Take the prison interview. We're in a plain room, no furniture except a table and 2 chairs, both of which are screwed to the floor so no movement there. But you could add...
- a fly on the wall (literally)
- a mirror: the viewpoint character could wonder if it was 2- way and if the wardens were watching inside.
- spy camera in the corner, especially if it moved around.
- high up window: clouds might be visible scudding across the sky
- impeded action, such as trying to move the chair and not being able to
- actions using props such as a briefcase with papers to rustle and pass across the table
You could also add details which imply action...
- a bruise: perhaps the prisoner has been attacked
- cut on cheek: cut self shaving - or something more sinister?
- badly fitting uniform: scratching, edginess, shifting in seat, gestures showing it's too tight etc.
- noises outside: footsteps, doors clanging shut, car horn sounds.
I try to move all my static scenes into locations where they are active but sometimes it just can't be done. It helps to make a list of all the ways you can add actions and active details (as I've done for the prison interview) and then weave them in to create a static, but interesting, scene.
Finally, don't forget to use interesting verbs - don't have your characters just sit in their chairs, let them slump, fidget, lean. And as a final resort, if they've absolutely got to be still, they can always radiate menace.
Anyone in St Ives for the September Festival? I'm giving a talk on Friday 23rd September at 11.00 am in St Ives Library. Go to the website for more info.
2 comments:
Useful, this - I love writing dialogue, but characters need a context as well as great words to speak.
And the context needs to be active.
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