Follow TV Tropes

Following

History SoYouWantTo / WriteAStory

Go To

OR

Is there an issue? Send a MessageReason:
None


Finally, remember that list from up above? The 1) [[TheProtagonist protagonist]] who 2) [[MotivationIndex wants something]] and 3) [[{{Conflict}} can't get it]]? That's a great structure. But in [[https://www.youtube.com/watch?v=WXJxQ0NbFtk an episode]] of ''WebVideo/{{Tabletop}}'', Creator/JohnRogers listed it this way: 1) [[MotivationIndex What do they want]], 2) [[{{Conflict}} why can't they have it]], and 3) ''why do I give a [PrecisionFStrike]?'' We have plenty of tropes on the idea that the audience simply won't hook into your story, from the EightDeadlyWords to the AudienceAlienatingPremise, and it might be a good idea to review them. You could be the finest writer in history, but that won't help you if your audience gives up after the first paragraph because what you're writing about is objectionable, poorly communicated or irrelevant. The idea cannot be interesting to only you; it has to be made interesting to ''everyone''.

to:

Finally, remember that list from up above? The 1) [[TheProtagonist protagonist]] who 2) [[MotivationIndex wants something]] and 3) [[{{Conflict}} can't get it]]? That's a great structure. But in [[https://www.youtube.com/watch?v=WXJxQ0NbFtk [[https://youtu.be/Aj7NcdDh-WM?t=1232 an episode]] of ''WebVideo/{{Tabletop}}'', Creator/JohnRogers listed it this way: 1) Who [[MotivationIndex What do they want]], wants what]], 2) [[{{Conflict}} why can't they have it]], and 3) ''why do I give a [PrecisionFStrike]?'' We have plenty of tropes on the idea that the audience simply won't hook into your story, from the EightDeadlyWords to the AudienceAlienatingPremise, and it might be a good idea to review them. You could be the finest writer in history, but that won't help you if your audience gives up after the first paragraph because what you're writing about is objectionable, poorly communicated or irrelevant. The idea cannot be interesting to only you; it has to be made interesting to ''everyone''.
Is there an issue? Send a MessageReason:
None


We have built a myth, in Western culture, about creativity. You see it applied not just to fiction but to all artistic endeavours: musicianship, painting, sculpting, dancing, etc. The myth is this: "A {{True Art}}ist is BornLucky." All the great Creators in human history, from Creator/WilliamShakespeare to Creator/VincentVanGogh to Music/TheBeatles to Music/LudwigVanBeethoven to Creator/StevenSpielberg to Music/ArethaFranklin to Creator/MerylStreep to Creator/BabeRuth to LetsPlay/PewDiePie, are treated the same way by this myth: They have something we {{muggles}} don't. And, perhaps more importantly, they have something we muggles ''can't have''. There is some elemental, fundamental difference, some genius -- some, what's the word, ''talent'' -- that you simply must have if you are going to be good at your craft; and since the rest of us don't have it, it's hopeless for us. We can never be as good as they are. Ever. Period.

to:

We have built a myth, in Western culture, about creativity. You see it applied not just to fiction but to all artistic endeavours: musicianship, painting, sculpting, dancing, etc. The myth is this: "A {{True Art}}ist is BornLucky.BornLucky enough to have TheGift." All the great Creators in human history, from Creator/WilliamShakespeare to Creator/VincentVanGogh to Music/TheBeatles to Music/LudwigVanBeethoven to Creator/StevenSpielberg to Music/ArethaFranklin to Creator/MerylStreep to Creator/BabeRuth to LetsPlay/PewDiePie, are treated the same way by this myth: They have something we {{muggles}} don't. And, perhaps more importantly, they have something we muggles ''can't have''. There is some elemental, fundamental difference, some genius -- some, what's the word, ''talent'' -- that Either you simply must have if TheGift or you don't, because it cannot be obtained by any means. Either you have it or you are going to be good at amount to nothing in your craft; and since the rest of us don't have it, it's hopeless for us. We can never be as good as they are. Ever. Period.
chosen field.

Added: 4613

Changed: 28

Removed: 28

Is there an issue? Send a MessageReason:
None


! '''The Author'''
Now, most stories actually need one more thing: someone who writes or tells them. The person who creates them. The author. If you are reading this article, it is presumable that you want to be that author. Well, read on! Here's some tips on how to author.



!!'''Authorial Perseverence'''

to:

!!'''Authorial Perseverence'''!!'''Perseverence'''




!!'''Authorial Confidence'''

to:

\n!!'''Authorial Confidence'''!!'''Confidence'''


Added DiffLines:

!! '''"Talent"'''
We have built a myth, in Western culture, about creativity. You see it applied not just to fiction but to all artistic endeavours: musicianship, painting, sculpting, dancing, etc. The myth is this: "A {{True Art}}ist is BornLucky." All the great Creators in human history, from Creator/WilliamShakespeare to Creator/VincentVanGogh to Music/TheBeatles to Music/LudwigVanBeethoven to Creator/StevenSpielberg to Music/ArethaFranklin to Creator/MerylStreep to Creator/BabeRuth to LetsPlay/PewDiePie, are treated the same way by this myth: They have something we {{muggles}} don't. And, perhaps more importantly, they have something we muggles ''can't have''. There is some elemental, fundamental difference, some genius -- some, what's the word, ''talent'' -- that you simply must have if you are going to be good at your craft; and since the rest of us don't have it, it's hopeless for us. We can never be as good as they are. Ever. Period.

Do you agree with this attitude? Because the truth is, '''''It is bullshit.'''''

If you want to learn how to write, the truth is that ''you can''. How do you do it? As mentioned under Perseverence, it's simply about just doing it over, and over, and over again, and spending time being bad at it until you stop being bad at it. As mentioned under Perseverence, every person who ever got successful at what they do -- including all of the above Creators -- spent time being bad at what they did; the only difference is that they didn't give up because they were bad, the way (to be perfectly blunt) most of us do. And the truth is that Perseverence is the second-most most important indicator of success. How do you get good? ''By getting good'' -- by putting your nose to the grindstone and doing the goddamn ''work''.

Of course, that opens up a question: does "talent" even exist? And the answer is that it does... but its role in the creative process is misunderstood. "Talent" is perhaps best understood as "natural aptitude". If you and Music/WolfgangAmadeusMozart were put in a room, side by side, allowed to touch a harpsichord for the first time, and given an hour to explore, it is safe to say that, at the end of the hour, both of you will be better at playing harpsichord than you were before. But ''how much'' better? That's where talent comes in. Mozart has more talent at music than you ([[CaptainObvious duh]]), so he'll get better, faster... Assuming he doesn't get distracted by [[ManChild a bunch of toy soldiers]]. Talent is a ''ScoreMultiplier''. Do you want the best multiplier you can get? Yes, absolutely... but it's only meaningful if there's any underlying effort for it to multiply. It's only meaningful, in other words, if you put your nose to the grindstone and do the goddamn ''work''.

Now, this does raise a second question: "If I don't have as much talent as Mozart or whoever, is it ''worth the effort'' to get as good as he did? -- seeing as how it'll take me three, four, five times longer (at which point I have quite possibly exceeded the limits of my own natural lifespan)." And the answer to that is that, well, ItsUpToYou. Here are the facts: Despite what the United States of America would have us believe, all people are ''not'' created equal; each of us has talents in different areas. Is it better for you to focus on the things you have more talent in? Arguably, yes. It'd certainly be more efficient. But here are more facts: You don't have to be as good as The Greatest Of All Time for it to be worth the effort. If you're enjoying yourself and doing the work makes you happy, ''keep doing it!''

Remember how Perseverence is the second-most important indicator of success? The first is that ''you love doing what you do''. Every author who ever got published? They started writing because ''they like writing''. They enjoy the heady thrill of spinning out plot threads and crafting fun characters and setting up mysteries and devising intriguing settings and even (if you're Creator/FScottFitzgerald) the business of finding the ''exact'' right words to put on the page. Every author who ever got published would still be writing today even if they hadn't.

Do you love writing? Are you willing to keep doing it until you're good at it? Congratulations: you have the qualities necessary to become a published author? Talent is only a MagicFeather.
Is there an issue? Send a MessageReason:
None


There are story ideas, story kernels, plot bunnies, that fill a person with excitement. "This is a really cool idea!," the consumer exclaims, "a story about having to ScrewDestiny after you're cursed with an unjust fate by a callous and uncaring system!" And then there are stories that sound, well, boring and pedestrian: "Once upon a time, a man and a woman fell in love, but the boat they were on sunk and the man died. The end." Which of those ideas, do you think, was a staggering financial success? Well, the first one is ''VideoGame/FinalFantasyXIII'', one of the worst-reviewed games in its franchise; the other was the first film to ever gross more than $1 billion at the box office: ''Film/{{Titanic}}''. How could this be? It seems like a no-brainer that the first story would blow past expectations, while the second... well, it's so ''pedestrian''. Where's the action? Where's the adventure? Where's the excitement? ''It's a love story on a boat!''

to:

There are story ideas, story kernels, plot bunnies, that fill a person with excitement. "This is a really cool idea!," the consumer exclaims, "a story about having to ScrewDestiny after you're cursed with an unjust fate by a callous and uncaring system!" And then there are stories that sound, well, boring and pedestrian: "Once upon a time, a man and a woman fell in love, but the boat they were on sunk and the man died. The end." Which of those ideas, do you think, was a staggering financial success? Well, the first one is ''VideoGame/FinalFantasyXIII'', one of the worst-reviewed games in its franchise; the other was the first film to ever gross more than $1 billion at the box office: ''Film/{{Titanic}}''.''Film/Titanic1997''. How could this be? It seems like a no-brainer that the first story would blow past expectations, while the second... well, it's so ''pedestrian''. Where's the action? Where's the adventure? Where's the excitement? ''It's a love story on a boat!''

Added: 576

Changed: 848

Is there an issue? Send a MessageReason:
None


There are story ideas, story kernels, plot bunnies, that fill a person with excitement. "This is a really cool idea!," the consumer exclaims, "a story about having to ScrewDestiny after you're cursed with an unjust fate by a callous and uncaring system!" And then there are stories that sound, well, boring and pedestrian: "Once upon a time, a man and a woman fell in love, but the boat they were on sunk and the man died. The end." Which of those ideas, do you think, was a staggering financial success? Well, the first one is ''VideoGame/FinalFantasyXIII'', one of the worst-reviewed games in its franchise; the other set profit records and, to this day, is still one of only two movies to have grossed more than $2 billion: ''Film/{{Titanic}}''. How could this be? It seems like a no-brainer that the first story would blow past expectations, while the second... well, it's so ''pedestrian''. Where's the action? Where's the adventure? Where's the excitement? It's a love story on a boat!

The answer lies in ''how'' the stories were told. The answer lies in ''execution''. The answer lies in the fact that, to a certain extent, ''how'' you tell a story is more important than what the contents of that story actually are.

The extent is not large. The RomanceArc is fundamentally interesting to most human beings, because romantic love is something most human beings can relate to. Now, a fight against an unjust system is also interesting... but at that point, a lot depends on the nature of the system being fought ''against'', and ''[=FF13=]'' had some problems following ShowDontTell with regards to those details. Both had good stories to tell, but one work just did a better job of telling it.

to:

There are story ideas, story kernels, plot bunnies, that fill a person with excitement. "This is a really cool idea!," the consumer exclaims, "a story about having to ScrewDestiny after you're cursed with an unjust fate by a callous and uncaring system!" And then there are stories that sound, well, boring and pedestrian: "Once upon a time, a man and a woman fell in love, but the boat they were on sunk and the man died. The end." Which of those ideas, do you think, was a staggering financial success? Well, the first one is ''VideoGame/FinalFantasyXIII'', one of the worst-reviewed games in its franchise; the other set profit records and, was the first film to this day, is still one of only two movies to have grossed ever gross more than $2 billion: $1 billion at the box office: ''Film/{{Titanic}}''. How could this be? It seems like a no-brainer that the first story would blow past expectations, while the second... well, it's so ''pedestrian''. Where's the action? Where's the adventure? Where's the excitement? It's ''It's a love story on a boat!

boat!''

The answer lies in ''how'' the stories were told. The answer lies in ''execution''. The answer lies in the fact that, to a certain extent, ''how'' you tell a story is more important than what the contents of that story actually are.

is.

The extent is not large. The RomanceArc is fundamentally interesting to most human beings, because romantic love is something most human beings can relate to. Now, a fight against an unjust system is also interesting... but at that point, a lot depends on the nature of the system being fought ''against'', and ''[=FF13=]'' had some problems following ShowDontTell with regards to those details. It failed to make its story compelling because it failed to make its conflict into something players could empathize with. Both had good stories to tell, but one work just did a better job of telling it.



If you keep at it, you'll inevitably start to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Again, every published author started this way. ''Every'' author was bad when they started. The successful ones just kept doing it anyway, until they weren't bad at it anymore.

to:

If you keep at it, you'll inevitably start to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Again, every published author started this way. ''Every'' author was bad when they started. The successful ones just kept doing it anyway, and doing it and doing it and doing it until one day they weren't bad at it anymore.
woke up and discovered that, somewhere along the ''thousands'' of hours they had sunk into this hobby, they had stopped being bad.



When The Reader starts reading your story -- when The Consumer starts consuming your story, via whatever medium it's being told in (television, VisualNovel, movie, video game, etc) -- they are looking for a number of things. Solid CharacterizationTropes; consistent world-building and BackStory; a limited level of AuthorFilibuster; proper {{Foreshadowing}}; avoiding UnfortunateNames; even technical things like avoidance of WantonCrueltyToTheCommonComma and RougeAnglesOfSatin. They are using all these things to make one simple judgment: "Does this author know what s/he is doing? They're about to throw me on a journey that will probably take hours; do I trust them to catch me at the end? Is this story a good idea, or a waste of time?" The need to answer this question -- to make accurate judgments about the quality of a work of fiction, without doing it the hard way (IE consuming it) -- is why we have reviewers and critics like Creator/RogerEbert. It's literally the foundation of the entire metafiction industry.

Now, there's no accounting for taste. One person's IntrepidReporter is another person's MarySue. (Look at how the main characters of ''Literature/TheMillenniumTrilogy'' were written after a ReplacementGoldfish picked up the series following AuthorExistenceFailure.) But whatever you're doing, as an author, you have to be good at it. You have to give signals that your story will be about something, and then follow through on that promise. You have to demonstrate that you know enough about the world to be worth listening to. If you don't... well, there's a lot of other stories in the sea for your would-be consumers to consume instead. Better figure out how to have what they do.

to:

When The Reader starts reading your story -- when The Consumer starts consuming your story, via whatever medium it's being told in (television, VisualNovel, movie, video game, etc) -- they are looking for a number of things. Solid CharacterizationTropes; consistent world-building and BackStory; a limited level of AuthorFilibuster; proper {{Foreshadowing}}; avoiding UnfortunateNames; even technical things like avoidance of WantonCrueltyToTheCommonComma and RougeAnglesOfSatin. They are using all these things to make one simple judgment: "Does this author know what s/he is doing? They're about to throw me on a journey that will probably take hours; do I trust them to catch me at the end? Is this story a good idea, or a waste of my time?" The need to answer this question -- to make accurate judgments about the quality of a work of fiction, without doing it the hard way (IE consuming it) -- is why we have reviewers and critics like Creator/RogerEbert. It's literally the foundation of the an entire metafiction industry.

''industry'', ranging from book reviews in magazines and newspapers to podcasts streamed over the internet.

Now, there's no accounting for taste. One person's IntrepidReporter is another person's MarySue. (Look at how the main characters of ''Literature/TheMillenniumTrilogy'' were written after a ReplacementGoldfish picked up the series following AuthorExistenceFailure.) But whatever you're doing, as an author, you have to be good at it. You have to give signals that your story will be about something, and then follow through on that promise. You have to demonstrate that you know enough about the world to be worth listening to. If you don't... well, there's a lot of other stories in the sea for your would-be consumers to consume instead. Better figure out how to have what they those stories do.



Let's take an example. Let's say you have a heroic man who is good at what he does, but wants to be more. Additionally, he's blind to his own limitations. So he bulls his way into a position of power he's not ready for and ends up ruining everything. Does this plot belong in a {{tragedy}} or a farcical {{comedy}}?

The answer is that it literally depends on whether you have a LaughTrack or not. The plot just described is the story of a ''lot'' of sitcoms (''Series/TheOfficeUS'', ''WesternAnimation/TheSimpsons'', about half the episodes of ''Series/{{Frasier}}'')... and is also a very accurate, if somewhat generalized, summary of two of the greatest tragedies of all time, Creator/WilliamShakespeare[='s=] ''Theatre/{{Macbeth}}'' and ''Theatre/{{Hamlet}}''. (In the former, the out-of-place man is the MainCharacter; the BigBad in the latter.) The only difference -- the ''only'' difference -- is whether the audience is supposed to laugh at it or not. The only difference is in how the story is meant to be perceived. The only difference is tone.

to:

Let's take an example. Let's say you have a heroic man who is good at what he does, but wants to be more. Additionally, he's blind to his own limitations. So he bulls his way into a position of power he's not ready for and ends up ruining everything. Does this plot belong in a blood-soaked {{tragedy}} or a farcical {{comedy}}?

The answer is that it literally depends on whether you have a LaughTrack or not. The plot just described is the story of a ''lot'' of sitcoms (''Series/TheOfficeUS'', ''WesternAnimation/TheSimpsons'', about half the episodes of ''Series/{{Frasier}}'')... and is also a very accurate, if somewhat generalized, summary of two of the greatest tragedies of all time, Creator/WilliamShakespeare[='s=] ''Theatre/{{Macbeth}}'' and ''Theatre/{{Hamlet}}''. (In the former, the out-of-place man is the MainCharacter; the BigBad in the latter.latter, he's the BigBad.) The only difference -- the ''only'' difference -- is whether the audience is supposed to laugh at it or not. The only difference is in how the story is meant to be perceived. The only difference is tone.
tone.



# They want to be comforted and reassured. This can be as benign as affirming RousseauWasRight or as dramatic as redefining a vice as a virtue (Ayn Rand's ''Literature/AtlasShrugged'', certain AuthorTracts). This sort of story exists to tell the consumer that they are ''right'' -- to reaffirm their values and congratulate them for making choices the author approves of.

We can actually take both of these straight back to one of the most famous and influential works of fiction, Literature/TheBible. Check out the picture of ''Film/{{Dogma}}''[='s=] "Buddy Christ" on the JesusWasWayCool trope page -- "He didn't come here to give us the willies! He came here to help us out!" This is certainly a valid interpretation of what Christ (says he) set out to do. But then in Matthew, the first of Literature/TheFourGospels, we have that immortal line, "[[GoodIsNotNice I come not to bring peace, but a sword]]," implying that Christ's mission is less about spreading comfort and more about upsetting the status quo -- which, again, is a valid interpretation of what Christ (says he) set out to do, and was backed up by action (railing against the parties who held political power, spending lots of time with people who those parties discriminated against, etc).

to:

# They want to be comforted and reassured. This can be as benign as affirming RousseauWasRight or as dramatic as redefining a vice as a virtue (Ayn Rand's ''Literature/AtlasShrugged'', certain AuthorTracts). This sort of story exists to tell the consumer that they are ''right'' -- to reaffirm their values and congratulate them for making choices the which (the author approves of.

believes) are good.

We can actually take both of these straight back to one of the most famous and influential works of fiction, Literature/TheBible. Check out the picture of ''Film/{{Dogma}}''[='s=] "Buddy Christ" on the JesusWasWayCool trope page -- "He didn't come here to give us the willies! He came here to help us out!" This is certainly a valid interpretation of what Christ (says he) set out to do. But then in Matthew, the first of Literature/TheFourGospels, we have that immortal line, "[[GoodIsNotNice I come not to bring peace, but a sword]]," implying that Christ's mission is less about spreading comfort and more about upsetting the status quo -- which, again, is a valid interpretation of what Christ (says he) set out to do, and was backed up by action (railing against the parties who held political power, spending lots of time with people who those parties discriminated against, directly attacking capitalists, etc).



Also, you may hear that TrueArt is [[TrueArtIsAngsty angsty]], [[TrueArtIsIncomprehensible incomprehensible]], offensive and such - take this with a pinch of salt. Whilst it is true that great stories have been told in ways that can be painful, complex or challenging to our core beliefs, true art often cannot be summed up so simplistically, and it is often a sign of a certain degree of pretentiousness when people insist that art is 'only' one thing or another. Great art can just as often be optimistic, simple and inoffensive - and the greatest works of art generally tend to acknowledge both sides.

Finally, remember that list from up above? 1) A [[TheProtagonist protagonist]] who [[MotivationIndex wants something]] and [[{{Conflict}} can't get it]]? Other people list it this way: 1) [[MotivationIndex What do they want]], 2) [[{{Conflict}} why can't they have it]], and 3) ''why do I, the consumer, give a [PrecisionFStrike]?'' We have plenty of tropes on the idea that the audience simply won't hook into your story, from the EightDeadlyWords to the AudienceAlienatingPremise, and it might be a good idea to review them. You could be the finest writer in history, but that won't help you if your audience gives up after the first paragraph because what you're writing about is objectionable, poorly communicated or irrelevant. The idea cannot be interesting to only you; it has to be made interesting to ''everyone''.

to:

Also, you may hear that TrueArt is [[TrueArtIsAngsty angsty]], [[TrueArtIsIncomprehensible incomprehensible]], offensive and such - take such. Take this with a pinch of salt. Whilst it is true that great stories have been told in ways that can be painful, complex or challenging to our core beliefs, true art often cannot be summed up so simplistically, and it is often a sign of a certain degree of pretentiousness when people insist that art is 'only' one thing or another. Great art can just as often be optimistic, simple and inoffensive - and the greatest works of art generally tend to acknowledge both sides.

Finally, remember that list from up above? The 1) A [[TheProtagonist protagonist]] who 2) [[MotivationIndex wants something]] and 3) [[{{Conflict}} can't get it]]? Other people list That's a great structure. But in [[https://www.youtube.com/watch?v=WXJxQ0NbFtk an episode]] of ''WebVideo/{{Tabletop}}'', Creator/JohnRogers listed it this way: 1) [[MotivationIndex What do they want]], 2) [[{{Conflict}} why can't they have it]], and 3) ''why do I, the consumer, I give a [PrecisionFStrike]?'' We have plenty of tropes on the idea that the audience simply won't hook into your story, from the EightDeadlyWords to the AudienceAlienatingPremise, and it might be a good idea to review them. You could be the finest writer in history, but that won't help you if your audience gives up after the first paragraph because what you're writing about is objectionable, poorly communicated or irrelevant. The idea cannot be interesting to only you; it has to be made interesting to ''everyone''.


Added DiffLines:


Finally, consider theme. Many stories have AnAesop, and are "about" something. (This is not necessarily a bad thing; TropesAreTools.) If your story has a theme, consider how your characters relate ''to'' that theme, and express that theme. Example: ''Film/AmericanBeauty'' is about people trying to find the freedom to [[BeYourself Be Themselves]] in an oppresive, cookie-cutter suburbia; therefore, every character in the film is in some stage of that struggle. An obvious choice, but it makes said theme easier to catch on to without resorting to [[{{Anvilicious}} anvils]].
Is there an issue? Send a MessageReason:
None


The point here is simply to say that, as a beginning author, you should not worry if the idea for your story seems mundane. You're not here to sell an idea; you're here to tell a ''story''. And the way you tell it can make all the difference.

to:

The point here is simply to say that, as a beginning author, you should not worry if the idea for your story seems mundane. You're not here to sell an idea; you're here to tell a ''story''. And the way you tell it can make all the difference.
difference. ItsTheJourneyThatCounts.
Is there an issue? Send a MessageReason:
None


The extent is not large. The RomanceArc is fundamentally interesting to most human beings, because romantic love is something most human beings can relate to. Now, a fight against an unjust system is also interesting... but at that point, a lot depends on the nature of the system being fought ''against'', and ''{=FF13=}'' had some problems following ShowDontTell with regards to those details. Both had good stories to tell, but one work just did a better job of telling it.

to:

The extent is not large. The RomanceArc is fundamentally interesting to most human beings, because romantic love is something most human beings can relate to. Now, a fight against an unjust system is also interesting... but at that point, a lot depends on the nature of the system being fought ''against'', and ''{=FF13=}'' ''[=FF13=]'' had some problems following ShowDontTell with regards to those details. Both had good stories to tell, but one work just did a better job of telling it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

!!'''Execution'''
There are story ideas, story kernels, plot bunnies, that fill a person with excitement. "This is a really cool idea!," the consumer exclaims, "a story about having to ScrewDestiny after you're cursed with an unjust fate by a callous and uncaring system!" And then there are stories that sound, well, boring and pedestrian: "Once upon a time, a man and a woman fell in love, but the boat they were on sunk and the man died. The end." Which of those ideas, do you think, was a staggering financial success? Well, the first one is ''VideoGame/FinalFantasyXIII'', one of the worst-reviewed games in its franchise; the other set profit records and, to this day, is still one of only two movies to have grossed more than $2 billion: ''Film/{{Titanic}}''. How could this be? It seems like a no-brainer that the first story would blow past expectations, while the second... well, it's so ''pedestrian''. Where's the action? Where's the adventure? Where's the excitement? It's a love story on a boat!

The answer lies in ''how'' the stories were told. The answer lies in ''execution''. The answer lies in the fact that, to a certain extent, ''how'' you tell a story is more important than what the contents of that story actually are.

The extent is not large. The RomanceArc is fundamentally interesting to most human beings, because romantic love is something most human beings can relate to. Now, a fight against an unjust system is also interesting... but at that point, a lot depends on the nature of the system being fought ''against'', and ''{=FF13=}'' had some problems following ShowDontTell with regards to those details. Both had good stories to tell, but one work just did a better job of telling it.

The point here is simply to say that, as a beginning author, you should not worry if the idea for your story seems mundane. You're not here to sell an idea; you're here to tell a ''story''. And the way you tell it can make all the difference.
Is there an issue? Send a MessageReason:
None


* Are the clothes really representative/appropriate/useful for my character, or I just cramming any kind of AuthorAppeal on them?

to:

* Are the clothes really representative/appropriate/useful for my character, or am I just cramming any kind of AuthorAppeal on into them?

Added: 1385

Changed: 592

Removed: 1372

Is there an issue? Send a MessageReason:
None


!! A Foreword
No story ever springs from the writer's pen fully formed and in perfect condition. '''''Do not let that stop you.''''' You're gonna start with stupid ideas, shallow characters, pointless conversations, and in general the kind of writing you would give your eyes and teeth to make sure no one ever sees. That's fine; the truth is that every published author, every titan of literature, even the "geniuses", started this way. (And succeeded at making sure nobody ever saw their early crap, too!)

If you keep at it, you'll inevitably start to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Again, every published author started this way. ''Every'' author was bad when they started. The successful ones just kept doing it anyway, until they weren't bad at it anymore.

The same is true of individual stories, not just an overall body of work. ''Keep writing'', even if it feels like you're going nowhere. It's much easier to polish a turd than it is to polish nothing at all; and, believe it or not, there is much to be learned from turd-polishing.

Perseverance is far more important than perfection.

But don't take our word for it: ''WebAnimation/ExtraCredits'' has some inspirational thoughts for you right over [[https://www.youtube.com/watch?v=rDjrOaoHz9s here]].
----






!!'''Authorial Perseverence'''
No story ever springs from the writer's pen fully formed and in perfect condition. '''''Do not let that stop you.''''' You're gonna start with stupid ideas, shallow characters, pointless conversations, and in general the kind of writing you would give your eyes and teeth to make sure no one ever sees. That's fine; the truth is that every published author, every titan of literature, even the "geniuses", started this way. (And succeeded at making sure nobody ever saw their early crap, too!)

If you keep at it, you'll inevitably start to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Again, every published author started this way. ''Every'' author was bad when they started. The successful ones just kept doing it anyway, until they weren't bad at it anymore.

The same is true of individual stories, not just an overall body of work. ''Keep writing'', even if it feels like you're going nowhere. It's much easier to polish a turd than it is to polish nothing at all; and, believe it or not, there is much to be learned from turd-polishing.

Perseverance is far more important than perfection.

But don't take our word for it: ''WebAnimation/ExtraCredits'' has some inspirational thoughts for you right over [[https://www.youtube.com/watch?v=rDjrOaoHz9s here]].




Let's take an example. Let's say you have a heroic man who is good at what he does, but wants to be more. Additionally, he's blind to his own limitations. So he bulls his way into a position of power he's not ready for and ends up ruining everything. Does this plot belong in a {{tragedy}} or a {{sitcom}}?

The answer is that it literally depends on whether you have a LaughTrack or not. The plot just described is the story of a ''lot'' of sitcoms (''Series/TheOfficeUS'', ''Series/TheSimpsons'', about half the episodes of ''Series/{{Frasier}}'')... and is also a very accurate, if somewhat generalized, summary of one of the greatest tragedies of all time, Creator/WilliamShakespeare[='s=] ''Theatre/{{Macbeth}}''. The only difference -- the ''only'' difference -- is whether the audience is supposed to laugh at it or not.

So let's take a look at what you might decide, and how to implement that decision.

to:

Let's take an example. Let's say you have a heroic man who is good at what he does, but wants to be more. Additionally, he's blind to his own limitations. So he bulls his way into a position of power he's not ready for and ends up ruining everything. Does this plot belong in a {{tragedy}} or a {{sitcom}}?

farcical {{comedy}}?

The answer is that it literally depends on whether you have a LaughTrack or not. The plot just described is the story of a ''lot'' of sitcoms (''Series/TheOfficeUS'', ''Series/TheSimpsons'', ''WesternAnimation/TheSimpsons'', about half the episodes of ''Series/{{Frasier}}'')... and is also a very accurate, if somewhat generalized, summary of one two of the greatest tragedies of all time, Creator/WilliamShakespeare[='s=] ''Theatre/{{Macbeth}}''. ''Theatre/{{Macbeth}}'' and ''Theatre/{{Hamlet}}''. (In the former, the out-of-place man is the MainCharacter; the BigBad in the latter.) The only difference -- the ''only'' difference -- is whether the audience is supposed to laugh at it or not.

not. The only difference is in how the story is meant to be perceived. The only difference is tone.

So let's take a look at what you might decide, decide about your tone, and how to implement that decision.



We started with this distinction between Comedy and Drama, and nowadays some of the strongest series are Dramedies, drama with a strong sense of comedy, the two forces working together, waxing and waning as appropriate to the story of the moment. Still, it's a good idea to know which one of them you plan to focus on, especially since you can exaggerate either of them, from absurd surrealism to unrelenting {{grimdark}} bleakness.

to:

We started with this distinction between Comedy and Drama, and nowadays some of the strongest series are Dramedies, Dramedies -- drama with a strong sense of comedy, the two forces working together, waxing and waning as appropriate to the story of the moment. Still, it's a good idea to know which one of them you plan to focus on, especially since you can exaggerate either of them, from absurd surrealism to unrelenting {{grimdark}} bleakness.
bleakness. Which one is the default for your story?



We can actually take both of these straight back to one of the most famous and influential works of fiction, Literature/TheBible. Check out the picture of ''Film/{{Dogma}}''[='s=] "Buddy Christ" on the JesusWasWayCool trope page -- "He didn't come here to give us the willies! He came here to help us out!" This is certainly a valid interpretation of what Christ (says he) set out to do. But then in Matthew, the first of Literature/TheFourGospels, we have that immortal line, "[[GoodIsNotNice I come not to bring peace, but a sword]]," implying that Christ's mission is less about spreading comfort and more about upsetting the status quo -- which, again, was not just an InformedAttribute but was backed up by action (railing against the parties who held political power, spending lots of time with people who those parties discriminated against, etc).

to:

We can actually take both of these straight back to one of the most famous and influential works of fiction, Literature/TheBible. Check out the picture of ''Film/{{Dogma}}''[='s=] "Buddy Christ" on the JesusWasWayCool trope page -- "He didn't come here to give us the willies! He came here to help us out!" This is certainly a valid interpretation of what Christ (says he) set out to do. But then in Matthew, the first of Literature/TheFourGospels, we have that immortal line, "[[GoodIsNotNice I come not to bring peace, but a sword]]," implying that Christ's mission is less about spreading comfort and more about upsetting the status quo -- which, again, was not just an InformedAttribute but is a valid interpretation of what Christ (says he) set out to do, and was backed up by action (railing against the parties who held political power, spending lots of time with people who those parties discriminated against, etc).



The trip up is, of course, this is a balancing act. Under do it, and your readers will have no idea of setting at all. [[SceneryPorn Over do it]], and other things suffer. And this balance is different depending on the story-- sometimes, simply saying your two characters are in a small room is enough. Other times, to properly set up a thwarted [[AllYourBaseAreBelongToUs storming the castle]], you may need the ChekhovsGun of the super cool defense set up in the first chapter. Then you need to decide how much of a surprise you want it to be.

Another issue is one a lot of writers miss. Even if you supposedly set your story in "our" world, [[RealityIsUnrealistic you often end up bending things]] to suit the narrative. You never truly set your story in reality. The Chicago in Literature/TheDresdenFiles isn't real; neither is the LA in VideoGame/BlackDahlia.

to:

The trip up is, of course, this is a balancing act. Under do it, and your readers will have no idea of setting at all. [[SceneryPorn Over do Overdo it]], and other things suffer. And this balance is different depending on the story-- sometimes, simply saying your two characters are in a small room is enough. Other times, to properly set up a thwarted [[AllYourBaseAreBelongToUs storming the castle]], you may need the ChekhovsGun of the super cool defense set up in the first chapter. Then you need to decide how much of a surprise you want it to be.

Another issue is one a lot of writers miss. Even if you supposedly set your story in "our" world, [[RealityIsUnrealistic you often end up bending things]] to suit the narrative. You never truly set your story in reality. The Chicago in Literature/TheDresdenFiles ''Literature/TheDresdenFiles'' isn't real; neither is the LA in VideoGame/BlackDahlia.
''VideoGame/BlackDahlia''.



The UsefulNotes/WritersResources page collects links to writing communities, articles, market information, resource collections, and more.

to:

The UsefulNotes/WritersResources page collects links to writing communities, articles, market information, resource collections, and more. And there's always our [[SoYouWantTo/SeeTheIndex So You Want To...]] page, which has a lot of articles on how to write specific stories (as well as this one about how to write stories generally).
Is there an issue? Send a MessageReason:
None


Now, there's no accounting for taste. One person's IntrepidReporter is another person's MarySue. (Look at how the main characters of ''Literature/TheMilleniumTrilogy'' were written after a ReplacementGoldfish picked up the series following AuthorExistenceFailure.) But whatever you're doing, as an author, you have to be good at it. You have to give signals that your story will be about something, and then follow through on that promise. You have to demonstrate that you know enough about the world to be worth listening to. If you don't... well, there's a lot of other stories in the sea for your would-be consumers to consume instead. Better figure out how to have what they do.

to:

Now, there's no accounting for taste. One person's IntrepidReporter is another person's MarySue. (Look at how the main characters of ''Literature/TheMilleniumTrilogy'' ''Literature/TheMillenniumTrilogy'' were written after a ReplacementGoldfish picked up the series following AuthorExistenceFailure.) But whatever you're doing, as an author, you have to be good at it. You have to give signals that your story will be about something, and then follow through on that promise. You have to demonstrate that you know enough about the world to be worth listening to. If you don't... well, there's a lot of other stories in the sea for your would-be consumers to consume instead. Better figure out how to have what they do.
Is there an issue? Send a MessageReason:
None


Now, there's no accounting for taste. One person's IntrepidReporter is another person's MarySue. (Look at how the main characters of ''TheMilleniumTrilogy'' were written after a ReplacementGoldfish picked up the series following AuthorExistenceFailure.) But whatever you're doing, as an author, you have to be good at it. You have to give signals that your story will be about something, and then follow through on that promise. You have to demonstrate that you know enough about the world to be worth listening to. If you don't... well, there's a lot of other stories in the sea for your would-be consumers to consume instead. Better figure out how to have what they do.

to:

Now, there's no accounting for taste. One person's IntrepidReporter is another person's MarySue. (Look at how the main characters of ''TheMilleniumTrilogy'' ''Literature/TheMilleniumTrilogy'' were written after a ReplacementGoldfish picked up the series following AuthorExistenceFailure.) But whatever you're doing, as an author, you have to be good at it. You have to give signals that your story will be about something, and then follow through on that promise. You have to demonstrate that you know enough about the world to be worth listening to. If you don't... well, there's a lot of other stories in the sea for your would-be consumers to consume instead. Better figure out how to have what they do.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

!!'''Authorial Confidence'''
This concept moves a little more into metafiction than anything else, but bears discussing, because it has a huge impact on whether The Reader will give your story a chance. It gets down to a simple question: ''Does The Reader trust you?''

To quote Webcomic/ThreePanelSoul, "Storytelling is a lot like a trapeze act. You throw someone on a journey at the beginning... [[http://www.threepanelsoul.com/comic/on-storytelling And they're really angry if you don't catch them at the end]]." Judging by the timestamp, this strip was a reaction to the famous ''VideoGame/MassEffect3'' ending... but that doesn't make it any less truthful or timeless. In fact, the strip is 100% accurate.

When The Reader starts reading your story -- when The Consumer starts consuming your story, via whatever medium it's being told in (television, VisualNovel, movie, video game, etc) -- they are looking for a number of things. Solid CharacterizationTropes; consistent world-building and BackStory; a limited level of AuthorFilibuster; proper {{Foreshadowing}}; avoiding UnfortunateNames; even technical things like avoidance of WantonCrueltyToTheCommonComma and RougeAnglesOfSatin. They are using all these things to make one simple judgment: "Does this author know what s/he is doing? They're about to throw me on a journey that will probably take hours; do I trust them to catch me at the end? Is this story a good idea, or a waste of time?" The need to answer this question -- to make accurate judgments about the quality of a work of fiction, without doing it the hard way (IE consuming it) -- is why we have reviewers and critics like Creator/RogerEbert. It's literally the foundation of the entire metafiction industry.

Now, there's no accounting for taste. One person's IntrepidReporter is another person's MarySue. (Look at how the main characters of ''TheMilleniumTrilogy'' were written after a ReplacementGoldfish picked up the series following AuthorExistenceFailure.) But whatever you're doing, as an author, you have to be good at it. You have to give signals that your story will be about something, and then follow through on that promise. You have to demonstrate that you know enough about the world to be worth listening to. If you don't... well, there's a lot of other stories in the sea for your would-be consumers to consume instead. Better figure out how to have what they do.
Is there an issue? Send a MessageReason:
None


Where you want to fall on this scale -- on either scale -- is really up to you. There is no "right" way to write a story; ''Series/GameOfThrones'' is one of the most popular works of fiction in recent memory because it challenges its audience, but shed a sizeable population of viewers who weren't looking for anything more than {{escapism}}. ''Film/Transformers'' is one of the most lucrative works of fiction in recent memory, but shed a sizeable population of viewers who found its ''excessive'' escapism boring and unstimulating. ''There is no right answer to this question''. There is only the right answer for ''you'', the kind of story ''you'' want to write. Figure it out, and tailor your tone accordingly.

to:

Where you want to fall on this scale -- on either scale -- is really up to you. There is no "right" way to write a story; ''Series/GameOfThrones'' is one of the most popular works of fiction in recent memory because it challenges its audience, but shed a sizeable population of viewers who weren't looking for anything more than {{escapism}}. ''Film/Transformers'' ''Film/{{Transformers}}'' is one of the most lucrative works of fiction in recent memory, but shed a sizeable population of viewers who found its ''excessive'' escapism boring and unstimulating. ''There is no right answer to this question''. There is only the right answer for ''you'', the kind of story ''you'' want to write. Figure it out, and tailor your tone accordingly.
Is there an issue? Send a MessageReason:
None


And that ''that'' tells us is that it isn't really a Sliding Scale; the two are actually independent. A story can be both comforting ''and'' challenging, and some of history's greatest works have in fact accomplished both. (''Literature/HarryPotter'', for instance, contains both the comforting moral that love is stronger than death, but also the frightening reminder that choices matter.) Likewise, a story can do ''neither'', if it's written poorly enough (the infamous trainwreck of a FanFic ''FanFic/MyImmortal'' being a good example).

to:

And that what ''that'' tells us is that it isn't really a Sliding Scale; the two are actually independent. A story can be both comforting ''and'' challenging, and some of history's greatest works have in fact accomplished both. (''Literature/HarryPotter'', for instance, contains both the comforting moral that love is stronger than death, but also the frightening reminder that choices matter.) Likewise, a story can do ''neither'', if it's written poorly enough (the infamous trainwreck of a FanFic ''FanFic/MyImmortal'' being a good example).
Is there an issue? Send a MessageReason:
None


We can actually take both of these straight back to one of the most famous and influential works of fiction, Literature/TheBible. Check out the picture of ''Film/Dogma''[='s=] "Buddy Christ" on the JesusWasWayCool trope page -- "He didn't come here to give us the willies! He came here to help us out!" This is certainly a valid interpretation of what Christ (says he) set out to do. But then in Matthew, the first of Literature/TheFourGospels, we have that immortal line, "[[GoodIsNotNice I come not to bring peace, but a sword]]," implying that Christ's mission is less about spreading comfort and more about upsetting the status quo -- which, again, was not just an InformedAttribute but was backed up by action (railing against the parties who held political power, spending lots of time with people who those parties discriminated against, etc).

to:

We can actually take both of these straight back to one of the most famous and influential works of fiction, Literature/TheBible. Check out the picture of ''Film/Dogma''[='s=] ''Film/{{Dogma}}''[='s=] "Buddy Christ" on the JesusWasWayCool trope page -- "He didn't come here to give us the willies! He came here to help us out!" This is certainly a valid interpretation of what Christ (says he) set out to do. But then in Matthew, the first of Literature/TheFourGospels, we have that immortal line, "[[GoodIsNotNice I come not to bring peace, but a sword]]," implying that Christ's mission is less about spreading comfort and more about upsetting the status quo -- which, again, was not just an InformedAttribute but was backed up by action (railing against the parties who held political power, spending lots of time with people who those parties discriminated against, etc).
Is there an issue? Send a MessageReason:
spelling fix.


!! A Foreward

to:

!! A ForewardForeword

Added: 2476

Changed: 808

Is there an issue? Send a MessageReason:
None


-->''When you write a story, don't make it boring.''

to:

-->''When '''''When you write a story, don't make it boring.''
'''''



There are works of fiction that are meant to shock a society to its very core, to make its viewers question their values and whether they should hold them anymore. And then there are works that are meant to act like a cup of hot cocoa: soothing, reassuring and even escapist-oriented. You should decide which of these you want to focus on, as it's difficult to do both at once.

to:

There are works of fiction two main reasons that human beings engage with fiction.
# They want to be taught and challenged. This can be as benign as having AnAesop at the end of the story, or as dramatic as attacking the status quo directly (Upton Sinclair's ''Literature/TheJungle'', anything on SomeAnvilsNeedToBeDropped). This sort of story exists to tell the consumer that they
are meant wrong -- to shock a society get them to its very core, to make its viewers question their values and whether they should hold are truly living the life they want to.
# They want to be comforted and reassured. This can be as benign as affirming RousseauWasRight or as dramatic as redefining a vice as a virtue (Ayn Rand's ''Literature/AtlasShrugged'', certain AuthorTracts). This sort of story exists to tell the consumer that they are ''right'' -- to reaffirm their values and congratulate
them anymore. And then there are works that are meant to act like a cup of hot cocoa: soothing, reassuring and even escapist-oriented. You should decide which for making choices the author approves of.

We can actually take both
of these straight back to one of the most famous and influential works of fiction, Literature/TheBible. Check out the picture of ''Film/Dogma''[='s=] "Buddy Christ" on the JesusWasWayCool trope page -- "He didn't come here to give us the willies! He came here to help us out!" This is certainly a valid interpretation of what Christ (says he) set out to do. But then in Matthew, the first of Literature/TheFourGospels, we have that immortal line, "[[GoodIsNotNice I come not to bring peace, but a sword]]," implying that Christ's mission is less about spreading comfort and more about upsetting the status quo -- which, again, was not just an InformedAttribute but was backed up by action (railing against the parties who held political power, spending lots of time with people who those parties discriminated against, etc).

And that ''that'' tells us is that it isn't really a Sliding Scale; the two are actually independent. A story can be both comforting ''and'' challenging, and some of history's greatest works have in fact accomplished both. (''Literature/HarryPotter'', for instance, contains both the comforting moral that love is stronger than death, but also the frightening reminder that choices matter.) Likewise, a story can do ''neither'', if it's written poorly enough (the infamous trainwreck of a FanFic ''FanFic/MyImmortal'' being a good example).

Where
you want to focus on, as it's difficult fall on this scale -- on either scale -- is really up to do both at once.
you. There is no "right" way to write a story; ''Series/GameOfThrones'' is one of the most popular works of fiction in recent memory because it challenges its audience, but shed a sizeable population of viewers who weren't looking for anything more than {{escapism}}. ''Film/Transformers'' is one of the most lucrative works of fiction in recent memory, but shed a sizeable population of viewers who found its ''excessive'' escapism boring and unstimulating. ''There is no right answer to this question''. There is only the right answer for ''you'', the kind of story ''you'' want to write. Figure it out, and tailor your tone accordingly.

Added: 2434

Changed: 1688

Removed: 726

Is there an issue? Send a MessageReason:
None



!! A Foreward
No story ever springs from the writer's pen fully formed and in perfect condition. '''''Do not let that stop you.''''' You're gonna start with stupid ideas, shallow characters, pointless conversations, and in general the kind of writing you would give your eyes and teeth to make sure no one ever sees. That's fine; the truth is that every published author, every titan of literature, even the "geniuses", started this way. (And succeeded at making sure nobody ever saw their early crap, too!)

If you keep at it, you'll inevitably start to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Again, every published author started this way. ''Every'' author was bad when they started. The successful ones just kept doing it anyway, until they weren't bad at it anymore.

The same is true of individual stories, not just an overall body of work. ''Keep writing'', even if it feels like you're going nowhere. It's much easier to polish a turd than it is to polish nothing at all; and, believe it or not, there is much to be learned from turd-polishing.

Perseverance is far more important than perfection.

But don't take our word for it: ''WebAnimation/ExtraCredits'' has some inspirational thoughts for you right over [[http://www.youtube.com/watch?v=rDjrOaoHz9s here]].



'''A quick word:''' No story ever springs from the writer's pen fully formed and in perfect condition. '''''Do not let that stop you.''''' You're gonna start with stupid ideas, shallow characters, pointless conversations, and in general the kind of writing you would give your eyes and teeth to make sure no one ever sees. But if you keep at it, you're going to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Perseverance is far more important than perfection.

But don't take our word for it: ''WebAnimation/ExtraCredits'' has some inspirational thoughts for you right over [[http://www.youtube.com/watch?v=rDjrOaoHz9s here]].
----




The SlidingScaleOfIdealismVersusCynicism: Where do you stand?

to:

\nThe SlidingScaleOfIdealismVersusCynicism: Where do qualities of your story as mentioned above -- characters, setting, motivation, conflict, plot, resolution -- are perhaps best described as the "contents" of your story. What we are now going to consider is the "''tone''" of your story. If the contents are what you stand?
tell, the tone is ''how'' you tell it. This is more important than it sounds.

Let's take an example. Let's say you have a heroic man who is good at what he does, but wants to be more. Additionally, he's blind to his own limitations. So he bulls his way into a position of power he's not ready for and ends up ruining everything. Does this plot belong in a {{tragedy}} or a {{sitcom}}?

The answer is that it literally depends on whether you have a LaughTrack or not. The plot just described is the story of a ''lot'' of sitcoms (''Series/TheOfficeUS'', ''Series/TheSimpsons'', about half the episodes of ''Series/{{Frasier}}'')... and is also a very accurate, if somewhat generalized, summary of one of the greatest tragedies of all time, Creator/WilliamShakespeare[='s=] ''Theatre/{{Macbeth}}''. The only difference -- the ''only'' difference -- is whether the audience is supposed to laugh at it or not.

So let's take a look at what you might decide, and how to implement that decision.

!!! The SlidingScaleOfIdealismVersusCynicism



The SlidingScaleOfSillinessVersusSeriousness: Where do you stand?

We started with this distinction between Comedy and Drama, and nowadays some of the strongest series are Dramedies, drama with a strong sense of comedy, the two forces working together, waxing and waning as appropriate to the story of the moment.

Number of characters? Number of locations?

Some of the greatest classics have drummed up a cast of [[LoadsAndLoadsOfCharacters dozens, even hundreds of characters]], and ranged over a world almost as intricate and detailed as our own. That said: Don't bite off more than you can chew. It's best, in the beginning, to work with only a few major characters - perhaps half a dozen mains, half a dozen minors. By choosing a judicious [[CastCalculus number of characters]] that suits a (compact) plot, you can avoid a scattered tale with a dozen dangling plots that never seems to tie down all the loose ends.

to:

!!! The SlidingScaleOfSillinessVersusSeriousness: Where do you stand?

SlidingScaleOfSillinessVersusSeriousness
We started with this distinction between Comedy and Drama, and nowadays some of the strongest series are Dramedies, drama with a strong sense of comedy, the two forces working together, waxing and waning as appropriate to the story of the moment.

Number
moment. Still, it's a good idea to know which one of characters? Number them you plan to focus on, especially since you can exaggerate either of locations?

them, from absurd surrealism to unrelenting {{grimdark}} bleakness.

!!! The Sliding Scale of Scope
How many characters do you want? How many locations do you want? The sky is the limit -- except for how we have stories set in outer space now, so, no, the sky is no longer the limit.

Some of the greatest classics have drummed up a cast of [[LoadsAndLoadsOfCharacters dozens, even hundreds of characters]], and ranged over a world almost as intricate and detailed as our own.RealLife. That said: Don't bite off more than you can chew. It's best, in the beginning, to work with only a few major characters - perhaps half a dozen mains, half a dozen minors. By choosing a judicious [[CastCalculus number of characters]] that suits a (compact) plot, you can avoid a scattered tale with a dozen dangling plots that never seems to tie down all the loose ends.
ends, something even experienced authors have trouble with.


Added DiffLines:

!!! The Sliding Scale of Comfort vs Challenge
There are works of fiction that are meant to shock a society to its very core, to make its viewers question their values and whether they should hold them anymore. And then there are works that are meant to act like a cup of hot cocoa: soothing, reassuring and even escapist-oriented. You should decide which of these you want to focus on, as it's difficult to do both at once.
Is there an issue? Send a MessageReason:
None


Many themes and tropes can be subverted in interesting ways. One of the most common forms is the {{Deconstruction}}, which is about analyzing the themes and how they would play out with if ''painfully'' realistic consequences were applied. Another good tool is to add HiddenDepths to seemingly archetypal characters.

to:

Many themes and tropes can be subverted in interesting ways. One of the most common forms is the {{Deconstruction}}, which is about analyzing the themes and how they would play out with if ''painfully'' realistic consequences were applied.applied to them. Another good tool is to add HiddenDepths to seemingly archetypal characters.
Is there an issue? Send a MessageReason:
Cleaning up some bad Engrish.


Whatever theme you can do can be subverted in either way. The most common form to do that is the {{Deconstruction}}, analysing the theme and dissect it until the last consequences. Another way to do this is by adding HiddenDepths to seemingly archetypal characters.

to:

Whatever theme you can do Many themes and tropes can be subverted in either way. The interesting ways. One of the most common form to do that forms is the {{Deconstruction}}, analysing which is about analyzing the theme themes and dissect it until the last consequences. how they would play out with if ''painfully'' realistic consequences were applied. Another way good tool is to do this is by adding add HiddenDepths to seemingly archetypal characters.
Is there an issue? Send a MessageReason:
None


Finally, remember that list from up above? 1) A [[The Protagonist protagonist]] who [[MotivationIndex wants something]] and [[{{Conflict}} can't get it]]? Other people list it this way: 1) [[MotivationIndex What do they want]], 2) [[{{Conflict}} why can't they have it]], and 3) ''why do I, the consumer, give a (PrecisionFStrike)?'' We have plenty of tropes on the idea that the audience simply won't hook into your story, from the EightDeadlyWords to the AudienceAlienatingPremise, and it might be a good idea to review them. You could be the finest writer in history, but that won't help you if your audience gives up after the first paragraph because what you're writing about is objectionable, poorly communicated or irrelevant. The idea cannot be interesting to only you; it has to be made interesting to ''everyone''.

to:

Finally, remember that list from up above? 1) A [[The Protagonist [[TheProtagonist protagonist]] who [[MotivationIndex wants something]] and [[{{Conflict}} can't get it]]? Other people list it this way: 1) [[MotivationIndex What do they want]], 2) [[{{Conflict}} why can't they have it]], and 3) ''why do I, the consumer, give a (PrecisionFStrike)?'' [PrecisionFStrike]?'' We have plenty of tropes on the idea that the audience simply won't hook into your story, from the EightDeadlyWords to the AudienceAlienatingPremise, and it might be a good idea to review them. You could be the finest writer in history, but that won't help you if your audience gives up after the first paragraph because what you're writing about is objectionable, poorly communicated or irrelevant. The idea cannot be interesting to only you; it has to be made interesting to ''everyone''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Finally, remember that list from up above? 1) A [[The Protagonist protagonist]] who [[MotivationIndex wants something]] and [[{{Conflict}} can't get it]]? Other people list it this way: 1) [[MotivationIndex What do they want]], 2) [[{{Conflict}} why can't they have it]], and 3) ''why do I, the consumer, give a (PrecisionFStrike)?'' We have plenty of tropes on the idea that the audience simply won't hook into your story, from the EightDeadlyWords to the AudienceAlienatingPremise, and it might be a good idea to review them. You could be the finest writer in history, but that won't help you if your audience gives up after the first paragraph because what you're writing about is objectionable, poorly communicated or irrelevant. The idea cannot be interesting to only you; it has to be made interesting to ''everyone''.
Is there an issue? Send a MessageReason:
None


'''A quick word:''' No story ever springs from the writer's pen fully formed and in perfect condition. '''''Do not let that stop you.''''' You're gonna start with stupid ideas, shallow characters, pointless conversations, and in general the kind of writing you would give your eyeteeth to make sure no one ever sees. But if you keep at it, you're going to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Perseverance is far more important than perfection.

to:

'''A quick word:''' No story ever springs from the writer's pen fully formed and in perfect condition. '''''Do not let that stop you.''''' You're gonna start with stupid ideas, shallow characters, pointless conversations, and in general the kind of writing you would give your eyeteeth eyes and teeth to make sure no one ever sees. But if you keep at it, you're going to work out the kinks until it becomes something worth reading, and then keep going until it becomes something worth telling other people to read. Perseverance is far more important than perfection.
Is there an issue? Send a MessageReason:
None


But don't take our word for it: ''ExtraCredits'' has some inspirational thoughts for you right over [[http://www.youtube.com/watch?v=rDjrOaoHz9s here]].

to:

But don't take our word for it: ''ExtraCredits'' ''WebAnimation/ExtraCredits'' has some inspirational thoughts for you right over [[http://www.youtube.com/watch?v=rDjrOaoHz9s here]].
Is there an issue? Send a MessageReason:
None


Notice how the time you need to read through that sentence is much longer than the actual actions it describes. A text is linear (you can only read one word at a time) while a motion picture is holistic (you notice or can notice many details at once), therefore, just like with the clothes and appearances, avoid describing in great detail each move that a character makes in your book because it simply won't be as interesting as in the movies.

to:

Notice how the time you need to read through that sentence is much longer than the actual actions it describes. A text is linear (you can only read one word at a time) while a motion picture is holistic (you notice or can notice many details at once), therefore, just like with the clothes and appearances, avoid describing in great detail each move that a character makes in your book book, because it simply won't be as interesting as it is in the movies.



Just search any Literature Classics section in the bookstore/library, or ask the old man under the bridge who sells second-hand books.

to:

Just search any Literature Classics section in the bookstore/library, or ask the old man under the bridge who sells second-hand books.
books. Read an awful lot. Read in your chosen genre, of course, but try to sample something from everywhere. Reread the books and stories you love best (or, if you like film, rewatch the films you love best) and spend some time figuring out ''why'' they work so well.
Is there an issue? Send a MessageReason:
None


Aside from picking up plots at random, you can start with an archetypal plot and go from there. Christopher Booker's ''TheSevenBasicPlots'' outlines, well, seven archetypes, from TheQuest to classic monster-slaying to RagsToRiches to [[StartOfDarkness Tragedy]] and even Rebirth (the Tragedy plus a HeelFaceTurn in time for it to matter). There are others who classify the archetypal plots in [[MasterPlots different ways]] and with different numbers, from two (every story is about Love or Death) to 42 or even more.

to:

Aside from picking up plots at random, you can start with an archetypal plot and go from there. Christopher Booker's ''TheSevenBasicPlots'' ''Literature/TheSevenBasicPlots'' outlines, well, seven archetypes, from TheQuest to classic monster-slaying to RagsToRiches to [[StartOfDarkness Tragedy]] and even Rebirth (the Tragedy plus a HeelFaceTurn in time for it to matter). There are others who classify the archetypal plots in [[MasterPlots different ways]] and with different numbers, from two (every story is about Love or Death) to 42 or even more.
Is there an issue? Send a MessageReason:
None


But don't take my word for it: ''ExtraCredits'' has some inspirational thoughts for you right over [[http://www.youtube.com/watch?v=rDjrOaoHz9s here]].

to:

But don't take my our word for it: ''ExtraCredits'' has some inspirational thoughts for you right over [[http://www.youtube.com/watch?v=rDjrOaoHz9s here]].
Is there an issue? Send a MessageReason:
None


* '''[[AnimalStereotypes Animals]]:''' Each major character gets an animal "totem" that shows off the basic feel of the character. ''ElfQuest'' did this with Cutter, Leetah, Skywise, and Rayek: a bantam rooster, a cat, a fox, and a snake. But this was never the be-all and end-all of their characters; even Rayek, despite going fairly dark in many places, was never ''merely'' the "[[SmugSnake snake]]" of the series.

to:

* '''[[AnimalStereotypes Animals]]:''' Each major character gets an animal "totem" that shows off the basic feel of the character. ''ElfQuest'' ''ComicBook/ElfQuest'' did this with Cutter, Leetah, Skywise, and Rayek: a bantam rooster, a cat, a fox, and a snake. But this was never the be-all and end-all of their characters; even Rayek, despite going fairly dark in many places, was never ''merely'' the "[[SmugSnake snake]]" of the series.

Top