at the shoe rack and tugs his running shoes free. He walks back to his desk chair, sits down, and ties the laces.
Unless tying his shoes is a monumental achievement for this character, all readers would need is:
Jack shoves on his running shoes.
*quick note: Do not add "down" after the following: Kneels, stoops, crouches, squats. The "down" is already implied in the verb.
This also happens with multiple movements in succession.
Beth enters the room and steps on her shoelace, nearly causing her to trip. She kneels and ties her shoes. She stands upright and keeps moving.
Or
Beth walks in and nearly trips over her shoelace. She sighs, reties it, and keeps moving.
Even then, unless Beth is a chronically clumsy character or this near-trip is a side effect of her being late or tired (i.e. meaningful), tripping over a shoelace is kind of boring if it does nothing for her character. Miles Morales’ untied shoelaces are thematically part of his story.
Sometimes, over-describing a character’s movement is meant to show how nervous they are—overthinking everything they’re doing, second-guessing themselves ad nauseam. Or they’re autistic coded and this is how this character normally thinks as deeply methodical. Or, you’re trying to emphasize some mundanity about their life and doing it on purpose.
If you’re not writing something where the extra details service the character or the story at large, consider trimming it.
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These are *suggestions* and writing is highly subjective. Hope this helps!
basics
name: meaning of name: nicknames/titles: age: gender: location: birthday: strengths + example where it's shown: weaknesses + example where it's shown: how it affects others:
emotional depth
attachment style + how it manifests in the story: physical fear: emotional/abstract fear: happy memory: sad memory: object of significance: philosophical outlook/belief: what characters are ignorant about themselves: how confident are they: goal: long-term dreams: what they're embarrassed/ashamed to tell others about: regrets: source of pride: source of misery: what they admire above all else: do they believe in fate:
personality
mbti: enneagram: big five: character archetype: star sign: who they pretend to be on the outside: who they actually are/how they feel towards the mask: mental health conditions: how it manifests for them: iq: eq: humour: reputation:
habits
bad habits: mannerisms when stressed: mannerisms when content: mannerisms when scared: mannerisms normally: verbal mannerisms/distinctive speaking style: how do they move across a room: what do they say and what remains unsaid: how they express love: hobbies:
appearance
defining features: eye shape + colour: hair texture + colour: skin texture + tone: vibe: height: build: clothing: any bodily disfigurement (scars, etc.): overall attractiveness: their opinion on their appearance: appeals to:
relationships
who they trust most: what they wish they could do for them: what's holding them back: who they hate most: what they wish they could do to them: what's holding them back: relationship with the protagonist: relationship with the antagonist: siblings: relationship with them: parents/step-parents: relationship with them: previous broken relationships: why did it break: what others expect of them: who believes in them: their mentor character/who they look up to: political/religious/other affiliations: what makes them different from every other character: non-human relationships + why: romantic "type" + why: relationship dynamics:
backstory/background
primary emotion towards their past: primary feelings while in their past: where did they grow up: defining incidents: earliest childhood memory: saddest memory: happiest memory: major accomplishments: their opinion on it: notable people in their backstory: effect on them today: trauma: what have they already lost: financial circumstance:
progression
why are they important (eg. why're they the only one able to do something?): what do they learn about themselves throughout the story: what do they learn about the world: how do they feel towards their newfound knowledge: character arc (positive, negative, neutral): how relationships change because of their actions: what mistakes do they make: what scene is their character highlighted: do they get what they want: why or why not: what happens to them after the story ends:
* body language masterlist
* a translator that doesn’t eat ass like google translate does
* a reverse dictionary for when ur brain freezes
* 550 words to say instead of fuckin said
* 638 character traits for when ur brain freezes again
* some more body language help
(hope this helps some ppl)
Forshadowing is an excellent writing tool in your writing arsenal that allows you to look incredibly smart while simultaneously slapping your audience in the face with the realization that the answer was in front of them this whole time!
For @melda0m3, I'm going to be giving you some broad strokes about to add forshadowing into your stories
I'm going to hope you understand what forshadowing is but if you don't then: Forshadowing is a suggestion but not outright prediction of future reveals and events
A) Work Backwards
A lot of people say to add forshadowing after the chapter/book is written but before you post it since then you can go back and organically add in those small details that make you seem like a genious without accidentally pulling the curtain too far back.
I recommend a combination of both. Write from the belly of a character, if you will. Let them naturally guide their proclivities and then try to paper them over.
For example, Character A is trying to pretent that they were born into wealth but they weren't. Their natural tendency is to side with the underdog. To tip the waiter a normal amount. To do average not-rich shit. Having Character A accidentally be a normal person and then disguise this as a mistake or an expression of empathy/intelligence/stupidity what have you can serve as forshadowing.
By putting forshadowing in at a later point or as an organic development that you run past like it's just background information allows you to steer your audience away from the true purpose of that information.
B) It's Just A Little Off
This mostly applies to situations where a character is trying to pretend to be something they aren't.
A neglectful mother grabs her child just a bit too hard to be normal.
A previously cowardly character is suddenly taking the lead
A seemingly innocuous woman knows her way around the house a bit too well
A previously good person starts suggesting things that have a tendency of backfiring on the rest of the cast
It's pretty simple and I could just go on and on about different types of characters revealing that they aren't the person they are pretending to be and that they might just know more than they are letting on.
These forshadow clues might be:
An unexplained phobia that seems silly at first until the tragic backstory behind it is revealed
A beautiful piece of jewlery sitting on a petty thief
Hypocritical behavior
A random moment that seems out of character
Here are some things I think about when writing hugs to try to make them fit with the characters and the current emotional tone of the story, as well as have anywhere near the same impact of hugs in visual mediums.
When? (Who?)
The frequency a character will hug is usually pretty dependent on the nature of the character. Are they emotionally or physically reticent to the point that a hug from them probably means the world is ending? Will they hug on special occasions (the college graduation or the 'we both just nearly died' depending on genre) Or are they more touchy-feely? Then there's more minutia, do they refrain from hugs because they just don't like them? Or because they don't want to cross others' boundaries? Were they raised in a household where spontaneous hugs were commonplace or where they could count them on one hand?
Why?
The "why" of a hug has a big impact on the energy of it and often how many details you write into it. Is it a happy hug? Sad? A complicated mix of emotions? Casual? This can also affect the "how" of the hug. If it's a "I thought you were dead!" hug it's unlikely to be a loose side-hug. If it's a "Oh, nice to see you :)" it's unlikely to be a strangling bear hug. Overall the emotions of both people involved should be your guide to writing it.
How?
First thing I consider is usually the initiator. Does one person initiate? Do both people equally initiate? Does someone open their arms and the other steps into the hug? Do they resist the hug? Do they melt into the hug? This typically links back into both the why of the hug, and who the characters are. I also try to think of the "motivation" of a hug which can be conscious or subconscious. Is the initiator hugging to provide comfort? Express gratitude? Reassure themself? Something else?
Arms! Placement is often influenced by height. Both arms over? Both arms under? One under/one over? Squeeze?
Hands! Actions: Clutching at clothes? Rubbing circles? Patting? Ruffling hair? Placement: Back of neck? Lower/mid/upper back? Hair/back of head? Wrap around to their side?
Tightness! Loose? Gentle? Tight? Suffocating? Are there injuries to be considerate of? Are they tired or energized? How conscientious are they of how tight they're holding?
Duration! Is it a quick hug then pull away? Does one awkwardly pull back after a few seconds? Do they both cling on for just a little too long? Does the initiator end the hug, does the receiver, or is it mutually done? Communicated by a loosening grip or back slap?
Head! Chin on the top of the head? Burying their face in the other person's shoulder/chest? Turning their head to the side? Looking up? Staring into the distance? Closing their eyes? Crying? Stoic? Smiling?
Stance/Big picture! Are they both standing? One standing one sitting? One lying down and the other crouched? Some sort of other awkward positioning? Do they rock side to side when they hug -- who is rocking? Does one pick up the other? Swing them around? Is it a run-into hug where they're both staggering/nearly falling with the impact? Is one standing stiffly with their arms sticking to the side? Are they relaxed? One leaning into the other, both leaning, neither?
Dynamism! Similar to big picture, but how much is the hug moving? Rocking side to side? moving hands/adjusting grip? Moving head? Staggering back? Standing as still as a statue for the whole duration? Are they talking during it? Quiet?
Alternate hug-ish stuff! One-armed hug, hugging an arm/leg, arm slung over the other's shoulder, hug for a practical purpose (stabilization, restraining, carrying, tackle), group hugs, unintentional proximity (trapped in enclosed space, tied up)
Hug Examples! Watch examples of hugs from shows, movies, etc and try to note the little details that can help feel more evocative, natural, or memorable. How did the body language of the actors convey how the characters were feeling? How did the hug feel to you?
(First 2 are from the Magnum PI reboot, next 4 Macgyver reboot, next 2 White Collar, last 2 Hercules: The Legendary Journeys. If you want to know a specific episode for any of them I will go and track it down for you)
Forgive the limited variety of shows, I only have so many images of people hugging on hand
first thing you might want to consider: is the pain mental or physical?
if it’s physical, what type of pain is it causing? — sharp pain, white-hot pain, acute pain, dull ache, throbbing pain, chronic pain, neuropathic pain (typically caused by nerve damage), etc
if it’s mental, what is the reason your character is in pain? — grief, heartbreak, betrayal, anger, hopelessness, fear and anxiety, etc
because your character will react differently to different types of pain
sharp and white-hot pain may cause a character to grit their teeth, scream, moan, twist their body. their skin may appear pale, eyes red-rimmed and sunken with layers of sweat covering their forehead. they may have tears in their eyes (and the tears may feel hot), but they don’t necessarily have to always be crying.
acute pain may be similar to sharp and white-hot pain; acute pain is sudden and urgent and often comes without a warning, so your character may experience a hitched breathing where they suddenly stop what they’re doing and clench their hand at the spot where it hurts with widened eyes and open mouth (like they’re gasping for air).
dull ache and throbbing pain can result in your character wanting to lay down and close their eyes. if it’s a headache, they may ask for the lights to be turned off and they may be less responsive, in the sense that they’d rather not engage in any activity or conversation and they’d rather be left alone. they may make a soft whimper from their throat from time to time, depends on their personality (if they don’t mind others seeing their discomfort, they may whimper. but if your character doesn’t like anyone seeing them in a not-so-strong state, chances are they won’t make any sound, they might even pretend like they’re fine by continuing with their normal routine, and they may or may not end up throwing up or fainting).
if your character experience chronic pain, their pain will not go away (unlike any other illnesses or injuries where the pain stops after the person is healed) so they can feel all these types of sharp pain shooting through their body. there can also be soreness and stiffness around some specific spots, and it will affect their life. so your character will be lucky if they have caretakers in their life. but are they stubborn? do they accept help from others or do they like to pretend like they’re fine in front of everybody until their body can’t take it anymore and so they can no longer pretend?
neuropathic pain or nerve pain will have your character feeling these senses of burning, shooting and stabbing sensation, and the pain can come very suddenly and without any warning — think of it as an electric shock that causes through your character’s body all of a sudden. your character may yelp or gasp in shock, how they react may vary depends on the severity of the pain and how long it lasts.
grief can make your character shut themself off from their friends and the world in general. or they can also lash out at anyone who tries to comfort them. (five states of grief: denial, anger, bargaining, depression and eventual acceptance.)
heartbreak — your character might want to lock themself in a room, anywhere where they are unseen. or they may want to pretend that everything’s fine, that they’re not hurt. until they break down.
betrayal can leave a character with confusion, the feelings of ‘what went wrong?’, so it’s understandable if your character blames themself at first, that maybe it’s their fault because they’ve somehow done something wrong somewhere that caused the other character to betray them. what comes after confusion may be anger. your character can be angry at the person who betrayed them and at themself, after they think they’ve done something wrong that resulted in them being betrayed, they may also be angry at themself next for ‘falling’ for the lies and for ‘being fooled’. so yes, betrayal can leave your character with the hatred that’s directed towards the character who betrayed them and themself. whether or not your character can ‘move on and forgive’ is up to you.
there are several ways a character can react to anger; they can simply lash out, break things, scream and yell, or they can also go complete silent. no shouting, no thrashing the place. they can sit alone in silence and they may cry. anger does make people cry. it mostly won’t be anything like ‘ugly sobbing’ but your character’s eyes can be bloodshot, red-rimmed and there will be tears, only that there won’t be any sobbing in most cases.
hopelessness can be a very valid reason for it, if you want your character to do something reckless or stupid. most people will do anything if they’re desperate enough. so if you want your character to run into a burning building, jump in front of a bullet, or confess their love to their archenemy in front of all their friends, hopelessness is always a valid reason. there’s no ‘out of character’ if they are hopeless and are desperate enough.
fear and anxiety. your character may be trembling, their hands may be shaky. they may lose their appetite. they may be sweaty and/or bouncing their feet. they may have a panic attack if it’s severe enough.
and I think that’s it for now! feel free to add anything I may have forgotten to mention here!
Or at least, I do.
I need this. So badly right now. So, so, so many “redemption arcs” are half-assed and carry undertones of guilt by the heroes, gaslighting them into thinking the villain “wasn’t all that bad” right before they make some big heroic sacrifice, as if that’s ever enough to make up for the damage that was done.
But you know what I never see? A villain who’s done some awful shit, wakes up to reality, tries to apologize and… is denied. No, it’s not enough to be sorry. No, you’re not absolved of your crimes just because you cry really hard on your knees. Yes, you have to work for it. Yes, even if you work for it for the rest of your whole life, those you hurt are not obligated to forgive you.
Example that sadly did not happen in canon: Enji Todoroki
This fucker lies and cheats his way into his lover’s arms (and liars revealed are always men, because their love interests are always women put in the place of “but he tried really hard and you need to forgive him uwu” unless it’s gay). Similar to above, no, you do not get rewarded just for feeling sorry.
This character builds an entire relationship (and it’s specifically romance that I take such an issue with) on a lie. They are not who they say they are, specifically, they lie about their identity because they know their lover would not let this happen if they knew the truth.
It’s one thing to lie about something inconsequential, or to lie about something unrelated, but to lie deliberately to present yourself as the perfect suitor—and these are never little white lies, these are usually entirely false identities, or secrets so damning that risking the truth could mean arrest or even death—just. Why?
Yeah, okay, you never thought you’d get this far. Cool. You don’t have to tell her the truth, but you have to leave before you trick her into sleeping with you.
It’s just. So squicky. And the lesson always is that he deserves love, that he makes up for it with everything else, that he’s just got a winning personality. She always forgives him, even if they fight about it, it’s so, so predictable.
Examples that did not lose: Aladdin, Evan Hansen
I don’t know that we need a whole bunch of these characters, but so many paragons are painted as heroes with unshakable loyalty to their causes and I’d love to see a devolution of character where they just can’t keep smiling and pretending it’s alright. That there is a limit to how much shit they can take.
They don’t have to go full villain, but maybe they just stop caring, maybe they get cynical, maybe they just don’t show up for work the next day, maybe they’re not there when they’re needed the most.
There’s a few stories I can think of where the masses realize they’ve screwed up and show the hero that their faith has been rewarded (Nolan Bats being one of them) but I mean really a hero who just cannot take it anymore, throws in the towel, and walks away knowing it’s the hardest thing they’ve ever had to do.
Example: (kind of) Captain America
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Sorry this list is kind of a bummer. It’s a bummer kind of week.
Passing out, or syncope, is a loss of consciousness that can play a pivotal role in storytelling, adding drama, suspense, or emotional weight to a scene. Whether it’s due to injury, fear, or exhaustion, the act of fainting can instantly shift the stakes in your story.
But how do you write it convincingly? How do you ensure it’s not overly dramatic or medically inaccurate? In this guide, I’ll walk you through the causes, stages, and aftermath of passing out. By the end, you’ll be able to craft a vivid, realistic fainting scene that enhances your narrative without feeling clichéd or contrived.
Characters faint for a variety of reasons, and understanding the common causes can help you decide when and why your character might lose consciousness. Below are the major categories that can lead to fainting, each with their own narrative implications.
Blood Loss: A sudden drop in blood volume from a wound can cause fainting as the body struggles to maintain circulation and oxygen delivery to the brain.
Dehydration: When the body doesn’t have enough fluids, blood pressure can plummet, leading to dizziness and fainting.
Low Blood Pressure (Hypotension): Characters with chronic low blood pressure may faint after standing up too quickly, due to insufficient blood reaching the brain.
Intense Pain: The body can shut down in response to severe pain, leading to fainting as a protective mechanism.
Heatstroke: Extreme heat can cause the body to overheat, resulting in dehydration and loss of consciousness.
Emotional Trauma or Shock: Intense fear, grief, or surprise can trigger a fainting episode, as the brain becomes overwhelmed.
Panic Attacks: The hyperventilation and increased heart rate associated with anxiety attacks can deprive the brain of oxygen, causing a character to faint.
Fear-Induced Fainting (Vasovagal Syncope): This occurs when a character is so afraid that their body’s fight-or-flight response leads to fainting.
Lack of Oxygen: Situations like suffocation, high altitudes, or enclosed spaces with poor ventilation can deprive the brain of oxygen and cause fainting.
Poisoning or Toxins: Certain chemicals or gasses (e.g., carbon monoxide) can interfere with the body’s ability to transport oxygen, leading to unconsciousness.
To write a realistic fainting scene, it’s important to understand the stages of syncope. Fainting is usually a process, and characters will likely experience several key warning signs before they fully lose consciousness.
Before losing consciousness, a character will typically go through a pre-syncope phase. This period can last anywhere from a few seconds to a couple of minutes, and it’s full of physical indicators that something is wrong.
Light-Headedness and Dizziness: A feeling that the world is spinning, which can be exacerbated by movement.
Blurred or Tunnel Vision: The character may notice their vision narrowing or going dark at the edges.
Ringing in the Ears: Often accompanied by a feeling of pressure or muffled hearing.
Weakness in Limbs: The character may feel unsteady, like their legs can’t support them.
Sweating and Nausea: A sudden onset of cold sweats, clamminess, and nausea is common.
Rapid Heartbeat (Tachycardia): The heart races as it tries to maintain blood flow to the brain.
When the character faints, the actual loss of consciousness happens quickly, often within seconds of the pre-syncope signs.
The Body Going Limp: The character will crumple to the ground, usually without the ability to break their fall.
Breathing: Breathing continues, but it may be shallow and rapid.
Pulse: While fainting, the heart rate can either slow down dramatically or remain rapid, depending on the cause.
Duration: Most fainting episodes last from a few seconds to a minute or two. Prolonged unconsciousness may indicate a more serious issue.
After a character regains consciousness, they’ll typically feel groggy and disoriented. This phase can last several minutes.
Disorientation: The character may not immediately remember where they are or what happened.
Lingering Dizziness: Standing up too quickly after fainting can trigger another fainting spell.
Nausea and Headache: After waking up, the character might feel sick or develop a headache.
Weakness: Even after regaining consciousness, the body might feel weak or shaky for several hours.
Fainting isn’t just about losing consciousness—there are physical consequences too. Depending on the circumstances, your character may suffer additional injuries from falling, especially if they hit something on the way down.
Falling Injuries: When someone faints, they usually drop straight to the ground, often hitting their head or body in the process. Characters may suffer cuts, bruises, or even broken bones.
Head Injuries: Falling and hitting their head on the floor or a nearby object can lead to concussions or more severe trauma.
Scrapes and Bruises: If your character faints on a rough surface or near furniture, they may sustain scrapes, bruises, or other minor injuries.
Uncontrolled Fall: The character’s body crumples or falls in a heap. Without the ability to brace themselves, they are at risk for further injuries.
Exposed While Unconscious: While fainted, the character is vulnerable to their surroundings. This could lead to danger in the form of attackers, environmental hazards, or secondary injuries from their immediate environment.
Shallow Breathing: The character's breathing will typically become shallow or irregular while they’re unconscious.
Pale or Flushed Skin: Depending on the cause of fainting, a character’s skin may become very pale or flushed.
Twitching or Muscle Spasms: In some cases, fainting can be accompanied by brief muscle spasms or jerking movements.
There are different types of fainting, and each can serve a distinct narrative purpose. The way a character faints can help enhance the scene's tension or emotion.
In this case, the character blacks out without any warning. This type of fainting is often caused by sudden physical trauma or exhaustion.
No Warning: The character simply drops, startling both themselves and those around them.
Used in High-Tension Scenes: For example, a character fighting in a battle may suddenly collapse from blood loss, raising the stakes instantly.
This happens when a character feels themselves fading, usually due to emotional stress or exhaustion.
Internal Monologue: The character might have time to realize something is wrong and reflect on what’s happening before they lose consciousness.
Adds Suspense: The reader is aware that the character is fading but may not know when they’ll drop.
Some stories call for a more theatrical faint, especially in genres like historical fiction or period dramas.
Exaggerated Swooning: A character might faint from shock or fear, clutching their chest or forehead before collapsing.
Evokes a Specific Tone: This type of fainting works well for dramatic, soap-opera-like scenes where the fainting is part of the tension.
When your character wakes up from fainting, they’re not going to bounce back immediately. There are often lingering effects that last for minutes—or even hours.
Dizziness and Nausea: Characters might feel off-balance or sick to their stomach when they first come around.
Headaches: A headache is a common symptom post-fainting, especially if the character hits their head.
Body Aches: Muscle weakness or stiffness may persist, especially if the character fainted for a long period or in an awkward position.
Confusion: The character may not remember why they fainted or what happened leading up to the event.
Embarrassment: Depending on the situation, fainting can be humiliating, especially if it happened in front of others.
Fear: Characters who faint from emotional shock might be afraid of fainting again or of the situation that caused it.
Foreshadow the Fainting: If your character is losing blood, suffering from dehydration, or undergoing extreme emotional stress, give subtle clues that they might pass out. Show their discomfort building before they collapse.
Avoid Overuse: Fainting should be reserved for moments of high stakes or significant plot shifts. Using it too often diminishes its impact.
Keep It Short: Fainting typically happens fast. Avoid dragging the loss of consciousness out for too long, as it can slow down the pacing of your story.
Don’t Always Save the Character in Time: In some cases, let the character hit the ground. This adds realism, especially if they’re fainting due to an injury or traumatic event.
Lingering Effects: Mention the character’s disorientation, dizziness, or confusion upon waking up. It’s rare for someone to bounce back immediately after fainting.
Reactions of Others: If other characters are present, how do they react? Are they alarmed? Do they rush to help, or are they unsure how to respond?
Stay Away from Clichés: Avoid having your character faint simply to be saved by a love interest. If there’s a romantic element, make sure it’s woven naturally into the plot rather than feeling forced.
Are you an author looking for writing tips and tricks to better your manuscript? Or do you want to learn about how to get a literary agent, get published and properly market your book? Consider checking out the rest of Quillology with Haya Sameer; a blog dedicated to writing and publishing tips for authors! While you’re at it, don’t forget to head over to my TikTok and Instagram profiles @hayatheauthor to learn more about my WIP and writing journey!
Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters. (CLICK ME)
If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME)
If you want a more in-depth medical chart, try this one. (CLICK ME)
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
Dredging this back up from way back.
Make sure your characters move, but not too much during heavy dialogue scenes. E.g. two characters sitting and talking—do humans just stare at each other with their arms lifeless and bodies utterly motionless during conversation? No? Then neither should your characters. Make them…
Gesture
Wave
Frown
Laugh
Cross their legs/their arms
Shift around to get comfortable
Pound the table
Roll their eyes
Point
Shrug
Touch their face/their hair
Wring their hands
Pick at their nails
Yawn
Stretch
Sniff/sniffle
Tap their fingers/drum
Bounce their feet
Doodle
Fiddle with buttons or jewelry
Scratch an itch
Touch their weapons/gadgets/phones
Check the time
Get up and sit back down
Move from chair to tabletop
The list goes on.
Bonus points if these are tics that serve to develop your character, like a nervous fiddler, or if one moves a lot and the other doesn’t—what does that say about the both of them? This is where “show don’t tell” really comes into play.
As in, you could say “he’s nervous” or you could show, “He fidgets, constantly glancing at the clock as sweat beads at his temples.”
This site is full of discourse on telling vs showing so I’ll leave it at that.
In the Sci-fi WIP that shall never see the light of day, I had a flashback arc for one male character and his relationship with another male character. On top of that, the flashback character was a nameless narrator for Reasons.
Enter the problem: How would you keep track of two male characters, one who you can't name, and the other who does have a name, but you can’t oversaturate the narrative with it? I did a few things.
Nameless Narrator (written in 3rd person limited POV) was the only narrator for the flashback arc. I never switched to the boyfriend’s POV.
Boyfriend had only a couple epithets that could only apply to him, and halfway through their relationship, NN went from describing him as “the other prisoner” to “his cellmate” to “his partner” (which was also a double entendre). NN also switched from using BF’s full name to a nickname both in narration and dialogue.
BF had a title for NN that he used exclusively in dialogue, since BF couldn’t use his given name and NN hadn’t picked a new one for himself.
Every time the subject of the narrative switched, I started a new paragraph so “he” never described either character ambiguously mid-paragraph.
Is this an extreme example? Absolutely, but I pulled it off according to my betas.
The point of all this is this: Epithets shouldn’t just exist to substitute an overused name. Epithets de-personalize the subject if you use them incorrectly. If your narrator is thinking of their lover and describing that person without their name, then the trait they pick to focus on should be something equally important to them. In contrast, if you want to drive home how little a narrator thinks of somebody, using depersonalizing epithets helps sell that disrespect.
Fanfic tends to be the most egregious with soulless epithets like "the black-haired boy" that tell the reader absolutely nothing about how the narrator feels about that black-haired boy, espeically if they're doing so during a highly-emotional moment.
As in, NN and BF had one implied sex scene. Had I said “the other prisoner” that would have completely ruined the mood. He’s so much more than “the other prisoner” at that point in the story. “His partner,” since they were both a combat team and romantically involved, encompassed their entire relationship.
The epithet also changed depending on what mood or how hopeless NN saw their situation. He’d wax and wane over how close he believed them to be for Reasons. NN was a very reserved character who kept BF at a distance, afraid to go “all in” because he knew there was a high chance of BF not surviving this campaign. So NN never used “his lover”.
All to say, epithets carried the subtext of that flashback arc, when I had a character who would not talk about his feelings. I could show you the progression of their relationship through how the epithets changed.
I could show you whenever NN was being a big fat liar about his feelings when he said he's not in love, but his narration gave him away. I could show you the exact moment their relationship shifted from comrades to something more when NN switched mid-paragraph from "his cellmate" to "his partner" and when he took up BF's nickame exclusively in the same scene.
I do the same thing in Eternal Night when Elias, my protagonist, stops referring to Dorian as "it" and "the vampire" instead of his name the moment they collide with a much more dangerous vampire, so jarringly that Elias notices in his own narration—the point of it being so explicit is that this degredation isn't automatic, it's something he has to conciously do, when everyone else in his clan wouldn't think twice about dehumanizing them.
—
Any literary device should be used with intent if you want those layers in your work. The curtains are rarely just blue. Whether it’s a simile with a deliberate comparison or an epithet with deliberate connotations, your readers will pick up on the subtext, I promise.
Creating multidimensional characters make them more relatable to your readers. They add richness and complexity to the narrative, enhancing its overall depth and resonance.
So. How?
Complex motivations: Characters should have motivations that go beyond simple desires or goals. Delve deep into their past experiences, fears, and desires to understand what truly drives them. Keep them consistent yet nuanced for realistic character growth and change throughout the story.
Flaws and vulnerabilities: Avoid creating characters who are too perfect or flawless. Imperfections make characters relatable and interesting. Give them vulnerabilities, weaknesses, and struggles to overcome. This adds depth to their personalities and creates opportunities for character development.
Internal conflict: Explore the internal conflicts within your characters. This could be moral dilemmas, inner turmoil, or conflicting emotions. Internal struggles can be just as compelling, if not more so, than external conflicts, and they add layers to your characters' development. (See my previous post about this!)
Consistent behaviour: Make sure to keep your characters' actions, reactions, and decisions consistent with their established personalities, backgrounds, and motivations. Inconsistencies can break the reader's immersion and credibility in the story. And the fandom will hunt you down mercilessly.
Unique voice: Each character should have a distinct voice and mannerisms that reflect their personality, background, and worldview. Pay attention to the way they speak, their vocabulary, and their gestures. This will really help to bring your characters to life.
Dynamic relationships: Develop dynamic relationships between your characters. Interactions with other characters should reveal new facets of their personalities and contribute to their growth or downfalls. Explore different types of relationships (friendships, romances, rivalries, family dynamics, etc.) to add depth to your characters' experiences.
Arc of change: Consider how your characters evolve over the course of the story. What lessons do they learn? How do their experiences shape them? Every significant event should impact your characters in some way, leading to growth, transformation, or regression.
Happy writing ❤
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