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Guest Post: M. H. Thaung Discusses How and Why Do People Make Bad Decisions?

When I read or write fiction, I like seeing characters make bad decisions and then deal with the consequences. However, if they make those decisions for implausible reasons, they can appear silly or inconsistent rather than attracting sympathy. If they’re forced into decisions because of overwhelming external factors, they may come across as lacking agency. In both cases, the decision seems made purely to further the plot rather than arising naturally. For me, the sweet spot is when readers can appreciate straight off (or shortly afterwards) that a character has made a misstep with likely repercussions, but it’s understandable why they ended up in that situation.

In my day job in a pathology lab, mistakes can have serious, even fatal, consequences. We try our hardest to minimise them as well as spotting and correcting them as early as possible. When (not if””we’re human, after all) a mistake happens, we investigate the reasons and see what we can do to prevent a repeat. Additionally, at corporate level, we are expected to attend courses on how to make systems safer. Such training can be a chore, but for me it has one significant plus: it’s fertile ground for ideas about where characters may go wrong.

I’d like to share here how I set up my characters’ unforced errors, allowing them to make plot-influencing mistakes in a realistic manner. The concepts aren’t new, but using risk management ideas helps me to flesh out details. This isn’t an academic treatise, so I have cherry-picked knowledge from workshops on error, mandatory training and general wider reading. Also, the definition of “wrong” in this context might be fluid, but I’d view it as something suboptimal for the character’s intentions (and interesting for the reader).

First, I think about the character’s environment and what real-life factors might lead the character in the wrong direction. What kinds of flawed reasoning might the character(s) use, and why? And what organisational/social factors might create an environment where it’s easy to make mistakes?

Human errors

The Health and Safety Executive (http://www.hse.gov.uk) categorises human failures as errors (unintended actions or decisions) or violations (intentional deviation from a rule or procedure). The latter is a common trope in stories, with the protagonist deliberately acting against authority in order to achieve a greater good, often with an awareness that such behaviour will incur a cost. I’ll concentrate on the former.

One type of error is the slip or lapse, where a habitual or familiar task is for some reason not completed as planned. Such tasks need little concentration to perform correctly: for example, driving home, cooking dinner, tying up the fiftieth captive in a row. It’s difficult to predict when a slip or lapse might occur. Factors such as time pressure or distractions increase the risk. In fiction writing, we could imagine a situation where a character’s routine is derailed slightly by a distraction or being in a hurry. Such a lapse (e.g. leaving keys on the table by the cell) could have knock-on consequences.

The other type of error is the mistake. This involves a wrong judgement or decision made with conscious thought (in the “attentional control mode”), and it leads to a wrong action. Such errors often occur in situations that are unfamiliar. Whether or not we appreciate the newness of the situation, we might try to apply known rules. For example, a character might eat (or feed another character) a poisonous herb because it looks like a beneficial one.

Added to the above, our decision-making is often influenced by different types of bias (i.e. a subjective preference for or against something without firm evidence).

Flavours of bias include:

Anchoring bias. When there are several options available, anchoring bias is the tendency to lock on to a specific option, and to fail to reconsider when subsequently given evidence against it. Often the favoured option is first (or early) in the list, and items in the middle of the list receive less attention. Thus, the order in which options are presented may influence the decision. An example of this in fiction might be a murder mystery when the detective identifies a likely suspect early on. Further clues point more strongly towards other people, but the detective brushes those aside until faced with an unpleasant shock (such as a second murder when the favoured suspect is in custody).

Cognitive overload bias. If someone is presented with more information than they can reasonably process, they are forced to ignore some of it. This means that they may make a decision without considering all the relevant information (because they were focussed on other factors).

Of course, decision-making doesn’t occur in isolation. In fiction (as in real life), individuals will have multiple concerns, personal agendas, interpersonal conflicts and other problems that can add deliciously to their challenges.

Organisational factors

People don’t function or make decisions in isolation. There are aspects of their environment that may hamper them””or, alternatively, that they could manipulate in order to get their way.

One point to stress about the organisation (tribe, crew, social system etc) that a character functions in is that the organisation’s prime purpose is generally not to make the character’s life difficult. That said, there are real-life organisations where the environment doesn’t facilitate good decision-making: not because of maliciousness, but because the setup is poor. Several examples are discussed in The Blunders of Our Governments by King and Crewe. I’ve picked a few concepts from the book which can complicate life for fictional characters.

Group-think. In a group of people tasked with an objective, maintaining the group’s cohesion by avoiding disagreement may become more important than raising concerns. Nobody wants to be “that person”, and so everyone remains silent about an obvious problem that could be easily anticipated. Our hapless character may be on the receiving end of a bad decision by such a group. Alternatively, he or she might have been part of such a group, witness the fallout of the bad decision and feel obliged to deal with the consequences. As an example, in my first book A Quiet Rebellion: Guilt, my main character (Jonathan) tentatively suggests to the Chief Scientist that some of her reasoning has been wrong. She’s built her career on her research, and she’s not going to hear him out””and her colleagues don’t seem inclined to contradict her.

[Chief Scientist Lady Nelson says] “… She must have ventured outside the city walls on some escapade. Don’t you agree?”
“Ah, I don’t think so, ma’am.” Jonathan squared his shoulders. She wasn’t going to like this. “I believe there are historical accounts””””
“Pah, historians!” Lady Nelson scowled and shook her head. “All they do is dig through old stories without paying any attention to real world data. History is all very well for looking at how society developed, but not for finding out how the world really works. We do not deal in fairytales, Captain Shelley.”

Cultural disconnect. “Everyone projects on to others his or her lifestyles, preferences and attitudes.” (From King and Crewe). Cultural disconnect arises when a group (usually in power) assumes that others can and will think and react similarly to them, including holding the same values. It’s easy to imagine a fictional character being the one imposed upon, or trying to find some way to translate superiors’ orders into a language that’s meaningful on the shop floor. Sticking with Jonathan, he’s now reporting back to the Council in the capital about how his tour of the rural settlements went. Chief Councillor Hastings asks how the new regulations were received. Jonathan has an internal grumble that the documents are written in bureaucratese, but replies:

“The settlements remain vigilant and are familiar with current official advice.”
[Hastings nods] “Good. Nice to know they pay attention to those notices we send out.”
Hastings isn’t trying to make things difficult, but his casual comment (compounded by Jonathan’s unwillingness to complain) suggests he doesn’t expect there to be a problem. His concern is that the rurals remain willing to cooperate, not whether they can understand him.

Operational disconnect. This is a gap between those who devise plans or policies, and those whose job it is to implement them. In fiction, this might risk becoming a simplistic plot device where those in charge make unreasonable demands of a character, purely to force a plot-convenient challenge and conflict. However, if there is clarity over why the plans were thought to be reasonable (not necessarily fully played out on page), the challenge feels less artificial. In the Council meeting above, Jonathan reports how a rural mayor made a mistake (based on wrong implementation of one of the regulations), but he glosses over things in the telling. After all, he already yelled at the mayor at the time, and there’s no point in escalating things. Unfortunately, Jonathan’s reprimand leads the mayor to overcompensate in the other direction. When news of the second incident reaches Jonathan, he partly blames himself, but he was caught between the instructions of the Council and the practicalities of the settlements.

Round up

I believe that that characters’ poor decisions feel more compelling if there are on-page or behind-the-scenes reasons leaving them vulnerable to making mistakes. The concepts discussed above aren’t new, and writers are no doubt using them already. I offer them here as an additional set of tools. I use them to brainstorm how to bridge the gap between what a character would rationally do and what I (as the character’s creator) need to happen.

Author bio for M. H. Thaung

M.H. Thaung was born in Scotland and has moved progressively southwards throughout her career in pathology, ending up in a biomedical research institute in London, England. (As a staff member, not a specimen!) She loves her job and academic writing, with dozens of scientific publications over the last couple of decades. More recently, she has ventured into speculative fiction to discover what might happen if the world worked a little differently.

She’s currently working on A Quiet Rebellion: Posterity, the final novel in her Numoeath mannerpunk trilogy. A Quiet Rebellion: Guilt and A Quiet Rebellion: Restitution were released last year.

Website: https://mhthaung.com/
Twitter: https://twitter.com/mhthaung

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

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Guest Post: TJ Kahn Reveals the Unheard of in Fantasy

The Unheard of in Fantasy: Advocacy for the Deaf and Hard-of-Hearing in fantasy and science-fiction

Imagine that you are a huge fantasy or science-fiction fan. You’ve watched every Game of Thrones episode. You own all of the merchandise. You’ve seen the “Lord of the Rings” and “Star Wars” trilogies so often your friends never need to ask what gifts you want for the holidays. Even your cat is named “˜Aragorn’.

Now picture the next big movie you’re excited about is announced. You watch all the actor interviews, cling to every spoiler and hint dropped by the studios, and the week before the premier you have your head shaved to carve your favorite clan symbol into your left temple.

Except when the movie comes out, you can’t watch it. It’s in a foreign language and the only way for you to enjoy it is with a small glass device attached to your chair that keeps slipping. You can watch the words or the action, but not both. At the end of the film all of your friends are going on and on about the wonderful fight scene with the main heroes but all you saw was your subtitles dropping away when someone bumped your chair going to the bathroom and you scrambled to put it back.

Oh sure, you could wait for it to come out dubbed in English, but you’ll have to wait for an entire week. A week of all of your friends ruining the best scenes because they’ve seen it already. Or avoiding all social media and TV because you don’t want to stumble on any spoilers. And when it does come out, you’ve scene all the best scenes already because it’s all people put on your fan sites since opening night.

Now imagine you’re Deaf.

There are two kinds of deafness in the United States: “˜small-d’ deafness and “˜large-D’. “˜Small-d’ deafness is the result of hearing loss. Advancing age, congenital hearing loss, or just too many rock concerts can all cause hearing loss.

Big-Deafness is a culture and history within the United States that communicates with American Sign Language, cherishes Deaf History, and fights for equal access to things like captioning for new movies. Deaf, Hard-of-Hearing, and Children of Deaf Adults can all identify with the Deaf Community, and several more like this author work or live with them as friends or colleagues.

With advances in technology, cellphones and texting have vastly improved the access Deaf people have to everyday conveniences like calling the cable installer or booking a restaurant. FaceTime and video relay enable them to call anywhere and anytime for taxicabs or doctors’ appointments. There is so much access in fact, that places where they cannot have access have become the glaring exception.

Like captioning.

Deaf people buy manga and watch drone races. They buy Millennium Falcon replicas and write Elvish. They roll dice, draw orcs, dream about dragons and buy fantasy novels just the same as every other fan of the genre. The only thing they can’t do is hear.

In cultures defined by their ability to supersede reality, shouldn’t all Fantasy and Science-Fiction be accessible? Shouldn’t conventions be close-captioned and panelists interpreted? Can’t more movies or television series use American Sign Language for their characters like The Dragon Prince show does with their Deaf General Amaya on Netflix? Productions that include Deaf and Hard-of-Hearing actors, even as extras, are still woefully small. Do you really need to hear to dress like a zombie and eat people? Or add shadows to an alien monster’s CGI graphics?

A person’s gender, sexual orientation, ethnicity or social class are not the only obstacles preventing brilliant and invested fans from reaching their ideal careers or childhood heroes. Let all people be Writers. Let them be Artists.

Let them be Dreamers.

Biography: TJ Kahn is an American Sign Language interpreter and retired hospital chaplain living in the San Francisco East Bay. A sci-fi/fantasy enthusiast and a devoted dog parent, he stays active supporting Podcasts and various artists, hoping to become a professional game designer himself someday.

Follow him on Twitter as Theopedes.

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Guest Post: Ping-Pong, Spin, and Third-Ball Attack (Or, Why Dialogue Gets Boring and How to Fix It) by Gregory Ashe

Have you ever read dialogue like this?

     "We'll need the Spear of Glorgon to kill the Pit-Fiend Czhnarboth."

     "Yes, we will. Do you know where the Spear of Glorgon may be found?"

     "Sadly, it was lost centuries ago in the Empire of Cardel."

     "Then finding it will be the ultimate test of our powers."

     "True, and surely the gods of light will favor us."

One of the most common reasons dialogue gets boring is that it turns into a type of conversational ping-pong. Speakers volley lines of speech back and forth at each other. Each serve is neatly and appropriately returned. You’ve probably played a game or two of ping-pong like that yourself.

Think about the first time you ever picked up a paddle (in my mind, you’re in your uncle’s shag-carpeted basement.) You’re immensely proud of yourself for just getting it back and forth over the net. But it is also, effectively, a kind of stalemate””the ball goes back and forth, but nothing changes. And, after a while, it’s boring.

But a professional game of ping-pong, when you watch talented, competitive players? Not boring at all. After talking to ping-pong players and reading about the game, I think I know one reason why.

More than once I’ve come across the phrase “ping-pong is a game of spin.” If volleying the ball back and forth is the beginner level, then spin is at the heart of competitive ping-pong. It alters the movement of the ball so that the predictable becomes unpredictable. It’s what makes play volatile, explosive, unexpected””interesting.

Spin has the same effect in dialogue. It’s basically what it sounds like: a turn, a twist, a deviation.

The problem with ping-pong dialogue is that it’s so predictable: everyone stays on topic, everyone responds to the questions they’re asked, everyone provides accurate information. Dialogue with spin, in contrast, goes in unexpected directions. Since one of the reasons readers read is because they want to know the answer to a question, dialogue with spin draws readers into a story by raising (and partially answering) new questions.

How do you generate spin? A few ways, actually. Let me offer you three.

Give your characters an agenda.

When each character in a conversation has an agenda, it means that they have a goal””and, since you’re a talented writer and you have conflict bred in your bones, you know that these characters have different goals. Those goals help produce spin as each character attempts to steer the conversation toward their desired end. If, for example, you are working on dialogue between an exhausted detective and an amorous witness, you might have a great deal of fun as their competing agendas inflect their conversation in different ways.

Allow for subtext.

While subtext often naturally arises from giving characters an agenda, the two are not interchangeable.

Subtext is the text around and behind and between the words””the text that never makes it into text. When a character says exactly what they want, you’re dealing with on-the-nose dialogue, which is the clinical condition of having zero subtext. Subtext is about hidden meanings, unverbalized desires, buried insults.

To extend the example above, let’s imagine that our amorous witness is married and can’t directly proposition the detective. The spoken conversation might be exclusively about the crime, while the subtext might be the unspoken thrust-and-parry of an attempted seduction.

Employ “No” Dialogue.

I find this technique to be a great deal of fun. It’s exactly what it sounds like””one character wants something, and the other refuses to give it to them. The fun comes in finding ways to make the refusals””and there should be a number of them””indirect and distinct, without the character repeating themself. Often, this becomes part of both the competing agenda and the subtext; the three work together beautifully. In our example, perhaps the amorous witness is also the police chief’s romantic partner, and the detective’s refusals must be firm but indirect enough not to humiliate and enrage the witness.

Bonus technique: Third-ball Attack

To wrap-up our ping-pong analogy, I’d like to offer you one more idea: the third-ball attack. In ping-pong, this refers to a strategy that goes like this: Player A serves the ball (ball #1), Player B returns it (ball #2), and Player A attacks (ball #3).

Think of this as both a heuristic””a rule-of-thumb diagnostic””and as a technique. If you’re writing dialogue, and you can tell it’s starting to drag, look at the first three lines. If the first three lines are ping-pong dialogue, the likelihood is that the rest of the conversation is, too.

You can break it up by turning that third line into an attack: give the dialogue stakes no later than the third line. One character makes a difficult request, issues an ultimatum, attempts a threat, initiates a seduction””whatever it is, it has to commit them to a risky course of action so that, succeed or fail, there are consequences.

Final Considerations

Is the sky the limit with spin? Not exactly. There’s a point of diminishing returns, even a point where it becomes counterproductive. Too much spin produces conversations that are hard to follow (whether because of non sequiturs, or because they break genre conventions, or because they become illogical or incomprehensible). These all threaten to alienate the reader. More spin is not necessarily better.

The important things to remember? Ping-pong bad. Spin good. If nothing’s happening, third-ball attack. And remember, just like real people, fictional characters are rarely as good at communicating as they think they are.

What kind of dialogue bores you to sleep? What are your go-to strategies for pepping it up? Who writes your favorite dialogue? Share some examples and tell us why!

Want to improve your dialogue even more? In January 2023, Gregory will be teaching the Odyssey Online class, Angled Dialogue: Crafting Authentic-Sounding Dialogue to Convey Information, Escalate Conflict, and Advance Character-Driven Stories.

Odyssey Online classes combine deep focus, directed study, intensive practice, and detailed feedback to help students learn how to best use the tools and techniques covered to make major improvements in their fiction.

Apply by November 21 at odysseyworkshop.org!

BIO

Gregory Ashe is a bestselling author and longtime Midwesterner. He has lived in Chicago, Bloomington (IN), and Saint Louis, his current home. He primarily writes contemporary mysteries, with forays into romance, fantasy, and horror. Predominantly, his stories feature LGBTQ protagonists. When not reading and writing, he is an educator. He is a graduate of the Odyssey workshop and has returned to teach there. For more information, visit his website: www.gregoryashe.com.

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