[@tsukune] I don't think it's hard to balance at all. You can almost never say too little. But that's my style. I like bullet dialog and people to not quite know what some of my characters are thinking. Something that hasn't quite been touched on in this topic is character gestures. You can give insight into a character's thoughts by how they twitch their lips, brow, and arms. [i]Veronica's eyes wondered over to Isylte. "Wait, what the heck do they feed the women around here!?" The pyromancer scowled and pointed a quivering finger at the ranger. "How did you get so tall?" The battle maiden was crouched on one knee on top of the table, her bow drawn and two arrows notched, aimed for Veronica. “Nothing out of the ordinary. Should I be asking you if you've been drinking enough milk?” Isylte calmly asked, remaining crouched. Veronica folded her arms. "I...I don't like milk." She scrunched up her nose. "It tastes nasty." “Well, the only way to get big and strong is to eat the breadcrusts and drink milk,” Isylte said speaking as though Veronica were a child.[/i] [@Vilageidiotx] Nah, nothing wrong with giving the reader help. I've actually had an extremely nitpicky guy tell me that he read some of my dialog to his friends in the wrong voice because of where the hints were placed. So I usually have my character gestures in front of the dialog instead of behind it. ...But ditto on myspace colors. Some methods of informing the reader are just counterproductive.