10 / 13
Sep 2020

So I've been working on plotting out my comic Drachenseele and I've gotten to plotting out Chapter when I realized that I think I'm gonna need to have Chapter 2 most likely be an exposition dump of sorts to set up the main overarching goal for the series and establish some important stuff like the protagonists' base of operations, the main quest they need to go on, some stuff about the world, some more members of the main party etc.

Now I realized that having a chapter that's predominantly exposition, even if it's relatively short, could be boring and a bit of a turn off to new readers in that regard. But I also realized that it's necessary to have a bit of exposition like that to properly set things up and establish the basics for the main story as well.

The question is: How do I make said exposition-heavy chapter worthwhile and interesting while also being able to explain the necessary information without completely killing the pace of things while doing it?

Thanks for the help. :slight_smile:

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    Sep '20
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    Sep '20
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The best way to make an exposition chapter interesting is to make it visually appealing. The best way to this is with good paneling. If you are introducing new characters (it seems like you are if I'm reading the post correctly) then make their introductions memorable.

I find a way to introduce things naturally in a way that the characters would talking about. People don't explain how their world works like they do in so many anime and stories. So you find a way for the characters to talk about it naturally in a way that doesn't sound like it's directed at the reader and/or I try to show it through environment, interactions or action of some kind.

One technique I like to use is to have the way the character talks about things reveal stuff about their personality in a funny or interesting way.
In other words, have them reveal obvious biases and opinions about what they're saying. Whether those biases are positive "And then the heroic knights arrived and kicked the monsters' butts and it was awesome!" OR negative, "So then the so-called 'heroes' came along and attacked all the monsters... the bastards..." OR just weird, like a character who is utterly focused on something like fashion describing the scene, "So then the knights arrived, wearing absolutely fabulous Italian-cut suits with scabbards in leather to match the colour scheme, and there was a fight, which surely lead to some staggering dry cleaning bills!"

This is why so many series have a newbie character, so they can ask question and we can be told via them in an interesting character based way rather than just plain exposition. Also, try to streamline as much as you can. Go through and ask yourself what really needs to actually be exposited here? What can you show environmentally or in a character? What can you cut here and move further on? There's a reason lots of series don't explain lore until it's needed.

I'm just getting to the end of 2 chapters of heavy exposition in my main series, and I tried to keep it interesting by having two narratives going on at once. The team are in the conference room having what the Obsidian is explained to them, and at the same time the Obsidian is explaining the Nightmares. And while the main team is mostly just sitting around, the Nightmares are explained through action flashbacks so it doesn't feel quite as much like exposition.

Episode 2 of Symphogear is ridiculously exposition heavy and handles a lot of the things you're saying you need to cover. The base of operations barely gets a mention beyond just being there, most people can figure out that yep this is a base. Most characters introduced get a line saying "hi my name is" and the way they say it and act does the rest. When it comes down to the actual heavy exposition they couldn't get around, it's character based - the doctor preening over her work in techno babble and the conflict of the grumpy veteran hero refusing to accept the newbie could possibly be as good as her former partner. And, of course, the ever reliable comedy of "I didn't understand a word of that". The entire scene runs for about 5 solid minutes of just characters in a room talking, but the characters interactions is what keeps it interesting.

So, yeah, keep it brief, keep a flow, use action or visual elements in stead of exposition where you can and focus on character interactions if you really can't avoid the sit down and talk about it exposition.

Thanks for the advice. I was actually planning in having one or two members of the group be introduced via fighting a monster in Chapter 2, coincidentally enough.

@HGohwell

Ah, that's actually a really interesting way of thinking about that. I'll see if i can do something similar. (Also, that reminds me: I really need to finish up Symphogear as well...)

Great visuals do keep the readers entertained
As little information as possible or they will be drained
Write them precise dont just roll dice
Or even create a rhyme but this takes some time
Don't be embarassed to use help
Unless you don't fear to yelp
Just don't overdo it like this kelp
And reach a point where you say welp

I think the first thing that needs to be addressed is who this exposition is for. Like, is this just for the readers to understand a world that the characters already know everything about? Or are there characters in the cast that need to learn, too? It's a really important distinction...

When it's only the readers that need to learn, exposition is a LOT less of a big deal. Or maybe it's actually a bigger deal...because that's when you need it to look as natural as possible, and I can see how that might be difficult.

You want everything to look like normal speech...you don't want the characters to say things like "here we are at our base"; they all already know what it is. You want them to say things like "let's just go back to base" and simply go there.

Similarly, you don't want to use a lot of
* team leader stands up * "As you know, [insert GIGANTIC info-dump spending an exorbitant amount of time on things the team members already know, with just a smidge of new information at the end]"
...that kind of stuff. You could probably get away with it; lots of writers do it (especially in anime). But I find it very logic-bendy and kind of lazy, and I know I'm not the only one. If I'm already feeling iffy about a story, one of those is usually my ticket out the door.

Basically, teaching readers is about showing. You want them to learn by watching what the characters do and how they talk about it.
Dialogue is very important for revealing names and other technical details...for example, "Hey, [character], I need to borrow your [futuristic vehicle]." "Why, did you forget to put [futuristic fuel] in yours again??"
Or something a little more silly and obvious, like "How are we ever going to defeat [evil alien overlord] if you cadets don't get your act together?!" You can teach readers a LOT just with short, casual interactions like that.

Now on the other hand, when you have a character in your cast who needs to learn (especially when they're an MC) that's when things can get dicey. You can easily fall into the trap of "well, they won't learn unless someone tells them, so this 1,500-word info-dump is necessary for the story". No...it probably isn't.

Restraint is your best friend. Figure out what the character absolutely needs to know in order to do what they're doing next in the story (yes, they should still have a task/objective in mind; real life does not set aside time for tutorials) and limit explanations to covering just that. You should not lapse into lessons about the culture of [fictional race] in the middle of explaining the battle plan.

Furthermore, let the character's questions drive the discussions. If you DO want to talk about the culture of [fictional race], have them ask what another team member's tattoo means, or why the buildings they're walking past all look a certain way.
Restraint is necessary here, too: it is essential that you LIMIT the answers to these questions, otherwise you'll have one of those 'info dump every 5 minutes' stories; and that's another huge barrier to reader engagement. The MC should be allowed to have normal, friendly conversations with others; they shouldn't be absorbing big chunks of worldbuilding all the time.

Make sure you understand the personality and motivations of whoever's going to answer a question from the MC, and factor that into their explanation. Hot tip: most people don't want to/don't know how to give super-detailed explanations of their everyday lives. They also aren't going to share highly personal info with an MC they barely know just because they are curious, or because it's 'sad backstory time'.

Maybe they'll say a little for now, and the smaller details will get filled in later as the MC gets closer to their new friend and learns about the world on their own (and asks follow-up questions). Even though this kind of exposition is usually heavier, it's important for it to feel natural, too.

I try to avoid fantasy style infodumps since I know that people usually skip it (although some people love it, so each his own), but if I know I want to just...deliver the knowledge quickly and all at once, I try to divide it up into manageable chunks, disguise it as someone's backstory, and make it feel like it's not exposition. So in my comic I have an exposition page in the beginning, but it's in the form of the homework assignment Fred turned in that got him suspended from alchemy school, so it's also a joke page. It's all about him pissing off his teacher with this ridiculously stupid paper. So, while people would skip reading that much text if it were lore--when it's jokes, they'll read it. (or at least enough people read it to leave a comment since it was in the beginning)

In another part I had a lore drop that I hid behind the villian's ex-fiance almost getting murdered by his lover. This tells you a lot about the villian, about his lover (who is one of the prominent big bads of the story) and I also get to just...deliver the lore as his ex-fiance is like "so what the hell is happening? Who are you?" and it just opened it up for exposition.

So...I would just find a way to make it about revealing things about your characters while slipping that lore in between the lines.

I had some luck with switching to a different art style whenever I needed to do a lore dump. People seemed to like it. Probably not something to be used for an entire chapter, but good for a few pages here and there. Also good to have characters chiming in to ask questions or make snarky comments when possible.

If you're introducing characters, try to do it as organically as possible and give them reasons to enter a scene; if you just throw a bunch of names at people with no characterization or noteworthy intros they'll forget who everyone is.

Also, if it's early in the story, don't spend time giving information that isn't critical yet; you can pepper that in later as needed. Readers don't need to know like, the entire history of your world and characters right off the bat.

Exposition dumps can definitely be difficult to pull off. Here's some of the ways I try to mitigate it:

  • Keep it as brief as possible. You don't need to go into great detail about every little aspect of your story, especially not all at once.

  • On that note, break the exposition into chunks. Cutting away from the exposition to show something happening somewhere else—especially if it's relevant to the information just revealed—can help keep things interesting.

  • Similarly, you don't necessarily need to show the characters talking to each other while you're describing things. Some stylized imagery of what's being described can help clarify things a lot.

  • Add personality to it. When Character A is explaining something to Character B, you can show Character A's personality by how they explain it (as @darthmongoose said), and Character B's personality by how they react to it.

  • And of course, whenever possible, show information via events in the story. The less you have to textwall, the better.

I hope that gives you some ideas. Best of luck with your comic!

When you do exposition, is important to distinguish when the information is neccesary and organic.

Examples:
-A power system can be explained during a training sesion/magic class.

-A veteran hero may explain to the protagonist what are the weird monsters that just attacked them. Phrases like: "what the hell are those things", "those are living shadows. They feed on the misery of people and posess their bodies" can help to get the point across.

hope this helps