Limyaael ([info]limyaael) wrote,
@ 2003-07-10 19:39:00
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Current mood: artistic
Current music:Heather Alexander- A Gypsy's Home

Limyaael's rules on fantasy in general.
Because the idea bit me, and the short story idea I was going to start on is sulkily hiding under the bushes of my mind at the moment.



Personal, as per usual.

In general:

1. Remember that writers' tricks tend to be personal. There's a reason a lot of writing advice is prefaced with something like, "This is the way I do it. It may not work for you..." Adopt whatever tricks work for you. If listening to a certain song or playlist puts you in the mood for writing fantasy, great. If you work best in a cluttered environment, great. If you need character profiles, or a certain amount of time, or a certain mood, before you can write, great. The best trick is to know what works, for you, and use it. I used to drive myself into agonies because I kept trying writing exercises and none of them worked. I've since accepted that I just can't do it that way. I don't use character profiles, either, but that doesn't mean they don't work for other people.

2. Decide how much 'contamination' you're willing to risk. There are some fantasy authors- for example, Michael Moorcock- who don't read much fantasy at all, because they don't want to get influenced by what's already been done. This might be the way to do it if you want to write something entirely original, but I think you do have to have a good basic grounding in fantasy first, or you won't have any idea of what's been done before at all. If you love the field and have already been reading it for a few years, then your knowledge is probably good enough (and perhaps your style settled enough) to "risk" going either way.

3. Have a love for it. Yes, fantasy is genre writing. Yes, a lot of it is imitative and not very good. But I sincerely hope that most people don't sit down to write a fantasy novel thinking that that's what they're going to produce. Even mediocre fantasy was probably slaved over and worked hard on. I think it's impossible to write any good fantasy at all without a love for it. It's not something to be tossed off carelessly, unless you really are just writing for "personal entertainment" and not to write fantasy.

World-building

4. Have a physical sense of your world. The most important part of a fantasy novel, I think, is the setting. It's what categorizes your story, makes it different than a magical realism novel or a novel where people just happen to act slightly differently than they would in our modern world. You should be able to describe it in enough detail that the reader can enter it with you.

Methods of sinking into the setting vary. Some writers- for example, Kay does this- travel into the countries they base their stories on and stay there while they write. That's obviously not an option for a lot of people, but studying it and looking at photos would be. Or perhaps you're using the countryside around your house, for which you have a strong love, and can use that knowledge to make the setting real. Or perhaps you can imagine a place that's not like any you've ever seen, but can imagine it strongly enough that you make it real. If it's snowy, make us feel the cold. If it's a mountaintop, make us feel the height. If it's a city, what makes it different from a thousand other nondescript cities? Sometimes you can get away with a generic description; "village" obviously calls up a different picture than "town." But at least some places should be vividly described, or your world will remain Generic Fantasyland.

5. Don't contradict basic features of your setting- unless you're willing to go back and alter everything. In other words, if you establish that dragons are an important part of your economy early in the story, then it would not make sense to write absolutely nothing about them. Mention them in passing if the story won't focus on them, but get them in there. Some fantasy authors I've read (and this is true even of published ones) create rich details and seemingly forget about them, or state firmly that a law of magic has no known exceptions and then make one up. This is the equivalent of giving your hero a fourth wish to get him out of trouble. Just don't do it. If a better idea than the first really has hit you in midstream and you want to change your setting to include it, by all means do so- but then be prepared for the work, however tedious it might be, of going back and weeding out all the contradictions that now exist. Fantasy must be as internally consistent as possible, or you're going to remind the reader that this is an elaborate game of make-believe, one inferior to many of those children play, since the rules can change on a whim.

6. Accept that some details are not going to make it into your story. If you've spent a long time building up the mythology/genealogy/character profiles, the temptation will be to share everything you know about the world with the reader. This cannot happen. Some information just won't be relevant; perhaps Nandra the assassin really does like the smell of oranges, but if she's never around oranges, why should the author mention it? Some information would simply be tedious for the reader to sit through, such as listing all the relatives of the King or all the details of a certain religion. And some, quite frankly, are best kept out of the story altogether. Keep a careful eye on your pride in the details of your created world, and trim them back when they threaten to overgrow the plot or confuse your readers. A fleeting mention of details can give your story depth without requiring you to explain just what happened at a battle that took place forty years back in exhaustive detail. (Look at it this way: If the reader is curious enough about something mentioned in passing, he or she can always ask you).

7. Try to avoid self-consciousness. Being original is always wonderful, but if you find yourself destroying your own pride and pleasure in creativity by endless self-scrutiny, you're probably never going to finish the story. Say that you really want to avoid bringing up gender issues. The way to do this is to write the story and then see if it's a problem. Don't necessarily analyze every conversation your women and men have to see if you're treating them equally or making the women too feminist or making the men too chauvinist. (You may recognize the voice of experience here). If you actually have a problem, it will almost certainly show up. If you don't, then worrying about impressions the reader might take away from your story is ludicrous.

The Good

8. Consider ordinary features for your heroes. This applies to the obvious- for example, don't make your heroines the most beautiful things walking- but also to things that don't attract very much attention. Does your character have acne? Small scratches where their kitten climbed up their leg? Dirty teeth? Things like that are far rarer than attention-getting scars, the marks of disease, or stereotypical characteristics- like "intelligent eyes"- that people use to indicate their characters are on the side of good. Don't go overboard in making your people either beautiful or dramatically ugly. Most of the people who walk down the street are neither, and it's a fair chance that any given person out of many in your world will look ordinary, as well. "Ordinary" is a standard that may be different from Earth's, of course. If blue happens to be a common hair color in your world, the person might look startling on the streets of New York, but perfectly normal in the village of Taiya. Basically, just don't go overboard on the character's appearance.

9. Lose the platitudes. Sometimes, the best response to a dramatic gesture, such as self-sacrifice, that the heroes make is silence. One thing I dread in a fantasy novel is the speech at the end about how much better good is than evil, or how powerful love is, or how the heroes have won the day despite everything conspiring against them, and so on and so forth. A motif is one thing. Perhaps your heroine plucks a flower at the end that she first plucked when she was still a child. This can easily remind the reader of the beginning of your story, and make him or her reflect. If the character stares at the flower and goes into a paean about her lost innocence, it's a lot easier to lose your audience. Don't hit them over the head with clichés or symbolism. If you've done your writing well enough, then the meaning will creep up on the readers.

10. Avoid the melodramatic single tear and its ilk. Remember that some gestures, as well as words, have the force of cliché. Shedding a single tear that falls on the petal of a flower is the most gratuitous example I can think of, but there are many others, particularly the hero having time for a last glance at his love before going off to battle. If you feel you really need a gesture, make it one that's intrinsic to the character and will remind the reader of that person, instead of just heroism in general. Fantasy can use archetypes, yes, but it's much harder to write them as believable people. This is one reason that I detest Terry Goodkind so very, very much; he starts out with a gesture that has meaning to his characters Richard and Kahlan- Kahlan giving Richard a smile without showing her teeth, which is something she does only for him- and proceeds to beat it into the ground, by rhapsodizing over and over about it until you want to put the characters in the meat-grinder AAAAAAGGGH. Gestures, just like words and symbols, have to be used in moderation, and if you've done your work well enough they don't need the endless elaboration many authors are prone to using.

11. Consider making your deaths swift and sudden. Fantasy characters get to linger on and on for the death scene, usually, unless they're minor characters, and repent of their wrongs or make farewell speeches or whatever they feel they need to do. This happens even when the circumstance under which they're dying, such as a sword through the heart, wouldn't permit such a thing to happen. The opposite situation can actually have a greater effect. How will your heroine feel if your hero dies on the battlefield before she can get to him, never giving them a proper farewell? She may grieve, she may construct her own private goodbye, she may hate it, but either way, it's a lot easier to give more scope and avoid cliché without that lingering death scene.

The Bad

12. Give your villain a history. And I'm not talking about a case history, as in, "His mother abused him, so he grew up to hate women." Sadism, insanity, and child abuse are far too commonly used as the villains' motives in fantasy. Why can't the villain think he's right, and maybe even have some of the readers on his side? It doesn't mean that he has to win, just that his motive for conquering the world is believable. Kay does this very well in Tigana, by creating a band of "heroes" who stop at nothing, even slavery, to achieve their goal, and a "villain," Brandin, who is doing what he does out of love for his dead son. I personally found it a lot easier to sympathize with Brandin than Alessan, leader of the "heroes." But sympathy doesn't even have to go that far; making the villain a person whom the reader could sympathize with is often enough.

13. Don't use clichéd language to talk about the villains, either. Does it really have to be "the Dark" or "the Shadow?" Though I consider Robert Jordan the worst offender in this regard, many fantasy authors use the terms Dark and Light, and apply the same adjectives to the Dark: "foul," "evil," "treacherous," "horrible," "deadly," "malevolent," "monstrous." Ultimately this can grate as much as the speech at the end about how love is more powerful than evil. Put yourself in the Dark's shoes for a while, and ask yourself if your particular villain is really one who would use that label, or if he would come up with a new one for himself.

14. Give your villains some taste. Even the villain's pleasures are usually portrayed as debauched- he has sex with children, for example. This can be effective, but it's usually used more for shock value. Nowhere does it say that because someone wants to conquer the world means that he has no appreciation for the finer things. Why not make him a conoisseur of art, or of wines, or of music? (Yes, this is a bit tongue-in-cheek, but it goes along with giving your villain a sympathetic history; he doesn't have to be evil evil evil through every fiber of his body.

Linguistics (Purely Limyaael's pet area, since she loves them)

15. Realize that your world probably does not have global communication. Unless a situation similar to Earth's exists, where people in far-flung areas are connected by more or less reliable systems of communication, then it's unlikely in the extreme that everyone on a continent will speak the same language. You don't have to make up 10,000 word vocabularies and working grammars for everything, but mentioning that other languages than just your hero's exist is a nice nod in the direction of realism. (This is another particular offense of Jordan's; people have accents and idioms, but speak the same language no matter how isolated they are).

16. Realize that language often plays a highly divisive part in politics. Look at Quebec, where French-speakers want to separate from English-speakers. Look at the tensions in the United States between people who think that English should be the official language of the country and new immigrants. Look at Spain, where a terrorist organization called the ETA fights for the independence of people who speak Euskara, the Basque language. Language can be an excellent motivation for political intrigue.

17. Keep in mind that your characters are not speaking English. This means that creating puns, riddles, and jokes that depend on English (for example, a confusion between "iron" and "irony") is going to be impossible. Do you really need the joke in there? Probably not. If you need comic relief, there are other places to look for it.

18. Keep in mind that some words are not appropriate for a fantasy world. Such words include not only obvious things like "telephone" and "refrigerator," but terms like "father figure," "psychology," and "feminism" (all of which I have seen in fantasies supposedly taking place in medieval-type worlds). I'm also picky about words like "herculean" that depend on specific legends or people or places in our own world. Not everyone is that nitpicky, though, but keep in mind that it works towards destroying the illusion of your world as a separate reality where they've never heard of Earth. Not something you want to do.

Non-Humans

19. Don't portray them as inferior to humans. One of a lot of fantasy authors' favorite tricks is to point out that, well, even though elves have long lives, they just don't know the value of love like humans do! This is a cheap trick, just like the tear falling on the flower. If you're going to the trouble to create a non-human culture, truly create it, rather than just using it as a cheap foil for the humans.

20. Don't make your elves humans with pointy ears. Or your dwarves short humans with beards, or your dragons lizards with wings... You get the drill. Dress-up makes for the same hollow game of make-believe that changing the rules whenever you like does. It may be emotionally satisfying to imagine humans with pointy ears and write about them, but if the reader really sees no difference between humans and elves, then there's no point in writing about the pointy ears at all- unless the author really is just writing it for his/her own emotional satisfaction, and not to give anything to other people.

Finally...

21. Don't end on a static note. Is your world going to end where the book does? Do we know just what is going to happen next? Fantasy, with its extremely high proportion of happy endings and its descent from fairy tales, runs the risk of this. A story may remain real until the end and then turn to cardboard because the author has tied everything up- rightful heir back on the throne, married to the woman he loves, everyone happy, the bad guys dead- and there is nothing else left to happen. It's best to let the world go on existing outside the story, because that makes it more alive. You don't have to end everything on an uncertain note, but even grace notes are nice. Tad Williams, for example, has two prophecies enter into the body of his Memory, Sorrow, and Thorn trilogy that don't get explained or solved in the books themselves. They're left there so the reader can imagine and wonder what happened next, but never really know.

22. End with a new note. If the story has been very serious, consider something humorous. If the story started in one place and returned to that place, then consider an ending that looks towards the future from a different place. This will help avoid the high-sounding platitudes and the conscious symbolism that fantasy authors seem to want to pile on. You may have a very pretty image of a white bird soaring over the sea, but if it's flying east into the sunrise and the heroine looks up at it and thinks about how her soul is like the bird and flying into the sunrise of hope and blah blah blah, you're a lot more likely to fall headfirst into the midden than keep walking.



Very biased, of course. But I like it.




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[info]insert_world
2003-07-10 06:21 pm UTC (link)
I didn't know Kay wrote his stories in other countries. That's neat-o. My fantasy world first popped up when I was staying in Okinawa. I think that traveling is great for inspiration. Flewelling made her sea coasts look just like Maine, where she lived. I got a kick out of learning that because I vacation in Maine and always thought that her sea coasts looked liked the area.

Wow, I just wrote something in my journal about my character dying swiftly, as you mentioned in number 11.

Number 15 is something that I spend a lot of time working on. Giving names to people of the same race and basic language but different dialects can be hard, but I really enjoy it. After that I need to figure out how my people will get around all the language barriers. 0_0;

I didn't even consider number 16, but you're very right! Thanks for that; I know now that my society is missing this type of prejudice. I must go and contemplate whether this is something I can add to my story or not. (As always, I'm trying to avoid the cramming of new facts into my novel)

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[info]limyaael
2003-07-11 06:30 am UTC (link)
It is neat, isn't it? I don't know if Kay actually went to Turkey to write the Sarantine Mosaic, but I do know that he spent time in Tuscany when he was writing Tigana (based on medieval Italy) and southern France when he was writing A Song for Arbonne (based on the Court of Love in Provence).

*grin* I read that about your character dying swiftly. I think it's great. And it can be effective in its own right; I had one person who read a story where I killed a character immediately get far more upset about the death than she would have if the character had lingered.

Working in language always means a lot of work on one end or the other, but I think it's worth it. With one world, I'm lucky by now; most of my names come from a language that has a fairly large vocabulary and is considered to be the best one for personal names. But it took years to get it that far.

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(Anonymous)
2003-07-10 06:41 pm UTC (link)
Hmmm.. I actually attack fantasy from the opposite end and think about the main characters first. I've never been too much into extensive world-building in the beginning because it can limit your options as much as enhance them. I always thought that the most important end of fantasy was making the people seem real and not just blips on the map. But methinks that it's a symptom of the same conflict that divides the "Hard SF" and "Soft SF" (say.. works by Michael Chricton and Anne McCaffery for two classic examples of each genre) which seems to be present in fantasy. (I'd tentatively call it the High Fantasy vs. Low Fantasy conflict)

As a further suggestion, I'd reccommend that everyone buy the Dungeon Master's Guide for Dungeons and Dragons. They actually give you a lot of good tips on general world building, approach the different methods of world building (either making the world before the story starts or filling in the blanks as you go along), and have a lot of little ideas that can be used as hook plots, side plots, and elements of a main plot. (The 100 Aventure Hooks section and a pair of percentile dice are good cures for Writer's Block when you're out of ideas) Sure, it's meant for people who run roleplaying sessions, but really a good roleplaying campaign is a story created by everyone who is present.

There are also tips for dealing with players who decide to make their characters the gaming equivalent of Mary Sues, which can be used to smack down a too-powerful character midstream, and guidelines on balancing a campaign which can translate into balancing fictional characters.

The Monsterous Manual would also be a good source of idea fodder, if only from looking at the pictures and dreaming.

Heck.. getting involved in a good Dungeons and Dragons group in general is probably excellent advice for the budding fantasy writer. A great Dungeon Master and a lively group of players make for excellent storytelling, and the good habits you gain from roleplaying you can translate into any sort of fiction.

[/shameless D&D plug]

=^-^= Kittykat

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[info]limyaael
2003-07-11 06:33 am UTC (link)
*grin* I've always tackled my worlds from the world-building end first, and I'm not sure why. Sometimes I do have characters before I start writing the story, but I don't know what they're going to become until I've started to set up history, geography, species, and so on. Several times I've thought something like, "Oh, this character is a Prince!" only to realize that the plot won't work because there's no royalty in that world, or something similar.

I never played D&D, but I did read an awful lot of books from some of their novel lines (Forgotten Realms, DragonLance, Ravenloft). I think I probably have quite a bit of their influence in my worlds, though most of it isn't conscious.

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[info]evilprodigy
2003-07-10 07:09 pm UTC (link)
I agree with most of these. ^_^ Well done. Now if only I had the discipline to actually write one of these, but nah, I'm too lazy.

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[info]marumae
2003-07-10 08:09 pm UTC (link)
Now I'd have to agree with some of these and disagree with others of course because we have different views on fantasy ^_^;

21. Don't end on a static note. Is your world going to end where the book does? Do we know just what is going to happen next? Fantasy, with its extremely high proportion of happy endings and its descent from fairy tales, runs the risk of this. A story may remain real until the end and then turn to cardboard because the author has tied everything up- rightful heir back on the throne, married to the woman he loves, everyone happy, the bad guys dead- and there is nothing else left to happen. It's best to let the world go on existing outside the story, because that makes it more alive. You don't have to end everything on an uncertain note, but even grace notes are nice. Tad Williams, for example, has two prophecies enter into the body of his Memory, Sorrow, and Thorn trilogy that don't get explained or solved in the books themselves. They're left there so the reader can imagine and wonder what happened next, but never really know.

This is good advice when looked at in some ways yet may seem a bit like a careless loose end. Often showing the author had perhaps created something a bit too large for them to maintain hold of all at once and they simply dropped it and left it hoping no one will notice. I've seen far to many novels do this and it's a bit of a pet peeve of mine ^^;;. Sometimes tying it all up nicely leaves a great satisfactory ending to the whole story, it doesn't have to have an endless epilogue what happened to yatta yatta. Just a happy or calm scene where they are looking out at the sea or they are riding on their way home or they enter a room full of people waiting and welcoming them to a party or SOMETHING. See that leaves a bit of an opening yet completes.

22. End with a new note. If the story has been very serious, consider something humorous. If the story started in one place and returned to that place, then consider an ending that looks towards the future from a different place. This will help avoid the high-sounding platitudes and the conscious symbolism that fantasy authors seem to want to pile on. You may have a very pretty image of a white bird soaring over the sea, but if it's flying east into the sunrise and the heroine looks up at it and thinks about how her soul is like the bird and flying into the sunrise of hope and blah blah blah, you're a lot more likely to fall headfirst into the midden than keep walking.

Now that has the potential to leave the reader feeling a bit cheated. You have a serious, serious novel all throughout and though it's a bit heavy suddenly you end with an extremely humours moment? That doens't seem very realistic to me and a bit ridiculous, I would h ave walked right out of the theather if LoTR went suddenly from the very serious battle to a musical, extremes in genre have the potential to leave readers feeling a bit annoyed. I've had this problem myself on occasion. I can understand ending a comedy on a bit of a seriosu note but not TOO serious, nor ending a serious story. Perhaps that scene about the maiden would have been better if she just was shown looking at it flying into the sun with no cheesy, her soul was like the bird XD. I'd a gree she's more then likey to fly right off the cliff then into life free as a bird if she doens't watch what she's doing.


*extended onto next post*

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[info]marumae
2003-07-10 08:09 pm UTC (link)
If it's snowy, make us feel the cold. I throughly agree on making us feel like where actually there, I hate it when authors just say "it was very very cold." U_U;; TELL ME how could it was man. Was it so cold your fingers tingled as they went numb? Was just a bit chilly as to give you goose bumps? Was it mind numbingly I'm going to die if I'm out here to long cold? You know?

9. Lose the platitudes. Sometimes, the best response to a dramatic gesture, such as self-sacrifice, that the heroes make is silence. One thing I dread in a fantasy novel is the speech at the end about how much better good is than evil, or how powerful love is, or how the heroes have won the day despite everything conspiring against them, and so on and so forth. A motif is one thing. Perhaps your heroine plucks a flower at the end that she first plucked when she was still a child. This can easily remind the reader of the beginning of your story, and make him or her reflect. If the character stares at the flower and goes into a paean about her lost innocence, it's a lot easier to lose your audience. Don't hit them over the head with clichés or symbolism. If you've done your writing well enough, then the meaning will creep up on the readers.

I agree, don't bash me over the head with your damned philosophies. You don't always have to spell it out but throwing in scene after scene after scene of Über-philosophy drives me nuts. Prime Example? Mists of Avalon...gods I hated that story xD.

11. Consider making your deaths swift and sudden. I'd agree except if the death was surprising enough a character, if they were I don't know trapped in a room where they were prisoners and the guard came in and shot them in the stomach or stabbed them that's a very slow and painful death. I say if you can make it work then use it.

18. Keep in mind that some words are not appropriate for a fantasy world. I'd also heavily agree with this one, I had a friend a good kid who had this problem with his adjectives using modern words to describe things. "A poweful magical explosion like an atom bomb mushroom cloud..." and such, that's just annoying and discredits the story IMO.


19. Don't portray them as inferior to humans. One of a lot of fantasy authors' favorite tricks is to point out that, well, even though elves have long lives, they just don't know the value of love like humans do! This is a cheap trick, just like the tear falling on the flower. If you're going to the trouble to create a non-human culture, truly create it, rather than just using it as a cheap foil for the humans.

I'd have to agree with some races, but don't put them on a pedestal either. I've read so many stories where the author just treats their other non human races like gods, we get the point they have advantages we don't but don't spend every opportunity to compliment them. So I'd basically say reverse your messages when apply to the other spectrum too.

So that's my two cents. Not trying to start a fight XD, just posting my opinions.


~Mar~




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[info]limyaael
2003-07-11 06:44 am UTC (link)
*grin* No offense taken! Since this list is so heavily based on my own personal prejudices and experience, I know full well that not everyone will agree.

I like the idea of leaving something existing beyond the story because, to me, a fantasy world is always more than just the setting for that novel, trilogy, pentad, or however many books the author has written. It's got people in it who don't get involved in the war, groups that barely get mentioned (even in Tolkien's other works, we don't get to see much of Harad or Rhûn), and history that stretches backwards and forwards. If the story encapsulates the whole of the world, I always feel that it's really just a construct the author made up to tell the one story, not a thing in itself. Williams has been adamant about leaving those prophecies unsolved and that he's never going to write another Osten Ard novel, so the reader is free to imagine what happens next.

Whether the ending should vary really depends on the structure of the book, I think. I was thinking of the books that have a tendency to tie everything up anyway- hero on the throne, married, 2.5 children sort of thing- where that kind of "symbolic" ending seems gratuitous. I also don't think it would work with LOTR, because in an odd way Tolkien hits the joyous, hero-comes-home climax earlier in the book, with Aragorn's coronation, and then slants down quietly, so that the sad, solemn ending of the book is a long time in coming. And if you take the Appendices into account, he does end the story on an uncertain note; we never know if Sam goes over sea, having only his daughter's guess, and we don't know if Gimli goes with Legolas: "More cannot be said of this matter." Grace notes, but they show that not everybody is neatly tied up.

I deeply hated Mists of Avalon as well. ;)

I think there's a difference between a "sudden" and an "unexpected" death, and I think the best ones are actually both. If the character lingers from a gut wound, then there's always the chance for a dramatic rescue or a death speech.

Agree about treating the non-human races like gods. I've just read more fantasies lately where the author takes the point of view that humans are better, damnit, because they "know their hearts" or similar things. Which is silly.

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(Anonymous)
2003-07-11 05:03 am UTC (link)
I especially like your comments about making the villains believable people that we can sympathize with, or at least understand. It irks me beyond words to read about a villain who's purely eeevil because that *just* *doesn't* *happen*. Every person, even a bad one, is a hero to himself. Think of Adolph Hitler: he was patriotic, he loved the arts, his dogs, and his homeland. As far as I can tell he felt deeply about the injustice that had been done to his people in the Treaty of Versailles, and he wanted to revenge that wrong and recover what they'd lost. Even though I think he was despicable, I would far rather read a biography of Hitler, or a history of the Third Reich than any stupid fantasy with a typical eeevil villain because at least Hitler was a real human being with human motives.

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[info]limyaael
2003-07-11 06:50 am UTC (link)
Agreed. I've read a few stories lately where the villain is so stupid that the story really should have ended twenty pages into the book. I hate it when the authors spend all their time on the heroes and can't be bothered to create a believable villain.

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[info]clannoire
2003-07-11 07:11 am UTC (link)
What profound words. :D Is impressed.
You should really get this published on a website somewhere.

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