--But an author only has a paragraph to create it and it's not as easy as it sounds. Too much description will overload a reader's imagination and turn their brains into vegetable soup. Too little description will make props seem to appear out of thin air.
One paragraph. When introducing a reader to a setting, that's pretty much all you get since every word written to describe something is an extra moment where the main character is standing around, doing nothing.
Now, I'm not a published author. Let me make that clear right now. All my opinions and advice comes from practice and study. But there's one thing I know: being generic isn't a bad thing.
- Eli walks into a cafe.
- Eli walks into a casino.
- Eli walks down the street.
- Eli walks down main street.
- Eli walks down the street from her house.
What does all of this mean for a writer? First, anything generic can't be underestimated. Second, by knowing what is painted in the peripheral, you save yourself the effort of having to waste words with detail. Third, by knowing what the reader expects to be there, you can also figure out what they don't expect to be there.
- Eli walks into a cafe. Light streams through the skylight, highlighting a man sitting alone with a newspaper.
- Eli walks into a casino. The sound of gunfire creates chaos around her.
- Eli walks down main street. At the corner, she waits for traffic to clear.
In each of these descriptions, notice how the follow-up sentence adds to the picture without stopping the flow of action. Unlike:
- Eli walks into a cafe. It's gaudy wallpaper makes her wince, although the smell of fresh croissants gives her hope.
- Eli walks into a casino. Lights wink on every slot machine.
- Eli walks down main street. The sidewalk remains relatively empty of pedestrians.
This type of description is often the cause of 'writer's block' because it keeps the character at a standstill. Once the description ends, a writer doesn't know what to do to make the character move again. I've found the best way to overcome it is to remove unnecessary description completely by relying on a reader's expectations for the generic.
- A department store.
- A hardware store.
- A jewelry store.
As a writer, I don't really need to explain the layout and design of these locations. It's good enough to know what a reader expects out of each generic location and save descriptions for the things my character interacts with.
/end ramblings on descriptions
2 comments:
Great examples! I know a few people I want to reference this post to. =)
Thanks! I'm glad you liked it. :)
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