A novel can be as long as it needs to be. War and Peace takes however many hours the reader chooses to give it, over however many sittings.
A film has two hours. Maybe two and a half if you're Christopher Nolan. Audiences sit in the dark, committed to that specific window of time. They can't put it down and come back tomorrow.
Everything about how you write follows from this constraint.
Audience attention in a cinema follows a predictable arc. They arrive alert and curious. Around the 20-30 minute mark, restlessness sets in, “when is this going to get going?” At the midpoint, they need something to reinvigorate them. As the end approaches, they lean forward.
Traditional screenplay structure maps to this psychology:
Setup. Establish the normal world, introduce the protagonist, present the story question. End with the inciting incident that launches the main story.
Confrontation. The longest section, where obstacles mount. Often has a midpoint shift that reframes everything. Builds to the “dark night of the soul”, the lowest point.
Resolution. The climax and its aftermath. The question posed in Act One gets answered.
This isn't arbitrary. It's calibrated to how audiences experience time in a cinema.
The most underrated structural element is the midpoint, the shift that happens around page 50-60.
This is where something critical changes. Information is revealed. The protagonist's approach shifts from proactive to reactive (or vice versa). The stakes escalate.
Without a strong midpoint, Act Two sags. It's too long a stretch without a significant turn.
Plenty of other structural models exist: Save the Cat, Syd Field's paradigm, the sequence method (eight 12-15 minute sequences), Todd Klick's “Something Startling Happens”.
They all describe the same underlying reality: film audiences need regular pulses of change, escalation, and revelation to stay engaged over two hours.
Use whatever model helps you internalise that rhythm.
Novels can have longer setup, slower pace, interiority, more subplots and more thematic development between plot events.
Films are relentlessly external. Event machines, where things must happen, visibly and frequently.
If you're adapting your novel to screen, expect to cut 80% of it, if not more. Film demands ruthless focus on the essential story spine.
At any point in your screenplay, ask: what's the question? What is the audience waiting to find out?
If you can't answer, you've lost them. Structure is really about managing questions, posing them, developing them, answering them, and then posing new ones.
Keep them curious. Keep them engaged. Give them a reason to stay in their seat.
#craft #screenwriting #writing
]]>Imposter syndrome is common enough that people treat it like a diagnosis, something to overcome, cure, or learn to live with.
I think that framing misses the point.
Some of what gets called imposter syndrome is just your conscience doing its job.
If you've never finished anything, you probably shouldn't feel entirely confident yet. If you're telling people you're a novelist while quietly not writing, the discomfort isn't irrational. If you're claiming expertise you don't have, the fear of exposure is proportionate.
In those cases, the feeling isn't a bug. It's telling you to write more, finish things, and build a track record that earns the confidence. Acting on it is more useful than trying to talk yourself out of it.
This cuts against the usual advice, which is to reassure writers that they belong exactly as they are. Sometimes they do. Sometimes they don't, and the kindest thing is to say so. I could write a whole book on weaponising the platinum rule...
There's another version that sticks around even after you've earned your place. You've finished books. You've been published. People who know what they're talking about have said kind things about the work. And you still feel like a fraud.
That version is just anxiety. It isn't useful, and it isn't accurate.
It usually shows up as comparing your private process to everyone else's public results. You see a writer producing books, collecting praise, giving interviews, and you measure that against your own messy insides: the uncertainty, the bad days, the pages that won't come. The comparison is unfair because you're not comparing like with like.
Every writer's process is messy. You just can't see theirs.
Keep writing. Keep editing. Finish things. Completed work is the only real antidote. Each finished piece is evidence that you can do this. It doesn't need to be good. It needs to be done.
Stop comparing your anxiety to other writer's achievements. Those you admire from a distance will seem impossibly accomplished. The ones at roughly your stage, who share their doubts freely, will seem reassuringly human. Find those people.
And remember the silly shirt. Robert Rankin's advice wasn't "feel like a writer." It was "tell people you are a writer." The identity comes before the confidence. Claim it anyway. Act like it anyway. The feeling follows the behaviour, not the other way round.
I still feel it. After writing courses, after publication, after Jo Fletcher agreed to edit my novel. There's still a voice that says any moment now they'll realise.
I've stopped trying to silence it. I notice it, recognise it for what it is, and write anyway.
As I mentioned in The gap, if you're still learning (which you should be) and your finger is on the pulse of the changing world around you, you'll always feel like you're never quite there. Use that feeling to drive yourself forwards, not as an excuse to pull back.
The Silly Shirt Manifesto starts here, with the question of who gets to call themselves a writer and what it actually takes to become one.
#craft #Improving #psychology #writing
]]>They have a worldview. A logic. A set of values that, from inside their own perspective, makes everything they do not just justifiable but necessary. They're not evil for evil's sake. They're wrong, often catastrophically wrong, but for reasons that make sense from where they're standing.
This is the thing that separates a compelling antagonist from a generic one. And it's the thing most writers get wrong.
The lazy villain has power, cruelty, and no discernible inner life. They want to conquer the world, destroy the hero, take the treasure. Why? Because that's what villains do.
The reader doesn't fear this person. They wait for the hero to defeat them.
The interesting villain has a reason. A grievance that might even be legitimate. A goal the reader can understand, even if the methods are unacceptable. The reader might find themselves, uncomfortably, following the argument.
That discomfort is where great antagonists live.
A villain who believes they're right needs three things.
Not a twisted version of the hero's values, but an internally consistent logic of their own. Thanos believes resources are finite and life is suffering; he frames mass extinction as an act of mercy. The reader can follow this logic even while finding it monstrous. The logic is the point.
Pure destruction is empty. The most compelling antagonists are protecting something: a community, a principle, a version of the world they believe is better. Magneto isn't wrong that humans have tried to exterminate mutants. His response is disproportionate, but the fear beneath it is real.
Not an excuse. An explanation. We don't need to forgive the villain, but we need to understand how they got here. The backstory that made them doesn't justify what they do. It makes them human. That's more frightening than any amount of cruelty.
When your villain is genuinely convinced of their own rightness, two things happen.
First, your hero's job becomes harder. It's easy to fight someone cartoonishly evil. It's much harder to fight someone making an argument you can't entirely dismiss. The debate raises the stakes intellectually, not just physically.
Second, your theme deepens. A story where good fights evil is a story about who wins. A story where two coherent worldviews collide is a story about what we believe and why. That's the territory of the books that stay with you.
Walter White in Breaking Bad doesn't believe he's a criminal. He believes he's a man claiming what he's owed. Every step down is framed, by him, as reasonable.
Javert in Les Misérables is a villain only from Valjean's perspective. From his own, he's the law's faithful instrument, doing his duty. His tragedy is that he cannot survive encountering a good man who breaks his system.
Dolores Umbridge is more frightening than Voldemort to many readers because her evil is bureaucratic and self-righteous. She believes she's restoring order. That combination, total conviction and petty cruelty, is recognisable in a way that dark lords aren't.
Ask yourself: could your villain give a ten-minute speech about why they're doing what they're doing, and would any of the audience be nodding along by the end?
If the answer is no, go deeper. Not to make them sympathetic. To make them real.
The most unsettling thing fiction can do is show you how reasonable a catastrophic position can look from the inside.
Character, conflict, and the forces that drive your story: The Silly Shirt Manifesto covers all of it.
#craft #villains #writing
]]>I created an iOS app of the same name a year or so ago, but found the mechanics of flow writing (with the delete key disabled) a little restrictive on my phone, so I've created a Mac and Windows version. I wanted to create something that had the key features of Ulysses and Scrivener, without the complexity or bloat.
This is brand new, hot off the press as of the past few days. Still a bit experimental, too, but would value people's feedback.
When I was editing Infernal Creations on DaVinci Resolve, I was quite taken with the node-based effects editing, and wondered if you could extend that to text editing. If you've used Mural, or it's ilk, you'll get it straightaway. A big, 'infinite' canvas. Add a node (a story beat). Develop the idea from germ to fully edited sequence. Then join the nodes together to wire up your story and export it (Text, Markdown, PDF, ePub etc.). It provides a nice visual view of your story.
I've also built in a story bible editor and various other fun things to assist in the development of stories.
A simple teleprompter app for iOS that allows you to import a script and video yourself reading it. Using the new speech recognition functionality in iOS26, it listens to what you say and auto-scrolls the text, keeping the current line at the top.
This was a website that I built about 18 years ago, and then never really did anything with. I discovered the code on an old memory stick. It uses a little story generator to help inspire you to write a short story. If you like what you produce, you can share it. Would love to see what people do with it.
I love this little app. I wanted to create a little visual journal, that was easy to maintain and pleasant to look back on. I think I succeeded. You can:
It formats them in a nice vertical photo album style where the videos auto-play and loop (giving it a vaguely Harry Potter-esque vibe). It's lovely to scroll back through.
Download felt on the App Store.
I wanted a little to do app that was more like my Mum on a Saturday morning in the 80's. Add things you have to get done, and various characters (including Naggy Nana, Disappointed Dad and Karen from Accounts) will randomly nag and cajole you at appropriate times with increasing intensity until you get to job done. Great for the scattered ADHD mind!
Definitely a bit experimental, this one, but again, would love your feedback. In my research over the past few years on neuroscience, I've read a lot about hoe the brain processes information. One book that I read with interest was 'Speed Reading with the Right Brian' by David Butler. In it, Butler describes the idea of whole brain speed reading. Here, you break down the text into small chunks and then engage your right brain to 'visualise' the chunk rather than just parse the words with your left brain.
This website breakdown books into small chunks and presents them in a nice, uncluttered way, so you can read them quickly in this speed reading style. You can try it with your own epub books, too. I quite like it, but it does take a bit of getting used to. Give it a whirl and let me know what you think.
You can check out all my iOS apps on the Apple App Store.
#creativity #productivity #writing
]]>An unreliable narrator is one whose account of events can't be taken at face value. They might be lying deliberately. They might be deluded. They might be missing information they don't know they're missing. They might be so shaped by their worldview that their version of reality is skewed without them realising it. To some extent, every human character is unreliable.
The key is that the reader eventually realises there's a deliberate gap between what the narrator says and what actually happened.
Kvothe in Patrick Rothfuss's The Kingkiller Chronicle is telling his own story. He's also a performer, a showman, someone who has built his own legend. How much of what he tells us is true? How much is embellished? We don't know.
This works because Rothfuss makes us aware of it early. We know Kvothe is unreliable. The pleasure comes from trying to figure out where the lies are.
Gene Wolfe was the undisputed master of this. Severian in The Book of the New Sun claims to have a perfect memory, but his account contains contradictions, gaps, and moments that don't add up. He's not lying — or at least, he doesn't think he is. He's simply not the person he believes himself to be.
Wolfe's narrators are unreliable in the deepest sense: they don't understand their own stories. The reader has to piece together the truth from the spaces between what's said.
In dystopian and far-future SF, narrators are often unreliable because their (usually dystopian) society has shaped what they can perceive. Offred in The Handmaid's Tale isn't lying, but she's traumatised, her memory is fragmented, and she's constructing the narrative after the fact from imperfect recollection.
This is unreliability as world-building. The narrator's distorted perspective tells us as much about their world as any exposition dump could.
SFF gives unreliable narration an extra dimension. In literary fiction, an unreliable narrator misrepresents reality as we know it. In SFF, the narrator might be misrepresenting a reality we don't know. We're already uncertain about the rules of this world, and our guide might be wrong about them too.
This creates a wonderful double uncertainty. Is the magic really working the way the narrator says? Is this history accurate? Is this alien species really what we've been told?
The reader becomes a detective in an unfamiliar world, with an untrustworthy guide. That's a uniquely compelling reading experience.
The best unreliable narrator stories earn their reveals. The moment you realise the truth should recontextualise everything, not just deliver a twist. It should make the story richer on the second read, not just surprising on the first.
When it works, when you go back and see all the clues you missed, there's nothing quite like it. The author was playing fair all along. You just didn't see it.
Which unreliable narrators have caught you out? Which ones did you see through early? There's no shame in either — the fun is in the game.
#character #craft #mind
]]>The difference is in the craft.
There should be a reason. Death without purpose is just shock value, and readers learn quickly not to invest in your characters if you're just going to dispose of them arbitrarily.
Good reasons to kill a character:
Consequence. Actions have outcomes. If your story involves genuine danger, sometimes people don't make it. Death gives the stakes weight.
Character completion. Some arcs end in sacrifice. A character who wouldn't die for anything becomes someone who will die for this thing — that's a complete journey.
Theme. The death embodies something your story is about. Loss, cost, the price of war, the unfairness of fate.
Change. A death transforms the surviving characters. The protagonist who loses their mentor must become their own guide. The death creates a turning point.
Bad reasons to kill a character:
Shock. Death for its own sake. "They won't expect this!" Maybe not. They also won't care.
Convenience. Getting rid of a character you don't know what to do with. This is a plotting problem, not a death opportunity.
Edginess. Killing characters to prove your story is serious or dark. Readers see through this immediately.
A death must be earned.
This means the character must matter before they die. We need to know them, understand them, care about them. A death scene can't do all the work — it needs the investment of everything that came before.
It also means the death must be inevitable in retrospect. Like a good ending, a good death should feel surprising but right. This was the only way this story could have gone.
Don't linger too long. Death scenes can become mawkish if stretched. Make them count, then move on.
Let characters react. The death itself matters less than its aftermath. Give survivors time to respond, to grieve, to change.
Don't resurrect. Once someone's dead, keep them dead. Resurrection destroys tension permanently. (Fantasy writers, I'm looking at you.)
Consider timing. Early deaths establish stakes. Late deaths provide climactic weight. A death in the saggy middle might just be saggy.
A particular warning: don't kill characters (often women) purely to motivate other characters (often men). This is "fridging" — the death exists only to give someone else angst and a revenge motive.
If you're going to kill a character, make sure they die as a continuation of their own story, not just as a plot device for someone else's.
Tension requires uncertainty. If readers know certain characters are safe, death loses its power.
But this doesn't mean killing randomly. It means establishing that your story has genuine stakes — that survival isn't guaranteed. Once that's established, every dangerous situation carries real tension.
Some writers protect their point-of-view characters absolutely. Others will kill anyone. Both approaches can work. What matters is consistency. If you establish that your leads are safe, don't suddenly break that contract without preparation.
Don't forget the aftermath.
How do surviving characters change? How does the world of the story change? A meaningful death should alter the trajectory of everything that follows.
If your story continues exactly as it would have without the death, the death didn't matter. And readers will feel that.
What character deaths have stayed with you? Which ones felt earned, and which felt cheap?
#character #craft #editing #structure #writing
]]>Then you hit the middle, and everything starts to sag.
The plot wanders. Scenes feel like filler. Characters have conversations that don't go anywhere. You're not sure what the next big event is, so you write small ones that don't matter. The momentum that carried you through the first act has evaporated, and you're left trudging through a swamp of your own making.
Welcome to the saggy middle. Every writer knows it. Almost nobody talks about how to fix it.
Beginnings have the advantage of novelty. Everything is new — the world, the characters, the situation. The reader is discovering, and discovery creates its own momentum.
Endings have the advantage of convergence. Everything is coming together. Questions are being answered. Tension is at its peak.
Middles have neither. The newness has worn off, but the resolution isn't in sight. You're in the long stretch between setup and payoff, and if you don't have something powerful driving the story through it, the whole thing deflates.
The saggy middle is almost never a middle problem. It's a structure problem.
If your middle sags, one of these is usually true:
Your protagonist doesn't have a clear enough goal. If we don't know what the character is trying to achieve, scene by scene, there's no forward pull. "Defeat the Dark Lord" is too distant to sustain the middle. What are they doing today? What's the immediate objective?
The stakes haven't escalated. Whatever was at risk in act one needs to get worse in the middle. More dangerous. More personal. More urgent. If the stakes are static, the story feels static.
You've run out of complications. Plot is a character pursuing a goal and encountering obstacles. If you've set up the goal and the big obstacle but haven't planned the smaller complications along the way, the middle has nothing to do.
Subplots aren't pulling their weight. Subplots should complicate the main plot, not distract from it. If your B-story feels disconnected from the A-story, it's dragging the middle down instead of enriching it.
Give the middle its own turning points. Don't save all your surprises for the ending. A revelation at the midpoint, a betrayal at the two-thirds mark, a reversal that changes everything — these are the tent poles that keep the middle from collapsing.
Make every scene do two things. Advance the plot and reveal character. Develop a relationship and plant a clue. Build the world and raise the stakes. If a scene only does one thing, it feels thin. If it does nothing, cut it.
Raise the pressure consistently. The character should be in a worse position at the end of each chapter than they were at the beginning. Not catastrophically worse every time — that's exhausting. But incrementally worse. The noose tightens.
Use the midpoint reversal. Many strong stories have a major shift at roughly the halfway mark. The hunter becomes the hunted. The ally becomes the enemy. The goal changes entirely. This resets the reader's engagement and gives the second half of the middle a new engine.
Cut ruthlessly. If you've written the middle and it sags, the fix is often removal rather than addition. Every scene that doesn't advance the story or develop the characters is a scene that's slowing you down. Be honest about what's filler and cut it.
Read your middle and ask: does each chapter end with a question the reader wants answered? If the answer is no — if chapters end with resolution rather than new tension — that's where the sag is.
The reader should never be able to put the book down comfortably. Especially not in the middle.
Struggling with story structure? The Silly Shirt Manifesto covers plotting, pacing, and how to keep your story moving from start to finish.
#craft #structure #writing
]]>When I discussed it with a few writer chums, I got a surprising number of uncertain looks. They thought they knew what it meant, but they weren't entirely sure, either.
Agency means that your character's choices drive the story.
As simple as that.
A character with agency makes decisions — meaningful decisions that have consequences — and those decisions are what cause the plot to happen. The story exists because of what they choose to do.
A character without agency has things happen to them. The plot moves around them. Events occur, other characters act, circumstances shift — and your protagonist reacts, survives, gets rescued, or is simply carried along by the current. They're a passenger in their own story.
It's not, as I've heard some say, strength. It's not competence. It's not likeability. It's just choices with consequences.
I suspect a lot of this confusion comes from conflating agency with other things.
A character can be physically weak, politically powerless, and completely at the mercy of a brutal world — and still have full agency, if their choices are what matter. Offred in The Handmaid's Tale has almost no power. She has agency because the story is shaped by her decisions about how to survive, what to resist, who to trust and what to risk.
A character can make choices, act decisively, and still fail spectacularly — and that's fine. Agency isn't about outcomes. It's about being the engine of the story rather than a passenger on it.
Characters react to events — that's normal and necessary. The question is whether their reactions are choices with weight, or whether they're simply being buffeted and doing random things because they (or you) feel they have to be doing something. Reacting decisively, choosing how to respond and when, deciding what to do next — that's agency.
An antagonist with strong agency is often more compelling than a protagonist without it. Characters can be awful people and still drive the story through their choices. What they can't be, if they're your protagonist, is inert.
You know your protagonist lacks agency when:
Other characters do the important things. The protagonist observes, gets rescued, receives information, and reacts. Remove them from the story, and the events unfold identically.
They make decisions, but those decisions have no real consequences. The story corrects around them. Whatever they do, the plot gets where it's going anyway.
They're captured, rescued, transported, informed, threatened, saved. The verbs in their scenes are passive. They're the object of other people's sentences.
The mentor arrives with the answer. The ally handles the confrontation. The magical object resolves the conflict. The protagonist is present, but not necessary.
This is the agency problem. And it's more common than we realise because it often creeps in without us realising — one scene where someone else solves the problem, another where the protagonist gets rescued, a third where they're simply moved from one place to another by external forces. Individually, each feels fine. Cumulatively, the protagonist becomes a witness to their own story.
Readers need someone to follow, to root for, to invest in. That investment is built on wanting the protagonist to succeed — which requires knowing what the protagonist is trying to do, and believing that what they do matters.
If the protagonist isn't making meaningful choices, the reader has nothing to invest in. They're watching events happen to a person, which is not the same as following a character through a story. The emotional engine stalls.
There's also a deeper problem in that agency is how we understand character. We know who people are through what they choose to do when it costs them something. A character who doesn't make real choices is a character we can't really know, no matter how much backstory you give them or how vividly you describe their inner life.
Look through your work for when something important happens. Ask yourself, was it the protagonist's choices that led to this point? Now they are there, are they actively steering the direction of the story with what they are choosing to do? If they make a different choice, would the story be different?
If you can answer yes to all three questions — they have agency. The story is shaped by who they are and what they decide.
If no — the story would happen the same way regardless of what they did — you have a plot in search of a protagonist.
Not just a vague desire — a specific, active goal that requires them to do things. Characters without goals drift. Characters with goals make choices.
If the protagonist makes a decision and nothing changes as a result, the decision has no weight. Real choices close off other possibilities. They have consequences the character has to live with.
Characters who are always rescued from the consequences of failure aren't making real choices — they're making attempts. Real agency means real stakes. They can be saved sometimes, but not always, and not from everything.
When other characters keep solving the protagonist's problems, ask: why isn't the protagonist solving this? Often the fix is simply to remove the helper and force the protagonist to find the answer themselves.
Give your protagonist back the wheel. Let them drive. And yes, it may involve a lot of rewriting, but it will make your work so much stronger, and you'll feel much happier with your hero.
#character #craft #writing
]]>Other books are companions. You return to them every few years — sometimes every few months — not because you've forgotten what happens, but because being inside that world feels familiar and safe.
These are the comfort rereads. And SFF has more of them than any other genre.
Literary fiction is set in our world, so the comfort of returning to it is the comfort of recognising our own experience. That's valuable, but SFF offers a place that doesn't exist, that you can only visit through this book. A place that exists only between you and the author.
The Shire. Hogwarts. The Discworld. Pern. Middle-earth in autumn. These places feel like somewhere you've been, even though you haven't. Returning to the book is returning to the place.
Ask SFF readers about their comfort rereads and certain titles appear again and again:
Terry Pratchett's Discworld. Possibly the most comfort-reread series in all of SFF. Warm, funny, deeply humane. Pratchett makes you feel like the world — even a flat one on the back of a turtle — is fundamentally decent, despite everything.
The Lord of the Rings. Not for the plot (we know the plot). For the world. For the language. For the feeling of a long journey with people you trust.
The Hitchhiker's Guide to the Galaxy. Comfort reading that's also chaotic. There's something deeply reassuring about Douglas Adams's voice, even when the universe is being demolished.
Robin Hobb's Realm of the Elderlings. Even though the books are often painful, readers who love Fitz come back to him like visiting an old friend — one who's had a difficult life but whom you care about deeply.
Ursula K. Le Guin's Earthsea. Quiet, wise, meditative. The literary equivalent of sitting by a fire while rain hits the windows.
It's not just quality. Plenty of brilliant books are terrible comfort reads. Blood Meridian is a masterpiece; nobody rereads it to feel cosy.
The ingredients seem to be:
Voice. A narrative voice you want to spend time with. Warm, distinctive, welcoming. Pratchett had it. Adams had it. Le Guin had it.
A world worth revisiting. Somewhere with enough detail and texture that returning feels like a genuine visit. You notice new things each time.
Characters you miss. Not just admire or find interesting — actively miss, the way you'd miss a friend who moved away.
A certain emotional register. Not relentlessly bleak. Not cloyingly sweet. Something that acknowledges the difficulty of life while ultimately affirming that it's worth living.
There's a mild guilt some readers feel about rereading. So many new books to read — why waste time on one you already know?
Because rereading isn't the same experience as first reading. You notice the craft. You catch foreshadowing you missed. You appreciate the structure now that you know where it's going. And you bring yourself to the book — the person you are now, which is different from who you were last time.
A comfort reread is never a waste of time. It's a conversation between who you are and who you were, mediated by a book you love.
What's your comfort reread? The book you keep coming back to when you need something reliable and good? I'd genuinely love to know — share in the comments.
#books #reading #themes
]]>“All of us who do creative work, we get into it because we have good taste. But there is this gap. For the first couple of years you make stuff, it's just not that good... your taste is still killer. And your taste is why your work disappoints you.”
This is the gap. And it's where most writers quit.
You know what good writing looks like. You've read enough brilliant books to have an instinct for what works. You can spot weak dialogue, clumsy exposition, lifeless description — in other people's work and, alas, in your own.
But you can't fix it yet. You can see the problem. You can't solve it. Your ability hasn't caught up with your taste.
This feels like proof that you're not a real writer. It feels like evidence that you should stop. Everyone else seems to produce effortless, polished work (they don't — you're seeing their finished drafts and comparing them to your first ones) and you're producing . . . this.
The gap means your taste is ahead of your ability. That's where you want it.
Writers with no gap — whose taste matches their current skill — don't improve. They're satisfied with work that isn't pushing them. They've stopped growing.
The discomfort of the gap is the engine of improvement. It's what makes you rewrite. It's what makes you study craft. It's what makes you look at a sentence and think “no, that's not right” and keep working until it is.
The gap hurts. But it's proof that you're developing as a writer, not evidence that you should stop.
This is the only way to close the gap. Volume. Practice. Finishing things, even when they disappoint you.
Don't just read — read as a writer. When something works, figure out why. When something fails, diagnose it. This accelerates the closing of the gap.
A completed story that disappoints you teaches more than an abandoned masterpiece. The ending is where the most learning happens, because it's where all your earlier decisions come home.
If you're better than you were six months ago, you're on track. The gap is closing, even if it doesn't feel like it.
The gap doesn't close all at once. It narrows gradually, unevenly. Some days you'll write something and think: yes, that's actually good. Other days the old despair returns.
But eventually — if you keep going — your ability catches up. Not perfectly. Not for every sentence. But enough that the work starts to feel like yours. The thing on the page starts to resemble the thing in your head.
That's not the end, of course. Your taste keeps evolving too. The gap never fully closes — it just becomes manageable. Productive, even.
The writers who make it aren't the ones who never experienced the gap. They're the ones who kept writing through it.
The Silly Shirt Manifesto is about writing through the hard parts — the gap included.
#craft #creativity #writing
]]>In screenwriting, every word costs money.
Screen time is finite. A two-hour film is about 120 pages. Every scene competes with every other scene for space.
This means dialogue must be ruthlessly efficient. Not clipped or unnatural — but purposeful. Every line should do work. Advance plot. Reveal character. Create conflict. Ideally, all three at the same time.
Long speeches are expensive. They eat page space and screen time. They also tend to be boring — in film, we want to see, not hear.
In a novel, dialogue carries information comfortably. Characters can explain things, share backstory, discuss ideas. The reader absorbs it alongside description and interiority.
On screen, exposition in dialogue sticks out. “As you know, Bob” — characters telling each other things they already know for the audience's benefit — is a cardinal sin. Audiences feel the artificiality immediately.
Screen dialogue needs to feel like people talking, not like the writer communicating to viewers.
The best screen dialogue is rarely on-the-nose. Characters talk about one thing while meaning another. The real conversation happens underneath.
Think of the famous “I drink your milkshake” scene in There Will Be Blood. Daniel Plainview isn't really discussing drainage — he's humiliating a broken man. The surface words and the emotional reality diverge.
This is where actors live. You give them the words; they give them meaning. Write dialogue that leaves room for interpretation, for subtext, for the actor to bring something.
Whatever amount of dialogue you think you need, it's always less.
Can the line be cut entirely? Often.
Can the information be conveyed visually instead? Usually better.
Can three lines become one? Almost always.
New screenwriters overwrite dialogue. They're used to prose, where words are the whole experience. In film, dialogue is one instrument in an orchestra. It doesn't need to carry everything.
Screenplay dialogue shouldn't be realistic. Real speech is full of filler, fragmentation, and interruption.
Good screen dialogue is stylised to feel natural. It has rhythm and purpose but sounds like it could be said. It's compressed reality — faster, sharper, more meaningful than actual conversation.
Listen to Tarantino characters. They don't talk like real people. They talk like heightened, entertaining versions of people. That's the trick.
Read your dialogue aloud. Does it sound speakable? Does it have rhythm? Would an actor enjoy saying these words?
Then cut a third of it. See if the scene still works.
It probably does.
#craft #dialogue #screenwriting
]]>The problem is, and it's one I learned the hard way, that what works visually doesn't work in prose. You can't just transcribe a fight scene from your head to paper. The medium is different, and it needs different techniques.
The biggest mistake: action scenes that go on too long.
In a film, a five-minute fight is exhilarating. On the page, five pages of blow-by-blow combat is exhausting. The reader's brain can't sustain that level of intensity without fatigue setting in.
Shorter sentences. Shorter paragraphs. Shorter scenes overall. Get in, make an impact, get out.
You're not writing a fight manual. Readers don't need to know exactly where everyone's left foot is at every moment.
"He ducked the first swing, blocked the second, felt his arm go numb from the impact, and drove his shoulder into the man's chest."
That's enough. We get it. We're in the fight. We don't need a frame-by-frame breakdown.
Give us the key beats. Let readers' imaginations fill in the gaps. They will — and what they imagine will be more vivid than anything you could describe.
Action scenes work when we feel them physically.
Not "the sword cut his arm" but "fire raced from elbow to wrist." Not "he hit the wall" but "the impact drove the air from his lungs."
The protagonist's body is our connection to the scene. What do they feel? Pain, exhaustion, adrenaline, fear? That's what makes us feel present.
A technically impressive fight is nothing without stakes. Why does this fight matter? What happens if the protagonist loses?
The best action scenes are dramatic scenes that happen to involve violence. The fight is an extension of character conflict, not a substitute for it.
Before writing an action scene, ask: what's at stake? If the answer is nothing much, the scene will be lifeless no matter how well you choreograph it.
Chaos can work briefly. But if readers lose track of who's where and what's happening, they'll disengage.
In complex action — multiple combatants, changing locations — use clear beats to reorient us. "She rolled behind the crate." "Across the room, Marcus was still grappling with the larger man."
Don't sacrifice clarity for kinetic energy. Readers can't be excited about something they can't follow.
The external action should reflect internal experience.
Is this fight desperate or controlled? Is your protagonist terrified or coldly focused? Triumphant or losing ground? Their emotional state should colour every sentence.
As the fight progresses, the emotional state can shift. Confidence gives way to panic. Desperation transforms into resolve. These shifts are the real drama.
Fights that take place in blank rooms are forgettable. The environment makes them specific.
What can be used as a weapon? What's in the way? What creates opportunity or danger?
A fight in a kitchen is different from a fight in a forest is different from a fight on a moving train. Use that.
The best action scenes feel shorter than they are. Readers look up, surprised at how quickly they turned the pages. That's the goal.
What action scenes have stayed with you? Which books (not films!) got it right?
#craft #editing #writing
]]>Working with her is a privilege. It's also, at times, painful.
You send off your manuscript. You think it's pretty good. You've revised it yourself, maybe had beta readers, polished it until it shines.
Then the edit comes back. And there's... a lot of comments down the side of the page.
Your favourite scene? Doesn't work. That clever bit of world-building? Confusing. The subplot you loved? Slowing things down. The prose you were proud of? Overwritten.
It stings. It's supposed to.
A professional editor sees what you can't. You're too close to your own work. You know what you meant, so you read it on the page, even when it's not there. You're attached to choices you made months ago. You can't see the wood.
An editor comes in cold. They experience the book as a reader will. They find the gaps, the longueurs, the places where you lost them.
This perspective is invaluable. You cannot get it any other way.
The first instinct is to defend. "But they don't understand what I was trying to do." "That scene is important for reasons they don't see." "They're wrong about this."
Sometimes they are wrong. Editors aren't infallible, and ultimately, it's your book. But nine times out of ten, if an editor flags something, there's a real problem — even if their suggested solution isn't quite right.
The mature response is to sit with the feedback. Let the defensiveness pass. Then look again with fresh eyes.
Every round of editing has made my work better. Not just the specific book — my craft overall. You internalise the lessons. You start catching the problems yourself, earlier in the process.
The pain is temporary. The improvement is permanent.
If you're serious about your writing, budget for professional editing at some point. It doesn't have to be a big-name editor. It just has to be someone good, someone who edits your genre, someone who'll tell you the truth.
It will hurt. You'll be glad you did it.
#craft #editing #publishing
]]>Getting pacing right means understanding what creates speed, what creates slowness, and when you want each.
Short sentences. They punch. They drive forward. No time to breathe.
Short paragraphs. Same effect. White space creates urgency.
Action. Things happening, one after another. Characters doing, not thinking.
Dialogue. Quick exchanges move faster than description. Conflict in dialogue moves faster still.
Cutting reflection. In fast scenes, don't stop for characters to ponder. Keep them reacting.
Scene breaks. Jump to the next moment. Skip transitions. Trust readers to follow.
Long sentences. Sentences that meander, that add clause upon clause, that let the reader settle into a rhythm and drift along with the prose, experiencing time passing at a more contemplative pace.
Long paragraphs. Blocks of text that create the visual sense of density, of material to work through.
Description. The world filling in around us. Details accumulating.
Introspection. Characters thinking, processing, deciding. Time spent inside someone's head.
Scene-setting. Establishing where we are before anything happens.
Small actions. She picked up the cup. Looked at it. Set it down again. These micro-beats expand time.
Action sequences. Fights, chases, escapes. Keep readers breathless.
Climaxes. The culmination should have momentum. Don't let it sag.
Tension peaks. When characters are in danger or making crucial decisions under pressure.
After slow sections. If you've had a contemplative chapter, the next one might need to pick up pace to maintain reader engagement.
When readers already know the information. If they've grasped the emotional stakes, don't belabour them.
Emotional beats. Grief, joy, revelation — these need room to land. Don't rush past the moments readers came for.
Before action. Tension builds in slowness. The calm before the storm makes the storm hit harder.
After action. Characters (and readers) need to process what happened. A breather creates contrast.
Character development. Understanding who someone is requires time with them.
Key decisions. When the choice matters, give it weight.
World-building. Readers need time to absorb unfamiliar settings (but don't overdo it).
Good pacing isn't consistent. It's rhythmic.
Fast, slow, fast, slow. Tension, release. Push, breathe.
Think of it like music. A song that's all fast becomes exhausting. A song that's all slow becomes boring. The dynamics — the variation — creates the experience.
Map your chapters. Where are the fast sections? Where are the slow ones? Do they alternate? Does the overall pace increase as you approach the climax?
If everything is the same speed, something's wrong.
Read your work aloud. You'll feel the pace in your body. Do you want to rush through, or do you find yourself slowing down to savour? Are you where you should be?
If a scene feels like it's dragging, it probably is. Cut. If a scene feels like it's rushing past a moment that should matter, slow down and give it space.
Trust your instincts. You're a reader too.
Pacing is one of those skills that's hard to teach but becomes intuitive with practice. What books do you think have particularly good pacing?
#craft #editing #writing
]]>Nonsense.
SFF has been exploring the biggest questions for as long as the genres have existed. It just does it through dragons and spaceships instead of suburban dinner parties.
Science fiction asks this constantly. Do Androids Dream of Electric Sheep? — what's the difference between a human and a convincing simulation? Flowers for Algernon — is intelligence the measure of a person? The Culture novels — what do we become when all our limitations are removed?
Fantasy asks it differently. What does it mean to have power? What do we owe each other? What happens when ordinary people face extraordinary evil?
These are philosophical questions wearing adventure clothing.
Fantasy is obsessed with power. Magic systems are theories of power — where it comes from, what it costs, who gets to wield it.
The One Ring is power that corrupts absolutely. Earthsea's magic requires balance — every action has consequences. Hard magic systems treat power as engineering; soft magic keeps it mysterious and dangerous.
These aren't just plot devices. They're explorations of what power does to people and societies.
Prophecy is everywhere in fantasy. The Chosen One. The inevitable doom. Characters struggling against destinies written before they were born.
This is free will versus determinism, dramatised. Can you change fate? Should you try? What does choice mean when the future is known?
Science fiction tackles similar ground through time travel, simulation theory, and deterministic universes. Different imagery, same questions.
Aliens. Elves. The Fair Folk. Monsters.
SFF is constantly negotiating the boundary between self and other. Who counts as "people"? How do we treat those who are different? What happens when we encounter minds genuinely unlike our own?
Sometimes this goes badly — aliens as stand-ins for uncomfortable stereotypes. But at its best, SFF uses the non-human to illuminate the human, to question our assumptions about who deserves moral consideration.
Utopias and dystopias. Golden ages and apocalypses. The Culture's post-scarcity paradise and The Road's ash-covered wasteland.
SFF lets us imagine futures — and in doing so, shows us what we value, what we fear, what we hope for. These imaginings aren't just entertainment. They shape how we think about possibility.
Genre labels are marketing, not measures of seriousness. A book about a wizard school can explore death and love and the weight of choice. A book about a generation ship can ask what we owe our descendants.
The rockets and the magic are permission to think boldly. To imagine radically. To ask "what if?" and follow it wherever it goes.
That's not escapism. That's one of the most important things fiction can do.
What big ideas have you found in SFF? Which books made you think differently about the world?
#fantasy #scifi #sff #themes
]]>But! Something that has bothered me for a while, and should bother a lot more people than it seems to, is that every major AI model was trained on human-created content. Articles, blog posts, novels, code, poems, essays — all hoovered up from the internet and fed into systems that can now produce passable imitations of the real thing.
The people who created that content got nothing. No attribution. No compensation. No acknowledgement that their work was used at all.
And there's currently no way to prove it. If an AI produces something that draws on your work, you can't demonstrate that connection. You can't even prove you wrote the original in the first place — not in any way that's cryptographically verifiable, timestamped, and independent of a platform that might disappear tomorrow.
So, with the help of AI, I'm building something that might address the problem of AI.
Keep Digital Human is a provenance tool for creators. That's a fancy way of saying that it lets you prove you made something, and when.
You paste your text or file into a form in your browser, and without any of your data being sent anywhere, the system creates a cryptographic fingerprint of your content. A SHA-256 hash, if you want the technical term. It's a unique string of characters that can only be produced by that exact piece of text or file. Change a single comma or pixel and you'd get a completely different fingerprint.
That fingerprint gets timestamped and stored. The original content never leaves your browser. We never see it. We never store it. All the system keeps is the fingerprint, the timestamp, and your identity.
You then get a public verification page — a URL you can share with anyone — that proves this specific content existed at this specific time, authored by you.
Think of it as a digital deed of authorship.
Right now, if you publish a blog post, the only proof you wrote it is... that it's on your blog. If someone copies it, or an AI ingests it, or it appears in a training dataset — what evidence do you have? A WordPress timestamp that you could have faked? A screenshot that proves nothing?
A cryptographic fingerprint is different. It's mathematical proof. You can independently verify it. You can't forge it. You can't backdate it. It exists as an objective record that this exact content was registered at this exact moment by this exact person.
What's more, the system then allows you to:

Creative work doesn't stand still. You publish an article, then you edit it. You revise a manuscript. You remaster a track. The second version is still yours, but it's got a different fingerprint.
So we've built versioning into the system. When you update a piece of work, you can register the new version and link it to the original. The system maintains a full version history — a chain of provenance records showing how your work evolved over time, each one independently verifiable, each one timestamped.
It's like track changes, but cryptographic and permanent.
Provenance is only useful if it's not locked inside one system. If Keep Digital Human is the only place that can read its records, we've built a walled garden, not infrastructure.
So we've published the KDH Provenance Record as an open standard. It's a specification that defines how provenance records should be structured, discovered, and verified — and anyone can implement it.
The standard includes several ways for machines to find and verify provenance records automatically:
.well-known URL, if you're technically inclined) that lists registered works in a machine-readable formatIf an AI company wanted to check whether its training data included registered works, it now has a standardised way to do so. Whether they choose to is another question, but the mechanism exists.
We've built an AI detection scanner. The system probes multiple AI models with a series of carefully designed queries related to your work and analyses whether the responses show signs of drawing on your content.
AI doesn't copy — it synthesises. So the scanner uses ten different probe strategies, each testing a different way an AI might reproduce your work:
For each probe, the system measures text similarity using n-gram analysis — essentially checking how many short phrases overlap between your original work and the AI's response. It breaks this down into trigram scores (three-word sequences), pentagram scores (five-word sequences), and identifies the longest matching phrase.
Is this definitive proof that an AI was trained on your work? No. But it's evidence. When you accumulate enough data points across enough works, patterns emerge.
The detection dashboard gives you a full breakdown of every scan — which models showed the strongest similarity, which probe strategies were most effective, and exactly which phrases matched.
For creators who want to integrate provenance into their workflow, there's a public API. You can register works, check fingerprints, and retrieve provenance records programmatically. There's also a batch registration endpoint for when you want to register an entire back-catalogue in one go.
We're also building Chrome and Firefox browser extensions. These let you select text on any web page and register it with a right-click, check whether the page you're reading contains registered content, and even prompts you to register when it detects you're about to publish something on platforms like Medium or WordPress.
I'm not pretending this solves everything, clearly it doesn't. It's very early days and everything is more or less in test mode. But the fundamentals are there.
Consider where AI is heading. It's becoming the operating layer for everything. The thing that mediates your communication, summarises your reading, acts on your behalf. In that world, the question of "who made this?" becomes critical.
Not because of some abstract principle about intellectual property. Because creators deserve to be part of the value chain. If your writing is good enough to train an AI, it's good enough to be attributed and compensated.
The vision — and this is a vision, not a current reality — is a system where:
We're somewhere between steps one and two.
This isn't blockchain-bro nonsense. There are no tokens. There's no cryptocurrency. There's no speculative investment opportunity.
What we're using is the useful part of that technology — cryptographic verification. The same mathematical principles that make blockchain work, applied to the problem of trust and attribution.
This also isn't DRM. I'm not trying to restrict what anyone does with content. I'm trying to create a record of who made it. Those are very different things.
The system works. You can register content right now, including:
You get a real cryptographic fingerprint, a real verification page, a downloadable provenance certificate, and an embeddable badge for each item. You can register works individually or in batches, track versions, run AI detection scans, and monitor your content across multiple AI platforms.
Whether it all matters depends on whether enough creators use it to establish a critical mass of provenance records, and whether AI platforms eventually choose (or are compelled) to respect them.
I don't know if that will happen. But I know the alternative — doing nothing and hoping the problem resolves itself — definitely isn't a solution.
If you're a creator — writer, journalist, poet, musician, artist, filmmaker, blogger, vlogger, coder, essayist, anyone who makes things with words, sounds or images — go to keepdigitalhuman.com and register something. It's free. It takes thirty seconds. Your content never leaves your browser.
Because we never store your original content, you need to keep it safe yourself. If you ever need to prove you registered something, you'll need the exact same file or text to regenerate the matching fingerprint. And if you update your work, register the new version — it takes seconds and builds your provenance chain.
At worst, you'll have a timestamped proof of authorship that exists independently of any platform. At best, you'll be part of building the infrastructure that gives creators a seat at the table in the AI economy.
The silly shirt, in this case, is a cryptographic hash. Wear it. Tell everyone you're a creator.
Keep Digital Human is free and open. The provenance standard is published for anyone to implement, the API is documented, and the code is on GitHub.
#ai #creativity #legal
]]>The want-wound-need framework changed how I think about character. It's simple, but it unlocks a lot of fertile ground.
This is the surface goal. The thing your character is consciously pursuing. Defeat the villain. Find the treasure. Win the tournament. Get home.
The want drives your plot. It's what the character thinks the story is about.
But a want alone is thin. We need to understand why this particular goal matters to this particular person.
This is the backstory — the formative experience that shaped who your character is. Usually something painful. A loss, a betrayal, a failure that left a mark.
The wound explains the want. Why does this goal matter so much? Because of what happened before.
A character who wants to prove themselves might carry the wound of a parent who never believed in them. A character obsessed with control might have experienced chaos they couldn't prevent. The wound doesn't need to be dramatic — it just needs to be formative.
This is what the character actually needs to grow — the internal change required for their arc to complete. Often, the character doesn't know they need this. They think achieving the want will be enough.
The need is usually connected to the wound. The character who needs to learn trust was betrayed. The character who needs to accept help always had to survive alone.
The want drives the plot forward. The wound explains why. The need is what the story is really about.
In a satisfying arc, pursuing the want forces the character to confront their wound, which eventually allows them to recognise and embrace their need. The external journey enables the internal one.
Want: Defeat the dark lord.
Wound: Failed to save her brother when they were children.
Need: Learn that she can't save everyone — and that trying to is a form of control, not love.
Now the external plot (defeat the dark lord) becomes a vehicle for the internal journey. Every battle isn't just action — it's an opportunity to confront what's really at stake.
Before you start writing, know all three. The want you probably have. Dig for the wound and the need.
If your character feels flat, one of these is usually missing or unclear. Often it's the need — we know what they're doing and why, but not what they should learn.
#character #craft #writing
]]>Everyone who reads screenplays professionally, that's who. And getting format wrong is the fastest way to have your script dismissed, unread.
Standard screenplay format exists for a practical reason: one page roughly equals one minute of screen time.
This isn't magic — it's calibration. The margins, the font, the spacing all evolved to make this approximation work. A properly formatted 100-page script will produce roughly a 100-minute film.
This means format is a tool. Experienced readers can flip through a script and know, from the page count and the balance of action to dialogue, what kind of film they're looking at.
Break the format and you break the tool.
The big caveat that people never mention with this rule is that there is a difference between letter and A4 sized paper. A4 is fatter and longer than letter, so while the one page a minute rule holds for letter, A4 (in my experience) can add up to 10 seconds.
Over the course of a 120-page screenplay, that's quite a lot of hidden bloat. It's easy to switch between letter and A4 in the page settings, so you can quickly see the difference.
A reader opens your script. Before they read a word of story, they see:
Within seconds, they're making judgments. Right or wrong, format signals professionalism. A badly formatted script says: this writer doesn't know what they're doing.
You might be a genius. Your story might be brilliant. But you've just made it harder for anyone to discover that.
Scene headings (sluglines): INT. or EXT., location, time of day.
INT. COFFEE SHOP - DAY
Action lines: Present tense, what we see and hear. Short paragraphs – preferably one shot per line (see below).
Character names: In caps, above their dialogue.
Dialogue: Narrower margins than action.
Parentheticals: Use sparingly. Only when absolutely necessary to clarify delivery, actors don't like being told how to deliver lines.
Transitions: FADE IN at the start (left aligned), FADE OUT at the end. Never use CUT TO: - cuts are implied by a new line or scene heading.
Use proper screenwriting software. Final Draft is the industry standard. Highland, WriterSolo, and Fade In are good alternatives. Even free options like my little web-based app Uninflected will handle format correctly.
Do not try to fake format in Word. You'll get it wrong, and it will show.
This is my biggest bug bear as a director, producing someone else's script. And it's also a trick that many writers miss. It's easy to write something like:
Alice paces the room. She checks her watch – it's 1:58pm. She sighs and starts pacing again.
Now think about it from a director and cinematographer's perspective. They both have to process it, break it down and think about what's needed. That a) takes time, and b) is then open to interpretation, expansion or reduction because you forced them to think.
But if you follow the one shot per line rule, it would come out like this:
Alice paces the room. She checks her watch.It's 1:58pm.She sighs and starts pacing again.
Now each shot has equal weight and the type of shot is clear - Wide, Close-up, Medium close-up.
The reader more clearly visualises the shots. The director and cinematographer don't have to think; they can focus on getting just those shots. And because they didn't think about it, your vision remains intact, production time drops and producers are happy.
Win-Win-Win-Win.
Format isn't bureaucracy. It's communication.
A screenplay is a technical document. It needs to convey information efficiently to many different readers — producers, directors, actors, department heads. Format conventions exist because they work. They make scripts readable, comparable, and useful as production documents.
Learn the format. Then forget about it — let the software handle it while you focus on story.
#production #screenwriting
]]>What makes a fictional world stick with us?
The best fantasy and SF worlds feel like they existed before page one and will continue after the end. There's a sense of depth — history, culture, texture — that extends beyond what the story needs.
Middle-earth. The Culture. Earthsea. Arrakis. These places have weight. You believe in them.
This usually comes from consistency and implication. Small details that suggest larger systems. References to events we never see. The sense that the author knows more than they're telling us.
Some worlds are wish fulfilment. Hogwarts, obviously — who wouldn't want to go to wizard school? The Shire, for those who dream of a simpler life. Banks's Culture offers post-scarcity luxury with adventure on the side.
These worlds seduce us. We read about them and feel a kind of longing. The appeal isn't just the story — it's the invitation to imagine ourselves there.
Other worlds are compelling precisely because we wouldn't want to live there. Westeros. Gormenghast. The Sprawl. The world of 1984.
These places are dangerous, cruel, or oppressive — but vividly realised. We're drawn to them the way we're drawn to look at car crashes. The horror is part of the appeal.
Often these worlds illuminate something about our own — exaggerating tendencies we recognise, showing us where we might end up.
It's rarely the grand sweep of worldbuilding that stays with us. It's the specific, strange, and telling details.
The stillsuits of Dune. The moving staircases of Hogwarts. The doors that iris open in the Culture. Discworld's Great A'Tuin the World Turtle.
These details are memorable because they're specific, visual, and slightly unexpected. They're the things you'd describe if you were telling someone about the book.
A few worlds that have stayed with me:
Gormenghast — Mervyn Peake's crumbling castle feels oppressive and baroque, but impossibly vivid. You can smell the dust.
The Dying Earth — Jack Vance's far-future Earth where science has become indistinguishable from magic. Decadent and strange.
Earthsea — Ursula K. Le Guin's archipelago world. Sparse, beautiful, full of empty ocean and ancient mystery.
The Culture — Iain M. Banks's vision of what a genuinely good civilisation might look like. Utopia that actually works.
Everyone has different worlds they return to. Different qualities that make a place feel real, or inviting, or worth exploring.
What fictional worlds have you most wanted to visit? Which ones linger in your imagination years after you finished the book?
Drop your favourites in the shiny new comments section below — I'm always looking for new worlds to explore.
#fantasy #scifi #worldbuilding #writing
]]>Your reader should know about ten percent of it.
This is the iceberg principle — and it's the difference between world-building that enriches your story and world-building that drowns it.
When you've done the work, you want to show it. Every detail feels important. You didn't invent that creation myth for nothing. The reader needs to understand the economic basis of the empire to appreciate why the protagonist is rebelling.
Except they don't. And explaining it all kills the very thing that makes fantasy worlds compelling: the sense that there's more beneath the surface.
Readers need to feel the world, not understand it completely.
They need enough to follow the story. Enough to care about what's at stake. Enough to feel that this place has weight and history.
They don't need a textbook. They don't need every detail you invented. They definitely don't need you to pause the story for three pages of explanation.
In The Silly Shirt Manifesto, I talk about this as "trusting your reader." You hint at the depths. You mention the war that happened three generations ago without explaining every battle. Characters refer to customs without stopping to define them for the audience.
The reader's imagination fills the gaps — and what they imagine often feels more real than what you could explain.
Know more than you tell. The world-building still matters. It makes your references consistent, your world coherent. You just don't dump it on the page.
Let details emerge through story. Don't explain the magic system — show someone using it. Don't describe the political situation — let characters navigate it.
Trust implications. "He hadn't seen a king's banner in the north for twenty years" tells us something happened without explaining what. That gap is intriguing, not frustrating.
Cut your darlings. That detailed history of the Second Mage War? It might be fascinating. It might also be slowing your story to a crawl. Save it for the appendix — or just your notes.
Worlds that feel lived-in. Stories that move. Readers who keep turning pages.
And all that world-building you did? It's still there, holding everything up. Just like an iceberg.
For more on world-building (and everything else in the craft of writing SFF), check out The Silly Shirt Manifesto.
#craft #worldbuilding #writing
]]>