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One of my favourite questions for figuring out a characterâs motivations is which qualities they most fear being assigned to them. Are they afraid (consciously or unconsciously) of being seen as stupid? Ungrateful? Weak? Incompetent? Lazy? Cowardly? Intimidating? Like they actually care? etc.
Itâs such a fun way to explore into who they are, why they do what they do, what they donât do out of fear, and how they might be affected by the events of the story. And I love when characters have negative motivationsâtrying to avoid something (in this case, being seen a particular way) as much as theyâre trying to achieve a goal.
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not to sound like a boomer, but I need some people to learn how to write emails in a semi-professional (at the very least) format so you're not cold emailing a business/potential employer/any other stranger about formal matters in the exact same way you'd DM a close friend on instagram
the formality/language can loosen up in the email chain once you've established a rapport and you match the other person if they're being less formal, but please don't have the very first email you send a stranger be written in all lowercase ultra-casual sms slang with no greeting or signature and a billion emojis
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Weekly Grammar Tip: Power of the Period (Literally)
Ever wondered how a tiny dot can make or break your writing? That's the power of the period! This punctuation mark does more than just end sentences. It adds rhythm, clarity, and even drama to your prose. Here are some tips:
 Keep It Short and Simple
Long sentences can confuse readers and water down your message. Break up complex ideas with periods for bite-sized, easy-to-digest chunks.
Example:
Before: The alchemist worked tirelessly in his dimly lit laboratory, mixing potions, consulting ancient texts, and conducting experiments late into the night.
After: The alchemist worked tirelessly in his dimly lit laboratory. He mixed potions, consulted ancient texts, and conducted experiments late into the night.
Dodge the Run-Ons
Run-on sentences happen when independent clauses are strung together without proper punctuation or conjunctions. Periods help you avoid these and keep your grammar game strong.
Example:
Before: Lady Isabella entered the room she surveyed the scene with a keen eye.
After: Lady Isabella entered the room. She surveyed the scene with a keen eye.
 Spotlight Key Points
Short sentences can emphasize important details and add a dramatic flair. Periods create natural pauses to let your key information shine.
Example:
Before: In the heart of London, amidst the chaos and noise, a secret meeting took place that would change everything.
After: In the heart of London, amidst the chaos and noise, a secret meeting took place. It would change everything.
Mix It Up for Rhythm
A blend of short and long sentences creates an engaging rhythm in your writing. Periods allow you to control this flow and keep readers hooked.
Example:
Before: Elizabeth Thorn, a skilled herbalist, used her knowledge to heal the sick during the Great Plague, her potions and remedies providing much-needed relief to those who were suffering.
After: Elizabeth Thorn, a skilled herbalist, used her knowledge to heal the sick during the Great Plague. Her potions and remedies provided much-needed relief to those who were suffering.
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The Causal Chain And Why Your Story Needs It
The most obnoxious thing my writing teacher taught me every story needed, that I absolutely loathed studying in the moment and that only later, after months of resisting and fighting realized she was right, was something called the causal chain.
Simply put, the causal chain is the linked cause-and-effect that must logically connect every event, reaction, and beat that takes place in your story to the ones before and after.
The Causal Chain is exhausting to go through. It is infuriating when someone points out that an event or a character beat comes out of nowhere, unmoored from events around it.
It is profoundly necessary to learn and include because a cause-and-effect chain is what allows readers to follow your story logically which means they can start anticipating what happens next, which is what is required for a writer to be able to build suspense and cognitively engage the audience, to surprise them, and to not infuriate them with random coincidences that hurt or help the characters in order to clumsily advance the author's goals.
By all means, write your story as you want to write it in the first draft, and don't worry about this principle too much. This is an editing tool, not a first draft tool. But one of the first things you should do when retroactively begin preparing your story to be read by others is going step by step through each event and confirming that a previous event leads to it and that subsequent events are impacted by it on the page.
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sharing a very sage bit of advice from The Simpsons' own John Swartzwelder that i've been trying to hamper down in my writing and drawing alike. let your inner crappy little elf do his worst
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hot take: realism in a work of fiction doesnât come from being as grim as possible. it comes from detail.Â
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Hi! I was wondering if you please explain the function of "it" in sentence "It behooves the athlete to keep his grades up." What is "it"? Thank You!
it's a dummy pronoun or dummy subject! grammatically, english can't have an empty space where the subject should be, so in cases where there isn't really a referent we just plug in this semantically empty word for the syntactic vibe.
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one time a professor asked me if iâd ever wanted to write anything âmore importantâ than romance. and i said no. i was put on this earth to write about sad people kissing. and if another writer ever came up to me and said they wanted to write 400 pages containing nothing but a character baking a single loaf of bread each day, then i would tell them to do that. people don't write something because it's important. they write about something and that is what makes it important
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editing is so fun. I'm learning what the story I wrote is about
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I've had this little idea in my head for a while now, so I decided to sit down and plot it out.
Disclaimer: This isn't meant to be some sort of One-Worksheet-Fits-All situation. This is meant to be a visual representation of some type of story planning you could be doing in order to develop a plot!
Lay down groundwork! (Backstory integral to the beginning of your story.) Build hinges. (Events that hinge on other events and fall down like dominoes) Suspend structures. (Withhold just enough information to make the reader curious, and keep them guessing.)
And hey, is this helps... maybe sit down and write a story! :)
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Whgskl. Okay.
PSA to all you fantasy writers because I have just had a truly frustrating twenty minutes talking to someone about this: itâs okay to put mobility aids in your novel and have them just be ordinary.
Like. Super okay.
I donât give a shit if itâs high fantasy, low fantasy or somewhere between the lovechild of Tolkein meets My Immortal. Itâs okay to use mobility devices in your narrative. Itâs okay to use the word âwheelchairâ. You donât have to remake the fucking wheel. Itâs already been done for you.
And no, it doesnât detract from the ârealismâ of your fictional universe in which you get to set the standard for realism. Please donât try to use that as a reason for not using these things.
There is no reason to lock the disabled people in your narrative into towers because âthatâs the way it wasâ, least of all in your novel about dragons and mermaids and other made up creatures. There is no historical realism here. You are in charge. You get to decide what that means.
Also:

âDepiction of Chinese philosopher Confucius in a wheelchair, dating to ca. 1680. The artist may have been thinking of methods of transport common in his own day.â
âThe earliest records of wheeled furniture are an inscription found on a stone slate in China and a childâs bed depicted in a frieze on a Greek vase, both dating between the 6th and 5th century BCE.[2][3][4][5]The first records of wheeled seats being used for transporting disabled people date to three centuries later in China; the Chinese used early wheelbarrows to move people as well as heavy objects. A distinction between the two functions was not made for another several hundred years, around 525 CE, when images of wheeled chairs made specifically to carry people begin to occur in Chinese art.[5]â
âIn 1655, Stephan Farffler, a 22 year old paraplegic watchmaker, built the worldâs first self-propelling chair on a three-wheel chassis using a system of cranks and cogwheels.[6][3] However, the device had an appearance of a hand bike more than a wheelchair since the design included hand cranks mounted at the front wheel.[2]
The invalid carriage or Bath chair brought the technology into more common use from around 1760.[7]
In 1887, wheelchairs (ârolling chairsâ) were introduced to Atlantic City so invalid tourists could rent them to enjoy the Boardwalk. Soon, many healthy tourists also rented the decorated ârolling chairsâ and servants to push them as a show of decadence and treatment they could never experience at home.[8]
In 1933 Harry C. Jennings, Sr. and his disabled friend Herbert Everest, both mechanical engineers, invented the first lightweight, steel, folding, portable wheelchair.[9] Everest had previously broken his back in a mining accident. Everest and Jennings saw the business potential of the invention and went on to become the first mass-market manufacturers of wheelchairs. Their âX-braceâ design is still in common use, albeit with updated materials and other improvements. The X-brace idea came to Harry from the menâs folding âcamp chairs / stoolsâ, rotated 90 degrees, that Harry and Herbert used in the outdoors and at the mines.[citation needed]
âBut Joy, how do I describe this contraption in a fantasy setting that wont make it seem out of place?â
âIt was a chair on wheels, which Prince FancyPants McElferson propelled forwards using his arms to direct the motion of the chair.â
âIt was a chair on wheels, which Prince EvenFancierPants McElferson used to get about, pushed along by one of his companions or one of his many attending servants.â
âBut itâs a high realm magical fantasââ
âIt was a floating chair, the hum of magical energy keeping it off the ground casting a faint glow against the cobblestones as {CHARACTER} guided it round with expert ease, gliding back and forth.â
âBut itâs a stempunk novââ
âUnlike other wheelchairs heâd seen before, this one appeared to be self propelling, powered by the gasket of steam at the back, and directed by the use of a rudder like toggle in the front.â
Give. Disabled. Characters. In. Fantasy. Novels. Mobility. Aids.
If you can spend 60 pages telling me the history of your world in innate detail down to the formation of how magical rocks were formed, you can god damn write three lines in passing about a wheelchair.
Signed, your editor who doesnât have time for this ableist fantasy realm shit.
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Literally cannot emphasize enough that my #1 writing advice is to stop being afraid. Stop being afraid of sounding too cringe, or too stupid, or too horrifying, or too horny, or too weird, or too much, or too little, or too you. You need to put your entire pussy into your art. Sure, it won't be to everyone's tastes, but if you keep yourself to the blandest tamest safest roads possible you will be of no one's tastes, not even yours.
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Against Lore

For the rest of May, my bestselling solarpunk utopian novel THE LOST CAUSE (2023) is available as a $2.99, DRM-free ebook!
One of my favorite nuggets of writing advice comes from James D Macdonald. Jim, a Navy vet with an encylopedic knowledge of gun lore, explained to a group of non-gun people how to write guns without getting derided by other gun people: "just add the word 'modified.'"
As in, "Her modified AR-15 kicked against her shoulder as she squeezed the trigger, but she held it steady on the car door, watching it disintegrate in a spatter of bullet-holes."
Jim's big idea was that gun people couldn't help but chew away at the verisimilitude of your fictional guns, their brains would automatically latch onto them and try to find the errors. But the word "modified" hijacked that impulse and turned it to the writer's advantage: a gun person's imagination gnaws at that word "modified," spinning up the cleverest possible explanation for how the gun in question could behave as depicted.
In other words, the gun person's impulse to one-up the writer by demonstrating their superior knowledge becomes an impulse to impart that superior knowledge to the writer. "Modified" puts the expert and the bullshitter on the same team, and conscripts the expert into fleshing out the bullshitter's lies.
Yes, writing is lying. Storytelling is genuinely weird. A storyteller who has successfully captured the audience has done so by convincing their hindbrains to care about the tribulations of imaginary people. These are people whose suffering, by definition, do not matter. Imaginary things didn't happen, so they can't matter. The deaths of Romeo and Juliet were less tragic than the death of the yogurt you had for breakfast. That yogurt was alive and now it's dead, whereas R&J never lived, never died, and don't matter:
https://locusmag.com/2014/11/cory-doctorow-stories-are-a-fuggly-hack/
Hijacking a stranger's empathic response is intrinsically adversarial. While storytelling is a benign activity, its underlying mechanic is extremely dangerous. Getting us to care about things that don't matter is how novels and movies work, but it's also how cults and cons work.
Cult leaders and con-artists know that they're engaged in mind-to-mind combat, and they make liberal use of Jim's hack of leaving blank spots for the mark to fill in. Think of Qanon drops: the mystical nonsense was just close enough to sensical that a vulnerable audience was compelled to try and untangle them, and ended up imparting more meaning to them than the hustler who posted them ever could have dreamt up.
Same with cons â there's a great scene in the Leverage: Redemption heist show where an experienced con-artist explains to a novice that the most convincing hustle is the one where you wait for the mark to tell you what they think you're doing, then run with it (scambaiters and other skeptics will recognize this as a relative of the "cold reading," where a "psychic" uses your own confirmations to flesh out their predictions).
As Douglas Adams put it:
A towel has immense psychological value. For some reason, if a strag (strag: non-hitch hiker) discovers that a hitch hiker has his towel with him, he will automatically assume that he is also in possession of a toothbrush, face flannel, soap, tin of biscuits, flask, compass, map, ball of string, gnat spray, wet weather gear, space suit etc., etc. Furthermore, the strag will then happily lend the hitch hiker any of these or a dozen other items that the hitch hiker might accidentally have "lost". What the strag will think is that any man who can hitch the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is is clearly a man to be reckoned with.
Magicians know this one, too. The point of a sleight is to misdirect the audience's attention, and use that moment of misattention to trick them, vanishing, stashing or producing something. The mark's mind is caught in a pleasurable agony: something seemingly impossible just happened. The mind splits into two parts, one of which insists that the impossible just happened, the other insisting that the impossible can't happen.
You know you've done it right if the audience says, "Do that again!" And that's the one thing you must not do. So long as you don't repeat the trick, the audience's imagination will chew on it endlessly, coming up with incredibly clever things that you must have done (a clever conjurer will know several ways to produce the same effect and will "do it again" by reproducing the effect via different means, which exponentially increases the audience's automatic imputation of clever methods to the performer).
Not for nothing, Jim Macdonald advises his writing students to study Magic and Showmanship, a classic text for aspiring conjurers:
https://memex.craphound.com/2007/11/13/magic-and-showmanship-classic-book-about-conjuring-has-many-lessons-for-writers/
There's a version of this in comedy, too. The scholarship of humor is clear on this: comedy comes from surprise. The audience knows they're about to be surprised when the punchline lands, and their mind is furiously trying to defuse the comedian's bomb before it detonates, cycling through potential punchlines of their own. This ramps up the suspense and the tension, so when the comedian does drop the punchline, the tension is released in a whoosh of laughter.
Your mind wants the tension to be resolved ASAP, but the pleasure comes from having that desire thwarted. Comedy â like most performance â has an element of authoritarianism. You don't give the audience what it wants, you give it what it needs.
Same goes for TTRPGs: the game master's role is to deny the players the victories and treasure they want, until they can't take it anymore, and then deliver it. That's the definition of an epic game. It's one of the durable advantages of human GMs over video game back-ends: they can ramp up the epicness by "cheating" on the play, giving the players the chance to squeak out improbable victories at the last possible second:
https://wilwheaton.typepad.com/wwdnbackup/2009/03/behind-the-screen.html
This is so effective that even crude approximations of it can turn video-games into cult hits â like Left4Dead, whose "Director" back-end would notice when the players were about to get destroyed and then substantially ramped up the chances of finding an amazing weapon â the chance would still be low overall, but there would be enough moments when the player got exactly what they'd been praying for, at the last possible instant, that it would feel amazing:
https://left4dead.fandom.com/wiki/The_Director#Special_Infected
Critically, Left4Dead's Director didn't do this every time. As any showman knows, the key to a great performance is "Always leave 'em wanting more." The musician's successful finale depends on doing every encore the audience demands, except the last one, so the crowd leaves with one tantalyzing and imaginary song playing in their minds, a performance better than any the musicians themselves could have delivered. Like the gun person who comes up with a cooler mod than the writer ever could, like the magic show attendee who comes up with a more elaborate explanation for the sleight than the conjurer could ever pull off, like the comedy club attendee whose imagination anticipates a surprise that grows larger the longer the joke goes on, the successful performance is an adversarial act of cooperation where the audience willingly and unwillingly cooperates with the performer to deny them the thing that they think they need, and deliver the thing they actually need.
This is my biggest problem with the notion that someday LLMs will get good enough at storytelling to give us the tales we demand, without having to suffer through a storyteller's sadistic denial of the resolutions we crave. When I'm reading a mystery, I want to turn to the last page and find out whodunnit, but I know that doing so will ruin the story. Telling the storyteller how the story should go is like trying to tickle yourself.
Like being tickled, experiencing only fun if the tickler respects your boundaries â but, like being tickled, there's always a part where you're squirming away, but you don't want it to stop. An AI storyteller that gives you exactly what you want is like a dungeon master who declares that every sword-swing kills the monster, and every treasure chest is full of epic items and platinum pieces. Yes, that's what you want, but if you get it, what's the point?
Seen in this light, performance is a kind of sado-masochism, where the performer delights in denying something to the audience, who, in turn, delights in the denial. Don't give the audience what they want, give them what they need.
What your audience needs is their own imagination. Decades ago, I was a freelance copywriter producing sales materials for Alias/Wavefront, a then-leading CGI firm that was inventing all kinds of never-seen VFX that would blow people away. One of the engineers I worked with told me something I never forgot: "Your imagination has more polygons than anything you can create with our software." He was talking about why it was critical to have some of the action happen in the shadows.
All of this is why series tend to go downhill. The first volume in any series leaves so much to the imagination. The map of the world is barely fleshed out, the characters' biographies are full of blank spots, the mechanics of the artifacts and the politics of the land are all just detailed enough that your mind automatically ascribes a level of detail to them, without knowing what that detail is.
This is the moment at which everything seems very clever, because your mind is just churning with all the different bits of elaborate lore that will fill in those lacunae and make them all fit together.
SPOILER ALERT: I'm about to give some spoilers for Furiosa.
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FURIOSA SPOILERS AHEAD!
Last night, we went to see Furiosa, the latest Mad Max movie, a prequel to 2015's Fury Road, which is one of the greatest movies ever made. Like most prequels, Furiosa functions as a lore-delivery vehicle, and as such, it's nowhere near as good as Fury Road.
Fury Road hints as so much worldbuilding. We learn about the three fortresses of the wasteland (the Citadel, the Bullet Farm, and Gastown) but we only see one (The Citadel). We learn that these three cities have a symbiotic relationship with one another, defined by a complex politics that is just barely stable. We meet Furiosa herself, and learn something of her biography â that she had been stolen from the Green Place, that she had suffered an arm amputation.
All of this is left for us to fill in, and for a decade, my hindbrain has been chewing on all of that, coming up with cool ways it could all fit together. I yearned to know the "real" explanation, but it was always unlikely that this real explanation would be as enjoyable as my own partial, ever-unfinished headcanon.
Furiosa is a great movie, but its worst parts are the canonical lore it settles. Partly, that's because some of that lore is just stupid. Why is the Bullet Farm an open-pit mine? I mean, it's visually amazing, but what does that have to do with making bullets? Sometimes, it's because the lore is banal â the solarpunk Green Place is a million times less cool than I had imagined it. Sometimes, it's because the lore is banal and stupid: the scenes where Furiosa's arm is crushed, then severed, then replaced, are both rushed and quasi-miraculous:
https://www.themarysue.com/how-does-furiosa-lose-her-arm/
But even if the lore had been good â not stupid, not banal â the best they could have hoped for was for the lore to be tidy. If it were surprising, it would seem contrived. A story whose loose ends have been tidily snipped away seems like it would be immensely satisfying, but it's not satisfying â it's just resolved. Like the band performing every encore you demand, until you no longer want to hear the band anymore â the feeling as you leave the hall isn't satisfaction, it's exhaustion.
So long as some key question remains unresolved, you're still wanting more. So long as the map has blank spots, your hindbrain will impute clever and exciting mysteries, tantalyzingly teetering on the edge of explicability, to the story.
Lore is always better as something to anticipate than it is to receive. The fans demand lore, but it should be doled out sparingly. Always leave 'em wanting more.
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/05/27/cmon-do-it-again/#better_to_remain_silent_and_be_thought_a_fool_than_to_speak_and_remove_all_doubt
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maya angelou saying the funniest thing anyone has ever said about editing, which i can never let myself forget EVER AGAIN [x]
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One massive, legitimate way to improve as a writer or artist or in any creative endeavor really, is to become absolutely obsessed with something and to allow yourself to be weird about it. Genuinely mean this btw.
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I am going to take a deep breath and just remind you:
Writing is messy, even for the best authors. It's supposed to feel a little uncomfortable, exhilarating, freeing, natural, and terrifying.
It's supposed to inspire you and feel like a too-heavy backpack.
Sometimes, you're going to love being a writer and sometimes, you'll feel so disconnected, you'll wonder if you were ever a writer to begin with.
Give yourself room to make mistakes and hate your work and return to it with renewed confidence that yes, you will get 1% better next time.
It's what we're all going through. Let's speed up the growing process a little by accepting the entirety of it.
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