Saturday, March 14, 2020


Post #207 March 16 2020

‘Where the Hell Are We?  How Details of Setting and Sense of Place Can Help (or Hurt) a Story

Remember when Dorothy, in the Wizard of Oz, mutters to Toto: “Toto, somehow I have a feeling we’re not in Kansas anymore?”  Dorothy was actually identifying one of the most important attributes of a good story…a strong sense of place.

Writer’s Digest lists 12 elements of setting for writers to consider.  To wit:

  1. Locale. This relates to broad categories such as a country, state, region, city, and town, as well as to more specific locales, such as a neighborhood, street, house or school. Other locales can include shorelines, islands, farms, rural areas, etc.
  2. Time of year. The time of year is richly evocative and influential in fiction. Time of year includes the seasons, but also encompasses holidays, such as Hanukkah, Christmas, New Year’s Eve, and Halloween. Significant dates can also be used, such as the anniversary of a death of a character or real person, or the anniversary of a battle, such as the attack on Pearl Harbor.
  3. Time of day. Scenes need to play out during various times or periods during a day or night, such as dawn or dusk. Readers have clear associations with different periods of the day, making an easy way to create a visual orientation in a scene.
  4. Elapsed time. The minutes, hours, days, weeks, and months a story encompasses must be somehow accounted for or the reader will feel confused and the story will suffer from a lack of authenticity. While scenes unfold moment by moment, there is also time to account for between scenes, when a flashback is inserted, and when a character travels a long distance.
  5. Mood and atmosphere. Characters and events are influenced by weather, temperature, lighting, and other tangible factors, which in turn influence the emotional timbre, mood, and atmosphere of a scene.
  6. Climate. Climate is linked to the geography and topography of a place, and, as in our real world, can influence events and people. Ocean currents, prevailing winds and air masses, latitude, altitude, mountains, land masses, and large bodies of water all influence climate. It’s especially important when you write about a real setting to understand climatic influences. Harsh climates can make for grim lives, while tropical climates can create more carefree lifestyles.
  7. Geography. This refers to specific aspects of water, landforms, ecosystems, and topography in your setting. Geography also includes climate, soil, plants, trees, rocks and minerals, and soils. Geography can create obvious influences in a story like a mountain a character must climb, a swift-running river he must cross, or a boreal forest he must traverse to reach safety. No matter where a story is set, whether it’s a mountain village in the Swiss Alps or an opulent resort on the Florida coast, the natural world with all its geographic variations and influences must permeate the story.
  8. Man-made geography. There are few corners of the planet that have not been influenced by the hand of humankind. It is in our man-made influences that our creativity and the destructiveness of civilization can be seen. Readers want visual evidence in a story world, and man-made geography is easily included to provide it. With this in mind, make certain that your stories contain proof of the many footprints that people have left in its setting. Use the influences of humankind on geography to lend authenticity to stories set in a real or famous locale. These landmarks include dams, bridges, ports, towns and cities, monuments, burial grounds, cemeteries, and famous buildings. Consider too the influences of mankind using the land, and the effects of mines, deforestation, agriculture, irrigation, vineyards, cattle grazing, and coffee plantations.
  9. Eras of historical importance. Important events, wars, or historical periods linked to the plot and theme might include the Civil war, World War II, medieval times, the Bubonic Plague, the gold rush in the 1800s, or the era of slavery in the South.
  10. Social/political/cultural environment. Cultural, political, and social influences can range widely and affect characters in many ways. The social era of a story often influences characters’ values, social and family roles, and sensibilities.
  11. Population. Some places are densely populated, such as Hong Kong, while others are lonely places with only a few hardy souls. Your stories need a specific, yet varied population that accurately reflects the place.
  12. Ancestral influences. In many regions of the United States, the ancestral influences of European countries such as Germany, Ireland, Italy, and Poland are prominent. The cities and bayous of Louisiana are populated with distinctive groups influenced by their Native American, French-Canadian, and African American forebears. Ancestral influences can be depicted in cuisine, dialogue, values, attitudes, and general outlook.

Anybody writing science fiction or fantasy has to spend some time thinking about details of setting, since much sf is set in times and places (and planets) other than this one.  For example, my new Quantum Troopers Return series is set largely in near future times, mostly (but not entirely) on Earth.  This series is a continuation of an earlier series (Quantum Troopers) so I didn’t want to veer off too sharply from what has gone before. 

One of my goals in this new series was to set the stories in exotic places that my average readers might not have visited.  In this age of Internet and with global distribution of ebooks, this is harder than it seems.  The series has settings that range from Indonesia to the Forbidden City, from the Moon to the surface of Venus, and from the Indian Ocean seabed to the deserts of Saudi Arabia and inner Mongolia.  All episodes are steeped in lots of action and mostly involve continuing characters from the original series, just a little later in time.

Using setting properly (in such a way that the nuts and bolts don’t show) can enhance any story, from atmospherics to provoking the proverbial sense of wonder, something that science fiction writers do all the time.  The key is to keep the setting descriptions embedded in the context of the story and not to dump an encyclopedia of facts and maps on the reader. 

Some writers spend so much time on their setting and world-building that they feel it essential to drop all this into the story.  Sometimes, the setting is the story, like Arthur C. Clarke’s novel Rendezvous with Rama.  But most of the time, a good, believable setting is just one part of the greater story, like plot and character and it should be woven together into a seamless whole. 

Spend time on your setting details but don’t do it at the expense of telling a good story. 

The Word Shed will take a two-week hiatus for spring break.  The next post to The Word Shed comes on April 6, 2020.

See you then.

Phil B.

Saturday, March 7, 2020


Post #206  March 9, 2020

Character, Action and Tom Swift, Jr.

One of my great joys as a teenager was Tom Swift, Jr. books.  In the early and mid-1960s, they were produced as trade-sized hardcovers, priced at $1.25 and came out every four months.  I’d buy the latest one on a Saturday morning and be finished with it that evening.

I loved them for the science adventures and for the fact that there was lots of action.  And story action is the subject of this post.

Action should be thought of as what the main characters do to solve their problems.  Some stories are marketed as action-adventures, where the action is all there is…continuous action, without the characters spending a lot of time contemplating their navels or expounding on deep philosophical matters. 

One of my goals in writing Quantum Troopers and Quantum Troopers Return was to involve the reader in lots of action, right from the start.  To make this happen, the main character(s)…in this case Johnny Winger…has to be an action-oriented person, or a person in an action-oriented position.  Winger is a trooper with Quantum Corps so he’s always fighting off bad guys and spies and trying to keep the peace in the world of atoms and molecules that is Quantum Corps’ theater of operation.  Keeping Winger involved in some kind of action hasn’t been too much of a stretch.

But action for the sake of action actually gets old, after a few chapters.  The action has to be in the service of the story, it has to advance the story.  Which means that in addition to fighting off bad guys, Johnny Winger has to occasionally run into roadblocks, problems he can’t resolve in his usual head-banging, slam-‘em- up- side-the-head fashion.  The action has to have a purpose.  In these cases, the purpose is to show Johnny Winger as a person and how he reacts to different situations and scenarios, in other words to reveal and develop character.

Action doesn’t happen in a vacuum.  It happens or is caused by character.  I found this on Wikipedia concerning adventure stories and the role of action:

Critic Don D'Ammassa, in the Introduction to the Encyclopedia of Adventure Fiction defines the genre as follows:

.. An adventure is an event or series of events that happens outside the course of the protagonist's ordinary life, usually accompanied by danger, often by physical action. Adventure stories almost always move quickly, and the pace of the plot is at least as important as characterization, setting and other elements of a creative work.[1]

D'Ammassa argues that adventure stories make the element of danger the focus; hence he argues that Charles Dickens' novel A Tale of Two Cities is an adventure novel because the protagonists are in constant danger of being imprisoned or killed, whereas Dickens' Great Expectations is not because "Pip's encounter with the convict is an adventure, but that scene is only a device to advance the main plot, which is not truly an adventure."[1]



So danger is an important element of action adventure stories.  In Quantum Troopers, there are several sources of danger.  Johnny Winger is often at risk to life and limb from Quantum Corps’ principal enemy Red Hammer (now Red Harmony in Quantum Troopers Return).  Sometimes, the autonomous assembler technology at the heart of the series comes back to bite him, and his fellow troopers.  Sometimes his own actions and headstrong impulses cause bad things to happen.  And ideally, as this latest serial story advances through its planned 12 episodes, Winger learns his lesson from being in all this danger and approaches future conflicts and problems with a smarter approach.  In other words, the main character is changed somehow as he encounters problems, conflicts and dangers. 



This is one of the reasons, though we don’t always like to admit it, that so many readers like action adventure stories.  They can live and experience vicariously the action and dangers of the main character and still live to read another day.  In fact when you get right down to it, this is one of the key reasons why we like stories period. 



Another aspect of any good action-adventure story is the pace, the speed of the action.  Our hero is constantly in and out of hot water, one close escape after another.  How do you keep the reader from going numb or zoning out through all this?  Vary the action.  Vary what happens.  Make the reader care about the character.  This means that the pot-boiler action sequences should be interspersed with quieter moments…the character reflects on what he has just escaped,  tells his buddies what just happened, gets laid or goes to the grocery store…things that can endear the character to the reader…hey, he’s just like one of us…I’ve done that very same thing.  An interlude between rock-‘em, sock-‘em action is necessary for the reader to take a breath, for the character to recoil and reset before the next escapade, and most importantly, for the character to gain some perspective on what is happening…in other words, to grow and change.



If this doesn’t happen, the reader won’t buy it and will find your character just a cardboard cutout to which things happen.  The story won’t be very satisfying.  Even furious action becomes tiresome if the character lets the same damn things happen to him again and again and doesn’t learn from the experience.  Different things have to happen, or the character’s own actions to resolve a problem cause a new problem…that’s real and your readers will experience it as real.



Action and character are closely intertwined in any fictional story and particularly so in action-adventure.   But the action has to have a purpose and the main purpose is to lead the character to growth, change or valiant defeat…not just fighting off the same monster day after day.

Just ask Tom Swift Jr. and his Super-Duper Electrohydraulic Flamajing.  He couldn’t have defeated those pesky Brungarians without it.



The next post to The Word Shed will focus on more details from the Quantum Troopers Return series, especially details of fictional settings.



See you on March 16.

Phil B.