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Q&A Detail vs. filler

You are right in thinking both that details are needed - they make the scene come alive, and that the details shouldn't be random. I use the scenery details first and foremost to set the mood of a...

posted 4y ago by Galastel‭  ·  last activity 4y ago by System‭

Answer
#4: Attribution notice removed by user avatar System‭ · 2019-12-12T21:57:42Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/48140
License name: CC BY-SA 4.0
License URL: https://creativecommons.org/licenses/by-sa/4.0/
#3: Attribution notice added by user avatar System‭ · 2019-12-08T13:00:29Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/48140
License name: CC BY-SA 4.0
License URL: https://creativecommons.org/licenses/by-sa/4.0/
#2: Initial revision by (deleted user) · 2019-12-08T13:00:29Z (over 4 years ago)
You are right in thinking both that details are needed - they make the scene come alive, and that the details shouldn't be random.

**I use the scenery details first and foremost to set the mood of a scene.** You use a meeting in a forest as an example. Is your character comfortable in the forest? Does she know it well, is it a safe environment for her? Then she might notice the tracks some small animal has left, hear the song of a familiar bird (not "a bird", but a particular bird - if I want to convey that she knows the environment, she'd recognise the call). She'd recognise the particular kinds of trees, and use positive or neutral terms to describe them. (E.g. 'knotted' rather than 'gnarled'.)  
If, on the other hand, I wished to create a sense of menace, "a bird" might cry above, "something" would rustle in the undergrowth, a fallen tree might block the character's path.  
**The details that do not help me create the mood would not be there.**

* * *

Tolkien is known for describing environment in great detail, so let's use the LotR as an example.

> The sun was beginning to get low and the light of afternoon was on the land as they went down the hill. So far they had not met a soul on the road. This way was not much used, being hardly fit for carts, and there was little traffic to the Woody End. They had been jogging along again for an hour or more when Sam stopped a moment as if listening. They were now on level ground, and the road after much winding lay straight ahead through grass-land sprinkled with tall trees, outliers of the approaching woods. <sub>J.R.R. Tolkien, <em>The Lord of the Rings</em>, book I, chapter 3 - Three is Company</sub>

Sunset is _still_ safe, but darkness is coming. The hobbits are still in the safety of the Shire, but... There's nothing outstanding about there being nobody on the road, but help isn't going to show up if they need it. The road is straight, so there's nowhere to hide. And approaching woods - again, like the sunset, more threatening environment ahead. Tolkien creates a sense of discomfort: everything should be safe, _but_... (Then comes their first encounter with a nazgul)

> Twilight was about them as they crept back to the lane. The West wind was sighing in the branches. Leaves were whispering. Soon the road began to fall gently but steadily into the dusk. <sub><em>ibid</em></sub>

Growing sense of disquiet, a short while after meeting the nazgul.

> As they walked, brushing their way through bush and herb, sweet odours rose about them. Gollum coughed and retched; but the hobbits breathed deep, and suddenly Sam laughed, for heart’s ease not for jest. They followed a stream that went quickly down before them. Presently it brought them to a small clear lake in a shallow dell: it lay in the broken ruins of an ancient stone basin, the carven rim of which was almost wholly covered with mosses and rose-brambles; iris-swords stood in ranks about it, and water-lily leaves floated on its dark gently-rippling surface; but it was deep and fresh, and spilled ever softly out over a stony lip at the far end.  
> Here they washed themselves and drank their fill at the in-falling freshet. Then they sought for a resting-place, and a hiding-place; for this land, fair-seeming still, was nonetheless now territory of the Enemy. They had not come very far from the road, and yet even in so short a space they had seen scars of the old wars, and the newer wounds made by the Orcs and other foul servants of the Dark Lord: a pit of uncovered filth and refuse; trees hewn down wantonly and left to die, with evil runes or the fell sign of the Eye cut in rude strokes on their bark.  
> <sub><em>ibid</em>, book IV, chapter 4 - Of Herbs and Stewed Rabbit</sub>

Here the details serve to juxtapose the beauty of Ithilien with the threat of Mordor. The hobbits have a moment of respite, but they are still in danger. The familiarity of the plants, the water spilling "softly", the "clear" lake, all create the sensation of safety, while pits of uncovered refuse remind us of the enemy.

* * *

So why is your couch green? Perhaps because the proprietor has particular design sensibilities. But if there is no _particular_ reason for it to be green, why not make it "comfy" instead? Or "shabby", if that fits better with the mood you have in mind? (Instead of saying it's shabby, you can describe worn surfaces, tears, threads coming out etc. "Comfy" can be soft, inviting...)

And it's the same with whether your character is surprised by another character or hears them from afar - it's about the mood you want to create for the scene.

#1: Imported from external source by user avatar System‭ · 2019-09-23T15:48:33Z (over 4 years ago)
Original score: 9