How do we enrich with world-building without slowing pace? Especially in fantasy and science fiction where, in addition to advancing plot and character, many lines must also orient or explain? We all know about dreaded block text, using “the new guy” to give tours, and avoiding “as you know, Bob.” However, show-don’t-tell seems hardest in worlds where even the building blocks of “show” require explanation.
I’m all about helping the next person, but also want to master my own scenecraft. So, in the interest of gaining secrets, I offer some. To start us off:
- Remembering. I saw this used frequently in “Pon Para.” In a choice dropdown, one is something like, “Wait, what do I know about [blank]?” where “blank” is the person, place, or thing in question. This only works for a certain kind of narrative but, with use of *disable_reuse, *if, and *selectable_if, you can allow people to gain lore who want or need it without slowing those who don’t.
'Remembering' example.
Should we kill this evil weevil?
*label evil_weevil
*choice
#Wait, what do I know about this evil weevil, again?
Exposition disguised as MC remembering.
#Yes!
*goto kill_evil_weevil
#No?
*goto spare_evil_weevil
- Optional expounding. I use this a lot in my WiP. 4 choices in a *choice block, where the first three add lore with a *goto that places the reader at a *label before the *choice. With *disable_reuse, the choices grey out as they’re selected until they’re exhausted. I use it enough that my readers are trained to know that if they select the fourth option, the *goto moves the scene forward.
Optional expounding example.
*label ancient_pottery
*choice
#Ancient pottery question 1.
Exposition hidden as explanation, dialogue, or conflict.
*goto ancient_pottery
#Ancient pottery question 2.
Exposition hidden as explanation, dialogue, or conflict.
*goto ancient_pottery
#Ancient pottery question 3.
Exposition hidden as explanation, dialogue, or conflict.
*goto ancient_pottery
#If I hear anything else about ancient pottery, I’m going to scream.
Scene transition text.
*goto post_ancient_pottery
-
Mandatory expounding. This is a variation of 2, when I want the reader to select each thing. I add a temp to the block heading.
*temp this_lore_meter 0
*label this_lore
*choice
Then, after each selection in the #choice dropdown, I add two lines, one that increases the meter by one and one that returns the reader to the branch. I try not to overuse this as it can get tedious, since the choice is artificial, but there is more interaction. So:
#choice
Text.
*set this_lore_meter +1
*goto this_lore
It’s important to put the *label AFTER the *temp, or the *temp will keep resetting and you’ll never achieve a count. This all allows me to add choices when the player has picked enough of what I want them to with:
*if (this_meter = 3) #choice
Mandatory expounding example.
*temp forest_danger_lore_meter 0
*label forest_danger_lore
*choice
#1st forest danger.
Exposition disguised as conflict, dialogue, or explanation.
*set forest_danger_lore_meter +1
*goto forest_danger_lore
#2nd forest danger.
Exposition disguised as conflict, dialogue, or explanation.
*set forest_danger_lore_meter +1
*goto forest_danger_lore
#3rd forest danger.
Exposition disguised as conflict, dialogue, or explanation.
*set forest_danger_lore_meter +1
*goto forest_danger_lore
*if (forest_danger_lore_meter = 3) #Damn, this forest sounds super dangerous.
It is. Let’s go in.
*goto next_scene
- Time dilation. This is less code than literary device (which everyone has an opinion about), but I saw Malin Ryden use this a lot in “Fallen Hero,” as well as Kyle Marquis in “Night Road.” It’s time dilation, flashback, or flashforward, usually immediately after a cliff hanger. Done poorly, it makes prose clunky. However, you can move the reader realistically to a time when they didn’t know what they now do, so that the PC can experience in “real time” with them. For some, time jumps break immersion. But they can be really effective in at least 2 major ways. First, you’re not having people tell each other what they already know for the player’s benefit. Second, when you return from flashback, you can return to a further period in time which allows you to jump plot forward by skipping boring transition stuff.
I have a few more things, but I don’t want to monopolize the conversation. Plus, I’d like to learn. Hope this helps someone. Cheers!