what I learnt ? Mmmh, maybe that''s a bit too much to ask from me. I''ll just write what I think I know
![](smile.gif)
character : it''s hard to write anything that you dont know about, so most characters tend to illustrate aspect of your personality (usually the main characters) or aspects you like/dislike in you or others. Well, that''s what I have observed, especially in roleplaying games.
I don''t think it''s really a problem, as long as you are aware of it. If you are not, you might end up always reusing the same kind of people, which is a bit, well, unoriginal ?
character dynamic : although it is something that annoys me, my experience tells me that dynamic usually comes from conflict. It''s more interesting to observe the dynamic of a conflict, and its possible resolution, than people being all cute happy with each other. That''s why buddy movies work so well, for instance; while the BAtman and Robin duo is just lame...
Disfunctional families (Six Feet Under, anyone ?), passionate couples (Perdita Durango, I loved that movie), enemies forced to cooperate (mmh, From Dusk till Dawn ?), give a much more fertile ground for drama that balanced families, placid couples and perfect partners.
Note that the conflict can still exist in the complementary nature of two persons, rather than in their relationship per se (in Monkey B, Monkey B is a robber, but she fall in love with Brendan who is a perfect school teacher. Their relationship is perfect, except for the fact that they have totally opposite kind of life. As it happens, the quite life of Brendan is the escape Monkey B was looking for...)
Worldbuilding : on that one, I am biased as it is something I am looking a solution to. My method is to use the dialogue of characters to expose the nature of the world they evolve in, usually in a teacher/student relationship. It seems a bit lame though, but it''s more useful to go in depth than simple descriptions of the landscape.
I like the approach of Pratchett, which kind of puts the reader in the world and seamlessly takes break from the action to stop and explain aspects of the world, in the form of disgressions (sp?). I am sure there is a literary word for this POV
![](smile.gif)
Which works very well. I just havent had a chance to try it, but I am very much thinking about it.
(I hope that''s what you meant by "worldbuilding", though)
plot : well, to put it simply, it''s like character dynamics, the more conflict the better. In this case, this means opposition on what would otherwise be a straight road. Enemies to vanquish, problems to solve, obstacles to overcome, unplanned incidents, traps, false leads, you name it.
Sticking to the classics seems to help, too. Although, sticking too closely make a story predictable and possibly boring. Unless you are really skilled in other domains, I guess, like Jack Vance''s Lyonnesse, which has a fairy tale quality to it (you just *know* what''s gonna happen next) but precisely it''s the style that makes it so good (well, for me anyway).
theme : mmmh. I dunno there. The theme is a bit like choosing colours for a painting. You don''t really do a painting saying "I wanna do something with lotsa blue, and some pink" (well... *normally* you don''t). you just decide what colours you are gonna use to represent the idea you want to transmit.
Maybe I am misunderstanding theme, here. You mean the ideas to transmit ? Or the background style (genre, period, etc) ?
If you mean the ideas to transmit, then what I just wrote doesnt apply.
In this case I am not sure, but I have a feeling that themes that allow for unresolved issues, or unbalanced, unfulfilling endings seem to have quite a panache to them.
Something like sacrifice : someone sacrificing its life to save people, unbeknownst (I hope I spell that right) to them. There is something in me that screams "bloody hell that''s not fair", and yet, that''s what make so much more dramatic.
I like themes that allow to illustrate the foly of it all. Stuff like Saving Private Ryan, for instance, really worked for me. The whole "yeah it''s pointless, but it''s a symbol, and that''s why we are gonna do it" thing makes me jump with joy, especially when I hear other people saying "the plot was stupid, pointless".
Maybe you could explain theme a bit better, I am sure I could thing of something more specific to say.
register : well, I dont really know what to say. Register is just a tool you use to give your character more, well, character
![](tongue.gif)
It''s another layer that you add to the description of a character, in a way.
I don''t really see what more importance you could give it. Not using variation in register is, well, a sign of a lack of vocable for a start. But then again, using too much of it can be quite "heavy" for the reader. For instance, serpents that constantly "sssspeak like that, becaussssse they have a ssssslight problem with the tongue", is just plain annoying, and not very creative.
for those who didnt understand register (and assuming that it''s not one of those "false friends" words again), let me illustrate :
"Greetings ma demoiselle, it is a pleasure to find you in such a radiant mood, today. I daresay your splendor brings a most welcome light in this most depressing environment".
compare to
"Hello my lady, you look quite beautiful, today. A bit of light in a place of despair, in a way."
"Yo mamzel, it''s some pair you got there. They make me all fuzzy jsut looking at them, surely better than all the gloom in this hell hole".
A lord, a commoner, a ruffian. 3 registers, three to express the same thing.
Anyway, that''s all I got time for now
Sancte Isidore ora pro nobis !
-----------------------------Sancte Isidore ora pro nobis !