Tag Archives: tension

Thoughts on Writing – Creating Tension

In my previous post about what a serial episode needs, one of the key elements I mentioned was having tension and/or conflict. Each episode needs to have some kind of tension, or else the story will be boring.

Often times we add conflict to a story by adding action. But that’s not always what creates tension (and action scenes can be boring if the stakes aren’t right for the character involved). At times, I’ve struggled in my edits of The Multiverse Chronicles to see what is missing. In some cases, it’s the lack of scenery details. In other cases, the characters aren’t interacting properly. In yet others, there’s a lack of tension, as I discovered in one of the recent episodes I edited.

In the first part of that episode, Trish, a cadet in the Queen’s Royal Army, is riding a cart towards the camp where she will be stationed for the next six months. She has a chat with the driver, but everything is peaceful.

Too peaceful.

So I delved deeper into the scene. There needed to be some tension involved, or the scene would fall flat. Upon looking closer, I realized there was plenty of tension to be had. The tension starts with Trish. She’s not just a cadet, she’s a second-chance cadet. An earlier mishap got her dishonorably discharged. She still feels guilty for the incident, but she’s determined to prove that she will make a great rider. But, compounding the problem, she wasn’t the best student to begin with (she didn’t think pterosaurs would be that difficult to ride), and she’s prideful. By examining the scene through Trish’s eyes (What is she worrying about? What does she think of the driver?), the tension starts to develop.

So I built up the relationship between her and the driver (who unintentionally makes a major jab at her pride), showed her in a world where the details lend to uncertainty, and watched the tension rise.

(Note, this scene may change in the final version of this story.)

Example:

 The cart ahead of them swayed, sending its recruits wincing against the frame, and Trish braced herself for another jolt. The cart lurched and the young driver next to her yelped under his breath.

 (Already we know that Trish isn’t in the most comfortable situation. The stage is being set.)

 

Mr. Ó Riagán was lanky and pale—made more pale by his flame-orange hair and prominent freckles—and he sported a bright pink sunburn anywhere that wasn’t covered. Trish guessed he wasn’t more than eighteen years old, given his baby face, but he still donned the crimson uniform of Her Royal Army.

(The driver seems young. This will come back later.)

 

He drew back the reins and slowed the horses. “Easy there, Norwich,” he crooned in a soft Irish accent. “You’re going to break your leg if you hit one of those holes directly.”

 (Another problem… a horse breaking its leg isn’t good. Not a major hindrance, but it’s now something the main character could worry about.)

 

The mare nearest to him shook her head as if to protest. In fact, Trish got the distinct impression that she was more likely to break his leg if he didn’t give her a little more lead. He frowned uncertainly and loosened the reins a bit.

(Now we see Ó Riagán being a bit unsure of himself, at least in Trish’s mind, due to his earlier mentioned age.)

 

“So…” The guy glanced at Trish, licked his lips nervously, then went back to watching the roads. “You’re the one who can control the rogue?”

(He’s trying to make conversation…)

 

Trish blinked, surprised that he’d said anything. He hadn’t spoken more than a mumbled “hi” to her until now. (Apparently he hasn’t been very talkative.) She turned to their cargo behind her, the rogue pterosaur. The creature slept peacefully, drugged so that the trip wouldn’t be too stressful. The other drakes flew overhead, but since Trish wasn’t a trained pterosaur rider, this one had to be brought in by cart. (A reference back to how she was able to re-enlist, and a stab at the fact that Trish isn’t trained to ride yet).

 

With that in mind, Trish wasn’t sure how Colonel Pearson planned to handle her training. Her deployment had been sudden.

(This is all happening a bit fast for her.)

 

Still, she nodded to the young man and smiled fondly at the sleeping pterosaur. “You could say I can control her, but I think that’s because she likes me.”

 

The young man’s green eyes lit up in awe. “You have a familiar bond?”

 

“A what?” Trish frowned. She wasn’t sure what he was talking about.

(More uncertainty on her part.)

 

He blinked. “You don’t know about familiar bonds?”

 

Trish shook her head.

 

“Oh, I’m sure the colonel will explain when he has the chance.” The young man grinned. “I would try, but I’m afraid I’d butcher the explanation.”

 

“Butcher the explanation?”

(She’s trying to get information, but he’s not giving it.)

 

“Yeah… I graduated from the beastmasters’ academy in Oxford, but—”

 

“Wait. You went to Oxford?”

(Guy who looks younger than her went to prestigious academy)

 

“Yeah, well…” He scratched the back of his neck, sheepish. Trish hadn’t thought his sun burnt cheeks could get any redder, but they did. “The instructors said I was gifted. I started using beast mastery when I was eight.”

 

Trish stared at him. “You were eight?” Here she thought she’d been special, given the strength of her beast mastery. But she’d started showing her powers when she was thirteen, along with most the other people who had powers.

 

Not nearly so young.

(And now she’s feeling a bit dejected because this guy is obviously more gifted than her. Earlier episodes revealed her prideful tendencies.)

 

Mr. Ó Riagán nodded enthusiastically. “I liked to scare my older sister when she was reading. I’d have Jesse—that was our terrier—sneak up behind her and bark real loud.” He chuckled. “I was such a twerp.”

 

Trish forced a smile. “So what do you do now? Are you a rider, a pack master…?”

(She’s trying to change the conversation…)

 

“General Buford and Ruger are the pack masters for the wolves. I’m the head assistant for Lady Akeyo Kaburu. She’s the beasts’ caretaker.” He puffed out his chest with pride. “Just call her Lady Akeyo, though. She doesn’t like formalities. Not unless she doesn’t like you. By the way, I’m Sean. Do you mind if I call you Trish?”

 

“Um… sure.” She wasn’t sure what to think of him quite yet, and he was… chatty.

(She’s not so sure she likes this guy… but she’s trying to withhold judgement.)

 

“Hey!” he called out to the horses. “Stop trying to aim us for the potholes!”

 

The second mare nickered, as if she were blaming Norwich, but they maneuvered cleanly around the rugged hole that the cart ahead of them hit square on.

 

Trish eyed him, amused. “Do you talk aloud to all your beasts?”

(A sort-of jab at him.)

 

Sean shrugged. “Well, sometimes. Most the soldiers don’t talk to me. Granted, these fellows don’t talk back either, but I can get their general feelings.”

 

Trish nodded sympathetically. She hadn’t gotten much chat from the other soldiers, either, though that might have had something to do with the short notice in which she’d joined and been deployed to this particular station.

(And now they’ve found common ground. The tension has shifted from her dealing with Ó Riagán to her dealing with the other soldiers.)

By adding the details of the jolting wagon and the uncertain road, we’ve added scenery details to the world that enhances the tension. Those scenery details also lead to the characterization of Ó Riagán, who thereby gets into an in-depth conversation with Trish, which leads to more uncertainty on her part.

There’s not a lot of action, but there’s still tension between characters.

I hope you found this post helpful. Have you read any books where the story felt flat and lacked in tension? Have you worked on any stories where you realized that conflict was missing?

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Thoughts on Writing – The Little Details Count

My husband, Isaac, enjoys creating houses on the XBOX 360 Sims 3 game, and since my parents are coming up to visit, he decided to create a model of my parent’s house. He created the general layout, placed the furniture, and after fussing with the game to find the proper sized lot so he could include the backyard, he handed the controller over to me so I could add in the little details. Funny thing… I hadn’t realized how many “decorations” this game has. I added a boom box on an end table in the corner of the dining room. I added the chair that sits beside the hallway. I added a shelf-organizer-thing over where the piano should be (no piano, though), and a little phone on the table beside my grandma’s chair. Then I added a couple paintings (posters) for my room, appropriate colored walls, and a clock above the bay window… and a lot of other little things to make the Sims house look more real.

The end result was uncanny. Depending on the camera angle and the placement in the room, the model house actually looked like my parent’s house.

Those little details made it feel real.

A little detail, carefully slipped into a story, can make a world of difference.

Details enhance the world, make readers feel like they are actually there, and reveal the tone of the novel. A lot of my favorites books and movies pay careful attention to detail across various senses. The background detail in the Babylon 5 TV series, particularly whenever they went into seedy areas on the station, always captured my attention. The last time I watched Star Wars: The Empire Strikes Back on a large screen TV, I was captivated by the snakes and vines in the swamps of Dagobah. Rebekkah Ford’s Beyond the Eyes series always made me feel like I was in a forest, or at a loud dance club, wherever the character happened to be.

Often, you only need a few carefully placed details to inspire a full scene in the reader’s mind.

Take a look at this paragraph from The Multiverse Chronicles draft:

Ten minutes later, the cart topped a hill and revealed a large military camp in the close distance. Trish eyed the rows upon rows of canvas tents, men marching in formation, and packs of wolves running attack drills on wooden manikins.

Of course the reader will see what is directly mentioned within the text.

But what else do they imagine? What else do they see? What do they feel? Do they feel like they’ve been traveling a ways? Do they hear the muffled din of people and wolves interacting, despite not being told how they sound?

Coupled with the rest of the story, a reader’s mind might add other details which were never explicitly mentioned, based on previous experiences with the words involved and the various connotations those words carry.

That’s why choosing to slip in a detail here and there, relevant to the action but never fully stopping the story, can offer a strong boost to your world building. Some stories will use more details than others, but you can choose when you want the reader to “stop and smell the roses” by letting the character say more about the world around them.

Take a look at this section from the intro of Magic’s Stealing:

Toranih kicked off the covers, knife in hand, and hopped out of bed. She waited, just in case the shadow returned, then walked to her dresser, picked up the crystal, and carefully raised the light again.

 

The dresser was pristine, with only an oil lamp sitting in the dustless corner. A small oak chest at the foot of her bed remained locked with steel. Heavy brocade curtains obscured the window.

 

No sign of intruders.

 

So why couldn’t she shake the feeling that someone had been watching her?

We linger on the details of the room as she surveys her surroundings, tension mounting because she thinks someone is there. But how different might it be if she paid only a little attention to these things?

Toranih kicked off the covers, knife in hand, and hopped out of bed. She waited, just in case the shadow returned, then walked to her dresser, picked up the crystal, and carefully raised the light again.

 

No sign of intruders.

 

So why couldn’t she shake the feeling that someone had been watching her?

Without the line detailing what she sees (thus “showing” that there are no intruders), we feel like she’s not really putting any effort into her search. She turns on the light, sees no one is there, thinks something’s odd, but moves along. Having extra details, as in the first example, show that she’s not just shrugging her shoulders at the notion. She really is concerned.

However, if you want to do a slow build-up, you might have a character notice something is odd but not pay much attention to why. Then, as they become more and more concerned, they notice more details, which may or may not truly be ominous.

Going back to that Sims house that Isaac created, the downside of that house was that the model wasn’t quite right. There weren’t stairs where there should be. The swings overlooked a creepy ocean instead of another house. The back room looked similar, but not the same. The windows didn’t fit memory, and he used a white bookshelf instead of a bunch of clear storage tubs in the corner for old toys.

As cool as the Sims house was, I didn’t want to look at it from certain angles too long because the house was unsettling.

You can use this mechanic in stories.

For example, a hero coming home after a long time away may find that things have subtly changed. In a horror story, a picture frame that always sits by a lamp may seem a smidgen too far back. In a desolate future, a character may look out over a ruined landscape, able to see a familiar sight here or there, while the rest is in shambles. What remains in place and what does not can affect the tone of the story. Consider the Statue of Liberty in the Planet of the Apes movie.

A little detail in the right spot can make a world of difference.

This can also be used in game creation.

While I haven’t played the game myself, MatPat’s theories on Five Nights at Freddy’s (a popular jump scare game) often references the little details that make the game creepy, such as the fan on the desk. The detail used in these games gives clues into the world’s backstory, all while adding to the nightmarish atmosphere.

When I first played Portal (a puzzle game), I was alone in my dorm room. The empty quietness of walking through the testing chambers had me super jumpy as I expected a turret to shoot me at every turn. And that game isn’t horror.

If you happen on the one detail that gets under a player’s skin, that one detail will have them on the edge of their seat.

I hope you enjoyed this post. Do you have any favorite details that you’ve read in a book or seen in a movie? 🙂

 

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