Category Archives: Setting and Milieu

Why We Need to Write the Military Right: Part One

A guest post by Karen Traviss.

preview_concept_Black Run copyNobody wants to be the guy who said Krakatoa was east of Java. As storytellers, we know we need to get detail right if we tether our stories to the real world.

I had a colleague in my TV days whose early novels, written in time snatched between shoots, involved a trip to a certain building in Europe to settle an argument with his editor about how many steps there were in front of its main doors. It mattered to him; I understand that compulsion. I’ll spend an entire day doing research that ends up as one line in a novel. And even if you set your story on an alien world or in a fantasy universe, there are hard facts – human behaviour, physics, or just a consistent world – that mean you have to do at least a minimal amount of research. It might not involve doing obsessive surveys of public buildings, but it has to be done. Mistakes aren’t just embarrassing; they can also derail your story if a key plot point you’ve relied on turns out to be impossible.

In our quest for technical accuracy, though, we can overlook more fundamental authenticity, the stuff that can shape and distort opinion in the real world. While misplacing Krakatoa is annoying, it isn’t going to influence what the audience feels about serious issues. But feeding people a steady diet of stereotypes and errors about a topic can embed an attitude that people carry with them into their real world opinions. That affects a lot of different groups, but it’s especially true of public perception of the armed forces.

Like it or not, fiction does seep into the public consciousness through constant exposure, and once it’s there, it’s hard to filter it from reality. It takes root where people have no personal experience of a topic to tell them that the fiction they’re absorbing is factually wrong, and it creeps up on even the smartest people. I’m not talking about using daft phrases like “Over and out” (which is meaningless, as “over” is the opposite of “out” in radio procedure) or having characters call sergeants “Sir.” I mean the fabric of what it means to serve and to fight – the attitudes and experiences of the soldier.

Should that seepage worry us as writers? I’d say it ought to. If people are forming opinions on defence and foreign policy based on fiction, we should attempt to do no harm, and doing no harm requires some work on our part. The armed forces aren’t the only sector of society that can fall victim to “false memory” opinions, but servicemen and women are unique in that we expect them to be willing to die for us as a fundamental condition of their job. No other workers, not even police or firefighters, have to accept death as a definite possibility in the same way. So we owe those who serve a duty of truth.

A few months ago, I watched a TV discussion that was a perfect example of fiction shaping someone’s perception of what our armed forces should do in the real world. It was a round-up of the day’s news stories, with celebs and other non-experts passing comment. One studio guest was furious that nobody had deployed helicopters to rescue refugees in a war zone. She seemed unaware that in this particular case, the distances and conditions meant it wasn’t physically possible. She thought she knew what helicopters could do, and was no doubt sincere in her outrage, but nevertheless she was utterly wrong. The studio anchor was equally ignorant and the debate continued without any input from someone who could say, “Actually, there’s no way we can do that, because… “

So why did they think they knew the facts? Where did they get their unrealistic ideas on helicopters and logistics of evacuations? I’d bet my pension fund that they’d absorbed some kind of pseudo-reality from TV and movies without even realising it. It wasn’t because they were stupid. It was because they were human and the gap in their knowledge had been filled by the nearest available data, provided by years of watching impossible feats performed in movies.

Few civilians in the UK or North America these days have any direct contact with service personnel, however supportive we think we are of our troops. Our forces have shrunk over the years, and there’s no conscription. Soldiering has become the career of a relatively small number of volunteers. But a couple of generations earlier, things were very different. In World War II, every British family had a direct link with combat and its consequences. Either someone in your family was serving, or your friends and neighbours were, and as a civilian you were subjected to multiple air raids and years of strict rationing. If you compare British war movies from the late 1940s and early 1950s to modern ones, they’re much more technical; producers couldn’t get away with mistakes because their audience knew the subject. They’d served or they knew someone who had.

There’s now a growing disconnection between the military and civilian worlds, and it’s not been entirely discouraged by governments trying to head off objections to foreign wars. These days, with our omniscient Hollywood perspective, we think a soldier has the same perfect awareness of a situation as the camera, and so we think we know that they ought to have done. Civilians make judgements, moral and tactical, without any real awareness of what it’s like to serve, let alone fight, unless they’re prepared to put in time watching documentaries. But even then factual programming can be variable in accuracy. I’ve seen historians locked in bitter arguments over events that were taught to me as established fact. If we can’t even rely on history, then finding a gold standard for military authenticity isn’t easy.

The best we can do as writers is the same as the best I could do as a journalist; we can talk to the primary sources, the men and women who’ve lived through it. Even if they don’t agree on everything – and there’s no such thing as a definitive view of a battle – they’re the nearest to the truth we’re ever likely to find in this world. The detail will vary from country to country and between branches of the services, but there are some things that are common to everyone who’s served. Those are the truths we need to seek and portray.

I was a news journalist for 20 years and spent ten years in PR for government organisations, so I formed a detailed picture of where people got their information and what influenced their thinking. Now that I write fiction instead, I treat it like a hazardous material because I know it has real consequences. It’s sobering to think that I might have imparted more understanding of military life to my civilian readership as a novelist than I ever achieved in my time as a defence correspondent. It’s even more sobering to think that understanding has been based mostly on SF, where the technical detail can as unreal as you want to it to be. The reality lies in honest depiction of the mind-set, sense of comradeship, and basic soldiering skills that would be as familiar to a Roman legionary as they would to a space marine with a laser weapon.

###

Visit the Fictorians tomorrow for Part Two.

About Karen Traviss: KT
New York Times best-selling author Karen Traviss is a former defence correspondent and has also spent way too much of her life around politicians and police. Going Grey, the first in her new techno-thriller series, is out now and the sequel, Black Run, will be published this summer. Website and newsletter sign-up: www.karentraviss.com Twitter: @karentraviss

Things that go Bump in the Night

A guest post by Marie Bilodeau.

Nigh_Cover“T’was a dark and stormy night…”

Settings can be tense little buggers.

They can be dark, scary, unknown places your characters have to wade through. Death traps waiting to munch them whole. Riddled with more evil than the brownish liquid in your fridge you think used to be a cucumber. They can be out to kill characters for no good reason aside from the fact that they’re in them.

Settings can be heightened to add tangible or intangible tension to your story, through simple texturizing or plot impacting game changers. Here are a few ideas to keep in mind when trying to heighten story tension through setting.

1. The Unknown
The things that your characters don’t know about where they’re headed can make everyone uncomfortable. Characters can theorize and try to guess, even from legends or stories. But not knowing can be freaky, because then all things are possible.

2. The Known
Flipside. Your characters know exactly how the upcoming landscape will try to eat them. How their eyes will explode out of their skulls if they misstep. It’s scary, because we know you brought cannon fodder along and we’re waiting to see who gets hit how badly. (Or doesn’t. Tension isn’t from what happens, after all. It’s the promise of what might happen. Just deliver on those promises often enough that you don’t lose reader trust.)

3. The Creep Factor
This falls into texturizing your setting. Is it a lush garden with big-eyed bunnies bringing magical carrots to your heroes? Is it an oil-covered jagged mountain that’s partly on fire? Does it smell like roses or iron? Can we hear birds or screams in the background? Think about what would heighten your story.

4. It’s a trap!
Don’t underestimate contrasts. A happy setting might put your characters and readers at ease. Good time to hit them with something painful. Like a landmine. Or a neck eating bunny. A gushing spray of blood is more striking in the light of a perfect day than it is in pitch darkness, after all.

5. Choice vs. Unchoice (that’s a word, right?)
This depends on the kind of story and character you’re writing, but does your character have to go through the bad setting? Or do they choose to do it? Choice can be powerful, and settings shouldn’t be left out. If your character chooses to go through the Swamp of Eternal Death instead of taking the Path of Happy Chocolate Making, they’re either a badass, completely insane or has no choice. How your character choose their path (if they have a choice) will impact how your readers view them.

6. Interpretation
How your characters view and interpret the setting will reveal, in subtle ways, your character’s background and experiences, without having to hit your readers over the head. Settings breed familiarity and comfort. Where we find comfort reveals a lot about us. I, for one, would not be comfortable in the Swamp of Eternal Death, for example.

In story, conflict and tension play a dance in every scene, keeping that elastic band so tight that your reader can’t put the book down at night. My favourite e-mails are from people having missed a bus stop because of my books, or a full night of sleep. I get no greater pleasure as an author.

Keeping that elastic tight, however, without making it seem tedious or overwrought with internal conflict can be a tough trick. Looking at how to heighten tension in different and subtle ways, like through your setting, might be something worth considering.

About Marie Bilodeau: mariebilodeau
Marie Bilodeau is an award-winning science-fiction, fantasy and horror writer. Her latest book, Nigh, which she fondly describes as a “faerie-pocalypse,” is currently being serialized in bite-sized chunks, and is all about exploring tension through setting. Find out more about Marie at www.mariebilodeau.com.

Keeping the Tension Ramped Up in Combat Scenes

A guest post by Doug Dandridge.

I mostly write military science fiction, and am writing military fantasy when not working on the next scifi novel.  Exodus: Empires at War is a series with very detailed and lengthy battle scenes told from multiple viewpoints.  I originally learned the main technique I used from reading the Dritzz DoUrden novels by R. A. Salvatore.  If you’re not familiar with these wonderful stories, they involve a Dark Elf who has turned his back on his evil people and now fights the darkness with his mighty companions.  There are very detailed battles in which maneuvers great and small are described, and often the companions find themselves fighting out of sight of each other.  Not only are their battles told from their viewpoints, but the point of view of their major enemies.  In my own battles, which can last for as many as eight chapters, you get the points of view of characters at different areas of the fight, on the different departments of the ships, even from both sides of the battle.  I even switch back and forth from battles going on simultaneously hundreds of light years apart.  Some people might find this a bit confusing, but my fans, military science fiction aficionados all, write rave reviews about the amount of detail.

I have seen writers who do their battle scenes from a single viewpoint, and they read like an endless description of the good guys fighting an unknown, a faceless enemy that could be anything.  They go on and on with description after description, interspersed with dialogue, until the writer has to get to the climax or totally lose his readers, in most cases much too soon.  I like to use a movie approach that switches back and forth and gives play to both sides.  For example, think of The Wrath of Khan.  First scene is Kirk watching the Reliant approach without establishing communications.  The scenes switch back and forth to Khan ordering shields raised, Spock telling Kirk; Khan ordering locking on phasers, Spock telling Kirk; Khan yelling fire.  Switch to the scene of phasers hitting the Enterprise, then a shot of the panic in engineering as everything goes to hell.  Then back up to the bridge.  The action comes in bursts from different points of view, including the omniscient one of the Reliant blasting the Enterprise.

Of course, Hollywood likes to show these kind of scenes in a manner that puts both combatants front and center, even if there are a whole bunch of them.  Witness the final two episodes of Deep Space Nine, where there were over a thousand ships, and the screen was crowded with them.  Something to do with wanting to awe the audience.  In my novels battles are fought at long range, beam weapons almost useless until units get within a light minute of each other.  Even at that range it takes time for a weapon to hit, and even ships two kilometers in length would appear tiny if on the same screen.  In a book, the screen is the mind, and as long as you can convince the reader of that immensity, they will see it.  But even here Hollywood gives an example when they want to.  The movie Midway showed the battle between American and Japanese carrier forces, a fight where the ships didn’t see each other, but launched aircraft to do the actual attack.  But with judicious switching of viewpoints they conveyed this type of fight perfectly.  And it’s much easier to do in a book.

Doing each chapter as a series of mini-scenes in this way makes almost every scene a cliff hanger.  Each installment ends with an unknown.  Missiles coming in, lasers burning through the hull and klaxons sounding, the characters on the edge of disaster.  The next scene does the same to someone else, on some other ship, then to the enemy, who is having problems of their own.  Interspersed are scenes of small victories, and, as the fight progresses, much larger ones.  After a sequence covering one part of the fight I like to change to a different area of the battle, maybe even a different star system, for the next.  In this way I move the reader through an epic battleground where they are carried from tension to tension, with some small resolutions along the way.

To me the worst way to resolve a battle is with a non-event.  I have read a lot of books where they build up to the fight, the training, the organization, the hopes and dreams of those involved.  And in the next scene, it’s all aftermath.  I feel ripped off by those stories.  People read books that promise action because they want to read about that action.  I provide that action.  The first book of my Exodus series, more of a Universe establishment tale, had limited action, maybe twenty to thirty percent, and that is the worst reviewed of the series.  After that, the action increases, until the later books have almost eighty percent action sequences.  Some people may think that too much, preferring more time for character development or background.  The thing is, I am working as a full time author by writing such, and success proves to me, at least, that the method works.

About Doug Dandridge: 11022903_860155284027899_98329783_n
Doug Dandridge is a Florida native, Army veteran and ex-professional college student who spent way too much time in the halls of academia. He has worked as a psychotherapist, drug counselor, and, most recently, for the Florida Department of Children and Families. An early reader of Heinlein, Howard, Moorcock and Asimov, he has always had a love for the fantastic in books ad movies. Doug started submitting science fiction and fantasy in 1997 and collected over four hundred rejection letters. In December of 2011 he put up his first self-publishing efforts online. Since then he had sold over 100,000 copies of his work, and has ranked in the top five on Amazon Space Opera and Military Science Fiction multiple times. He quit his day job in March 2013, and has since made a successful career as a self-published author.

That Extra Touch

Guest Post by Josh Morrey.

planets of Star WarsWe’ve read in several articles this month that characters are what drive a story. Characters are why we read fiction. Very few people want to read a fictitious science or economics textbook. (Though I’m sure they exist, and someone reads them). For the most part readers require plot and conflict, neither of which we can have without characters to overcome those conflicts or drive that plot.

But a good story requires more than just a warm body to go through the motions. Characters have to be interesting, intriguing. We don’t want just some Joe Schmoe cardboard cutout to destroy the One Ring and defeat Sauron; we want terrified, tender, Frodo Baggins, smallest of all the heroes, to show his incredible bravery as he faces down an enemy that entire armies couldn’t stop. We want Neo, who absolutely knows he’s not “The One”, to stop running and face down Smith and the other Agents and be The One.

So how do we create interesting characters? This is something I’ve spent a lot of time on recently. See, I’m in the process of developing a space opera web comic in the vein of Howard Taylor’s Schlock Mercenary. It’s about a small, intergalactic shipping company. Part of the developmental process is creating an interesting cast of characters to crew my ship.

One thing I like to see in characters, that I think makes them vastly more interesting, is contradictory traits. Actions or personalities that belie their outer appearance, or challenge their stereotype. For example, one of my main characters is an 8’ tall living rock with the strength and toughness of ten men. So, what’s the stereotype of a character like this? Muscle, enforcer, tough guy, brute.

This character, Argnik, is the best friend and confidant of my main character, Dax, and by all appearances is absolutely Dax’s brawn, like Chewbacca for Han Solo, Little John for Robin Hood, or Fezzik for Inigo Montoya. And these are all great characters. But if I merely make Argnik Dax’s brute force, he loses a little originality and is thereby little less interesting. So how do I change that? First, I made Argnik an accountant. And then I made him a pacifist. Argnik wouldn’t hurt the proverbial fly, and wants nothing more than to lose himself in the endless calculations of shipping manifests and invoices. Now, Dax’s enemies don’t know that, so they, like everyone else, just assume that Argnik is nothing but dumb muscle. An illusion Dax is in no hurry to contradict.

Another way to create interesting characters is internal conflict. As Jace pointed out at the beginning of the month, no character should be all good, or all bad. The world isn’t black and white. It’s full of grays and a myriad colors. Just because someone is makes good choices, doesn’t mean they won’t be tempted to make bad ones, and vice versa. We all make mistakes, some more often, or much larger, than others.

People are complex creatures. Your characters should be as well. Don’t make them the sentient being equivalent of Star Wars planets. Planets in Star Wars tend to have only one biome; the forest moon of Endor, the ice planet of Hoth, the desert planet of Tattooine. Earth, on the other hand, has no fewer than five biomes, and as many as fourteen, depending on who you ask and how they’re classified. And many of those biomes are completely opposite to each other; desert vs jungle, tropic vs arctic. Your characters should have just as many biomes in the form of personality and physical traits, and many of those should be at odds with each other. Those create conflict, which, in turn, makes for more interesting characters.

Think about some of your favorite conflicted or contradictory characters. What deep desires does their exterior façade hide? What inner conflicts do they struggle with? Like the ruffians from the movie Tangled, does your hook-handed thug yearn to be concert pianist?

Maybe he should.

JoshGuest Writer Bio:  Josh Morrey is a writer, artist, gamer, husband, and father, Josh has been writing fiction for nearly ten years. He is a member of the Word Vomit Writers Group, which group blogs at The Writer’s Ramble. Josh has one story published in Issue 2 of Promptly and has earned three Honorable Mentions and a Semi-Finalist in the L. Ron Hubbard’s Writers of the Future contest. He is currently developing a space opera webcomic based on a short story he wrote for NaNoWriMo 2012. It will eventually be seen at www.lostintransitcomic.com. Josh lives in Utah with his amazing wife, two beautiful kids, and two tiny dogs.