case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2021-03-17 06:57 pm

[ SECRET POST #5185 ]


⌈ Secret Post #5185 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.


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Notes:

Secrets Left to Post: 01 pages, 18 secrets from Secret Submission Post #742.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

Re: Too much dialogue!

(Anonymous) 2021-03-18 05:23 am (UTC)(link)
DA

You could, for example, have the two characters walking down a path as they walk, or one of them's whittling, or they're waiting in a queue for something.

Then, as the conversation goes on, just feed in a little detail - A startles as a bird flies up unexpectedly, B's hands on the knife and the wood stop suddenly as they hear something fraught, "blah, blah," says C, peered frustratedly at the length of the queue, sighed, and continued.


It helps you pace the conversation - put in beats of non-talking between key phrases, tying the characters into a physical scene can make them feel more real, and setting them up doing something means it's easy to modulate that to indicate their changing feelings. (A lot of communication is based on lowkey physicality - this gives you a handy outlet for expressing that.)

You don't have to stick in a character movement for every sentence - that can get very frustrating, too. But it's a useful tool.