The Worlds of Jude Walter Mire
Wednesday, August 22nd, 2007I’m Eric M. Cherry, the emcee for the Twilight Tales reading series and host of Shop Talk. Shop Talk began in October 2006, it runs on the third Monday each month, and focuses on some aspect of the craft and business of writing. Last Monday, we talked about setting design with Jude Walter Mire. Jude is a fine writer of science fiction and fantasy, published most recently in Book of Dead Things.
Jude’s first observation is that most authors have a blind spot in their creative vision. Consider the antagonist: we’ll dream up nightmarish histories for our evil stalkers, supply our masterminds with cunning ploys and toys, and equip the fantastic aliens or wizards with spectacular powers. To build a monster, we’ll rack our brains for a new twist. Yet when these titanic forces clash with our protagonists, where do our battles take place? In the same forest, on the same plain, and among the same hills as every other writer has drawn upon. Chases between unique enemies will pass through the same old urban alleys, along the same old highways and byways, and into the same old homes, offices, malls, etc.
It’s time to open our eyes and look around our created worlds.
But our long-shut eyes hurt in the light. Jude has some cool shades we can wear until our creative eyes adjust. In order to build better settings, try this tool. He calls it…
Elements of Reality
“When writing a scene, first decide the general location: a room in a hotel, a hillside, a car in a parking garage, a forest,” Jude says. “Once you have a ‘normal’ location in mind, run it through the following filters and see how you can toy with it to become something interesting. As you do so, keep two things in mind:
- Your overall setting: how would this change work in relation to that? Does it enhance or detract? Is it consistent and viable?
- The characters in the scene: how does this reflect on them? Would it change their behavior? Does the scene alter the action due to their responses to it?
Color: Simply shifting the colors of something makes it more interesting or appealing. Why the heck is that bridge purple? Yellow pool water is never a good sign. Red lights on nighttime snow create an icy hell.
Scale: Make things bigger and smaller in your mind. In a forest, shrink the trees to saplings. Make your rowboat huge and too wide to maneuver. Give your cop a coffee in a 96-ounce cup from the world’s tiniest convenience store, where he must walk sideways down the aisle.
Material: Go through all the options of what the things in the setting could be made of. Pull up in a bamboo car from Gilligan’s Island. Make the mayor’s house out of brick in a town of log cabins. Dress your sci-fi crowds in styro-foam hats.
Orientation: Tip things upside down and flip them on their sides. Put your homeless people in a fallen-over building that hasn’t been wrecked yet. Have spies meet in a container yard so full that containers are stacked upright like Stonehenge. Watch the Poseidon Adventure and see Gene Hackman have fun with an upside-down cruise ship!
Incongruity: Put something that doesn’t seem to belong into the scene as a focal point. Everyone’s seen the picture of a single red umbrella adrift in a sea of black umbrellas. Pull something out and make it pop. Give your inner city kid in the grungy apartment a state-of-the-art chrome refrigerator. Plant some flowers on the roof of the smoke-belching factory. Keep a grim warlike statue in the town square while the festival goes on around it.
Blending: I also call this Frankenstein Genetics Technique. Basically, you take an item that has nothing to do with your setting and ’squish’ it into the scene. Don’t add it; mix it. Example: You’re writing a science fiction story and want a captivating city set. So you’ve got a city. Make a list of city items, then pick a few. Let’s say you start with buildings. Now you take ‘building’ and squish it with several random things to see what they do to the architecture. Building + Car Engine = Factory-looking, industrial city. Building + Wine Bottle = Seamless, fluted-looking wind chime city. Building + Umbrella = Opening and closing solar city.
Once you’ve brainstormed an interesting take on your setting, go through the details to make sure it doesn’t contradict your overall setting. If you’ve devised something different or odd-seeming, you own an explanation to your reader.”
The Shop Talk Round Table
We spent an hour or more going over some twists on these ideas, seeing how these cool shades worked out. We saw that the reality of the scene isn’t the only facet available for sprucing up. A character’s perceptions of the scenery could be all that’s abnormal: tinted glasses provide new colors to see; short, tall, fat, and thin characters pass through the same room with a different experience of its scale; craftspeople perceive the materials of the world with different focal points; a person in a tree sees a different yard than the person on the ground; etc.
Also, the story’s forward motion can be slowed or stopped, depending on the quantity of description used. For pacing control, establishing mood or suspense, nothing works half so well as description: add some, slow things down. Too slow? Cut the description.
What Else?
There was more — too much to cover here. Jude wrote an article for us (excerpted above) that addressed logistics, sense data, and more. And gathering in the wisdom of the authors at the table is far beyond my scope tonight. But come out to the show sometime to check us out, hang out after to chat, and we’ll get into it again.
  - emc