Creating Dynamic Dialogue
By Will Greenway
One of the most common problems
in beginning writing is the "talking head" syndrome.
Essentially, characters in a scene begin talking, and after some
discourse, we lose track of who's talking, where we are, and what
the characters are doing.
This is usually because the writer
is aware of repeats in dialogue attribution, so they try to compensate
by cutting away tags -- resulting in lots of "floating"
quotes. Another way beginners will compensate is with "swifties"
and a myriad of variations and synonyms for the word "said".
Swifties are adverbial modifiers for attributions, such as he
said hotly, she said coolly, he said
quickly, she said tartly, etc. Used in moderation these aren't
so bad, but when we start seeing several per page their effect
becomes both diluted and annoying. More importantly, while they
might describe how something is spoken -- they are more tell than
show.
'Said" synonyms
are like swifties, they're okay in moderation (one, maybe two
per page). When every attribution is he snarled, she snapped,
he interjected, she declared, he asserted, she affirmed, he announced,
however, this displays a loose technique that shows beginner!
There are better and more effective ways to handle dialogue and
character interaction.
"There's
Nothing Wrong with 'Said'," he said.
Let's start with
one little rule to keep in mind:
The word "said"
is perfectly okay. It's a nice, very innocuous word. It's a word
that most people barely even register as their eye passes over
it. That's a good thing. The less noticed the better. If some other context doesn't already identify the speaker, go ahead
and use "he said" or "she said" to identify
who is doing the talking. It's all right -- really.
Adding
Dynamic Elements
The real world
is dynamic: rarely is it devoid of sound or sensation. Your world
should be the same way. Think about the setting where the scene
is taking place. If it's a private scene, in a quiet place, any
environmental cue will work: crickets chirping outside, a cold
draft of air causing the drapes to flutter, some smell or anything
else that heightens our sense of place. The slats of the bed can
creak. Floorboards can groan, or bricks can moan as the building
settles...
If you were there, what sounds,
smells, tastes, visuals and feelings would you note? Make a list
of these sensory details, then consider which of them your viewpoint character might
note. Choose this list carefully, because the details they notice
will characterize them. Keep this list on hand for when you start
polishing the finished scene; it will become important.
Next, set the
stage. You are the director. In the movies, rarely is a scene
shot straight on. The camera is usually at an angle or pans around
the characters. As a writer, you can simulate these dynamics.
You can also
do something else they do in Hollywood: Add props. Rarely are characters
alone in a scene without a phone, a knife, something. People talk
with their hands and bodies as much or more than their mouths.
When a warrior reaches down and grips his sword white-knuckled
while glaring at someone, he/she has communicated. Not a word
has been said, but a message has been sent. This kind of indirection
is an extremely valuable tool for effective and stylish storytelling.
Make props a part of the scene.
Use them. Props can be fiddled with, gestured with, massaged,
tapped, crunched -- all putting an otherwise static character
in motion. Motion is good. Characters should never sit still unless
the stillness -- such as "freezing" in surprise -- is
a mechanism in itself.
Next, tag the
characters themselves. Clothing, jewelry, hair, scars -- anything
that sets that character off from others is good. These tags help
us not only to visualize the person, but also to identify them.
A simple example: one female character in a group is always portrayed
as wearing bells. It's dark in a room and the main character cannot
see. He can hear, though; he hears bells that jingle to a stop
nearby and he hears a feminine voice. We don't have to identify
the speaker now. We might add -- "a familiar feminine voice
said from on his right." This is especially good, because
we're inviting the reader to fill in the rest.
Provide
Interesting Interactions
With our scene
preparations taken care of, it's time to start looking at good
methods for making the character interactions interesting and
dynamic. Never have two characters simply discuss something --
always break it up somehow. Another character can interrupt; sounds
can cause the characters to look up. Do whatever you can to vary
the rhythm of the interchanges. Another helpful hint is to give
characters noticeably different speech patterns. It doesn't take
much. One character may use a particular curse, or always speak
in third person. Patterns can be used simulate dialect without
using apostrophes all the time. Even something as simple as a
character always putting the verb before the noun can be used,
creating sentences like: "Go we to the mountain", "leave
us now", "Going away am I".
Simplistic -- yes. Simple is good. The more easily identifiable
a pattern, the less you will have to attribute it.
Here
are some ways to make your characters' interactions more interesting,
more alive:
- When
voices change pitch, register, or tone -- tell us. Don't say
"he said angrily." SHOW US. Give us the stiffening
of the man's body, his face turning red, the dropping of his
voice, the clenching of his fists.
That is how vivid storytelling is done.
- When
the intent of dialogue is other than the dialogue suggests,
give us the character's expression, or some kind of visual
context that clues us to the actual emotion at work.
- Example:
John sighed and shook his head. "Oh sure, this'll be
loads of fun."
Physical contact is one of the
strongest kinds of human communication. Lovers and friends demonstrate
their closeness by touch. Don't underestimate the power of this
mechanism for visually reminding us not only of the presence of
significant "others" but to reinforce their relationship
to the viewpoint character. This rule can also work very well
in reverse, with the character isolated from contact.
Eyes are marvelous
tools in scenes. Much can be "said" with a simple raise
of an eyebrow and no dialogue at all. (Look what it did for Mr.
Spock!) Eyes can narrow. They can flash. They can mist over. But
don't overdo it! Watch out for disembodied eyes that "follow
people around", that slide up legs or down deep cut blouses.
Eyes don't do this. A person's gaze might, but their eyes stay
in their skull (at least so we hope).
Hands speak as
loudly as any words. Be mindful of what a character's hands are
doing. Characters can emphasize with them, they can threaten,
they can plead. Yelling "Why me!?"
doesn't have half as much effect without the visual image of the
gaze turned toward the sky and the arms flung out to either side.
When used sparingly,
the em-dash ( -- ) is an effective dialogue tool that helps simulate
broken or interrupted speech. Characters interrupting and overriding
each other in a scene give the narrative more punch and realism.
Example: "You
can't! It's not --
"Fair?"
Celia interrupted. "Who said it had to be fair?"
Remember attitude.
In every scene, characters will play roles and serve different
functions -- passive, aggressive, instigator, or instigated. Opposition
is key to maintaining the energy of
the scene. Consider two men, friends for years. Their banter is
often faintly abusive; it's simply part of male machismo and an
aggressive trait of human nature. The characters don't have to
fight, but play up the tension; give us the possibility of anger
or insult. Let us look for hidden agendas, guessing at hidden
meanings and intent.
Less is more.
You've heard it before, and it's still true. Remember that tension
-- especially large amounts of it -- is hard to maintain. Paint
your scene, satisfy your agenda, and move on. A scene can be perfect
right up to the point it begins to drag. You have to cut away
before that happens.
These are all
tools for your tool box. They are energy you can use to pump into
the scene. The more visual and interesting the details, the more
spark they will put into the interactions
you depict. When you are creating the cast for your book or story,
giving them traits that can be exploited in this fashion will
provide a bounty of visual and sensory "beats" that
will anchor the reader.
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