How to Add Hooks That Reel Readers In

Written by James

6

iStock_baitA recent post on building suspense mentions ‘hooks’. That means writers need to set bait on a tantalizing tidbit, toss it out and snag the reader or the player’s attention.

A good hook is hard to resist. Before you know it, your rod bends and you’ve got a live one! But how do you know which bait to use? Where are the best fishing spots, and how do you get the big ones to bite?

Writing hooks into your posts or novels requires as much patience and finesse as fishing. You have to know your characters and your audience. You have to think two or three steps ahead of them and the story you’re writing as well. You have to be patient and know exactly how much to give out and how much to keep – and what to throw away.

In fact, it’s a lot like writing transitions. The hook is no different. It’s a transition within a transition, a flick of the wrist that sets the lure into the water.

The Element of Surprise

One of the strongest hooks you can use is the element of surprise. The tone of the scene might be somber or quiet, but at the end of it, you deliver a twist so unexpected it makes readers want to see what happens next – and read your next post.

Here’s an example. Two characters are climbing cliffs near their home. The afternoon is wearing on, and it’s time to start back down. One character starts towards the left side of the shelf. He glances back at the other, and jumps.

Makes you want to know what happens next, doesn’t it? It’s a tense moment that makes you want to write your character rushing over in a panic.

Using Inner Conflict Externally

Writers often use internal dialog or thoughts to express inner conflict their character suffers. A lot of thoughts float around, and it’s an interesting read.

Too often, though, internal thoughts are overused. What good is inner conflict if other characters can’t notice that it’s happening? There are no external clues to demonstrate the character’s feelings are torn or that he feels conflicted.

Show that inner conflict externally. Think about what could be said aloud. If nothing can be said aloud, what body language could you express to other characters? For example, a character that says, “Yes,” while everything about his behavior indicates no is great material for others to hook onto. It gives a powerful indicator that all is not as it seems.

Answer The Question, Please

Ending a scene or a post with a question is a great hook. Someone has to answer, and if they don’t, they need to show their reasons.

Maybe the character has a strong aversion to giving a direct answer. He’ll pace the floor, avoid eye contact, and possibly try to redirect the question back at the asking character. Maybe the opposite occurs, and a heartfelt or panicked explanation pours out.

Anything can happen from a single question. Sometimes even the silent questions left hanging in the air are hardest for readers to resist.

Making A Bold Move

Physical actions can be just as powerful as hooks. A slamming door, a broken dish, a phone ringing at just the right (or wrong) moment adds impact and drama.

Here’s an example: A shape shifter is eating a meal with another character. They’re sharing secrets, and then one reveals too much. The other becomes afraid, wanting to bolt.

To an animal – or a shape shifter – the physical reactions of the fear cause a primal, instinctual reaction. The shape shifter explodes in a fight-for-dominance attack.

Whoa! Where’d that come from? If you’re not on the edge of your seat, you should be.

No Guts, No Glory

You can use emotions as hooks. Reach in and grab right for the guts, or take a character’s or reader’s heartstrings and give a good tug.

Will other characters react out of pity? How about sympathy? Will they become angry and retaliate? Will they melt into a puddle of warm fuzzies? Whatever they do, you can bet the player is exclaiming, “Man, this is too good. I have to answer!”.

The next thing you know, it’s a rush of posting frenzy, with both players tossing out hooks like there’s no tomorrow.

Hooks come in many different shapes and sizes. Use them within each post, throughout the scene, and look for them in the overall arch of the storyline. Hooks are everywhere, even in places the Storytellers or players never intended them to be.

And those are the best hooks of all.

Comments

6 Responses to “ How to Add Hooks That Reel Readers In”
  1. Rose says:

    Love it, Harry! Makes me want to write more. :-D

    Do you have any advice on how to find the line between a good hook and one that’s too far-out and unbelievable to react to? Is there a line? Do such things as too-wild hooks exist?

    Let’s be example specific. Two characters have just met. At a bus stop. They’re waiting for a bus. So they’re talking and stuff . . . and then one of the characters decides that a great hook would be to start stripping off their clothes.

    Too far? A stroke of brilliance? What thinks thee?

  2. Harry says:

    My initial response is: Why? Is there a reason for Joe Naked Guy to want to strip? How does it further the plot or the next scene?

    Doing something crazy for the sake of crazy doesn’t work. All hooks need a context, otherwise the hook ends up being nothing. If I had an idea of what the background involved was and why he was stripping, then I’d be able to look at it and say whether or not the action was over the top or the greatest thing since the invention of the remote control.

    To answer your question though, I don’t think there is a point where a hook goes too far. And if a too-wild hook exists, then we haven’t found it – yet ;)

  3. satyre says:

    Great article Harry.

    I’m intrigued about the shapeshifter hook and them flipping out because someone went outside a conversational comfort zone; having someone flip out and physically attack them would suggest some mental instability on their part.

    Do you feel an extreme response heightens the effectiveness of the lure (by being provocative) or challenges suspension of disbelief? You said that there isn’t too crazy a response and that the audience needs some background so the response has some context.

    I agree the audience must be primed before you give them the bang. My question is how much explosive makes the ideal bang? Or is this one of those matter of taste things I keep hearing about?
    satyre´s last blog ..let me tell you about my game My ComLuv Profile

  4. I love this.

    I have been working to add better hooks into what I write. I do wonder if hooks can be overused. I mean like too many in a chapter of post. Does it seem exhausting to read, does it bore the scene. Does it get confusing. I like to have a read interested in a few different things if possible.

    Do we need to use the hooks on a specific event at one time?

    What do you think?
    Tracy (spiritwolf32)´s last blog .. My ComLuv Profile

  5. Harry says:

    @Satyre: Normally, having someone flip out like they did in the example would suggest mental instability, or some deeply rooted trigger to cause such a reaction. In our game, it doesn’t challenge the suspension of disbelief because the players already know they’re in a world where the supernatural does exist – even if their characters don’t.

    How much explosives do you have to pack? The trick is to give them *just* enough to give them a taste. Explosives are actually a very good analogy. If you’re setting a building for demolition, you don’t want to lay the explosives willy-nilly, or use too much when only a little bang in the northeast corner of the building will do. Ever see what goes into bringing a building down? Tons and tons of careful planning. That’s not to say that you have to totally over think every little move, but it does take some consideration before pushing the button.

    @Tracy: If your whole post is nothing *but* hooks, then yes, it could get tedious to read. It starts to come off as “Hey! Got a hook here, Fishie! Bite it!”

    Pick the one hook that’s going to get the most impact and drop the rest, or save them for another time. Usually all you need is one really good one to get a scene rolling.

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  1. [...] in a role-playing game, that’s boring. Even if the players didn’t set that hook on purpose, part of being a good role-player is learning how to find ins to interaction—whether [...]



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