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deception-united · 5 months
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Writing Tips Master Post
Character writing/development:
Character Arcs
Making Character Profiles
Character Development
Comic Relief Arc
Internal Conflict
Character Voices
Creating Distinct Characters
Suicidal Urges/Martyr Complex
Creating Likeable Characters
Writing Strong Female Characters
Writing POC Characters
Building Tension
Plot devices/development:
Intrigue in Storytelling
Enemies to Lovers
Alternatives to Killing Characters
Worldbuilding
Misdirection
Consider Before Killing Characters
Foreshadowing
Narrative:
Emphasising the Stakes
Avoid Info-Dumping
Writing Without Dialogue
1st vs. 2nd vs. 3rd Perspective
Fight Scenes (+ More)
Transitions
Pacing
Writing Prologues
Dialogue Tips
Writing War
Writing Cheating
Worldbuilding:
Worldbuilding: Questions to Consider
Creating Laws/Rules in Fantasy Worlds
Book writing:
Connected vs. Stand-Alone Series
A & B Stories
Writer resources:
Writing YouTube Channels, Podcasts, & Blogs
Online Writing Resources
Outlining/Writing/Editing Software
Writer help:
Losing Passion/Burnout
Overcoming Writer's Block
Fantasy terms:
How To Name Fantasy Races (Step-by-Step)
Naming Elemental Races
Naming Fire-Related Races
How To Name Fantasy Places
Ask games:
Character Ask Game #1
Character Ask Game #2
Character Ask Game #3
Miscellaneous:
1000 Follower Post
2000 Follower Poll
Writing Fantasy
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imastoryteller · 3 months
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20 Plot Twist Ideas That Will Shock Your Audience
One of the most effective tools in a storyteller's arsenal is the plot twist. A well-executed plot twist can leave your audience reeling, questioning everything they thought they knew about your story. It can turn a good story into a great one, leaving a lasting impact on your readers or viewers. In this post, we'll explore 20 plot twist ideas that will shock your audience and elevate your storytelling game to new heights.
1. The Unlikely Hero:
Turn the tables by revealing an unexpected character as the true hero. This can be someone seemingly insignificant or even an antagonist who redeems themselves at a crucial moment.
2. The Double Agent:
Introduce a character who initially appears loyal to the protagonist but is secretly working against them, only to later reveal their true intentions.
3. The Long-Lost Sibling:
Uncover a secret sibling, separated from the main character in their early years, and use their sudden appearance to shift the narrative.
4. Time Travel Paradox:
Play with time travel to create a paradox that forces the characters to confront alternate timelines or unforeseen consequences of their actions.
5. The Mastermind:
The story's villain is revealed to be a puppet in a larger scheme, controlled by a mastermind who has been operating behind the scenes.
6. The Supernatural Twist:
Introduce a supernatural element, like ghosts or mythical creatures, that the characters and audience believed were mere myths.
7. The Doppelgänger:
A character's doppelgänger appears, causing confusion and chaos as they try to determine who is the real one.
8. The Reversal of Roles:
Switch the roles of the protagonist and antagonist halfway through the story, making the audience question their allegiances.
9. The Untouchable Hero:
Create a seemingly invincible hero who unexpectedly meets their match, forcing them to reevaluate their abilities and tactics.
10. The Forgotten Past:
Unearth a character's forgotten or repressed memories, leading to a shocking revelation about their true identity or past actions.
11. The Betrayal Within:
One of the protagonist's closest allies betrays them, throwing their entire mission into disarray.
12. The Hidden Identity:
A character is not who they claim to be, and their true identity is revealed, impacting the story's direction.
13. The Inception Twist:
Blur the lines between reality and illusion, leaving the audience guessing what's real and what's a dream or illusion.
14. The Time Loop:
Trap your characters in a time loop where they're forced to relive the same events repeatedly until they can break free.
15. The Shapeshifter:
Introduce a character with the ability to change their appearance, creating doubt and suspicion within the group.
16. The Truth About the Mentor:
The mentor figure, who initially seems wise and benevolent, is unveiled as the story's true antagonist.
17. The Lost Artifact:
The much sought-after artifact or treasure turns out to be a fake, and the real item is something entirely unexpected.
18. The Pseudo-Death:
Fake a character's death to shock the audience and later reveal they were alive all along.
19. The Prophecy Reversed:
Subvert the traditional hero's journey by defying a prophesized destiny and taking the story in a different direction.
20. The Unreliable Narrator:
Reveal that the narrator has been lying or misrepresenting events, casting doubt on the entire story's accuracy.
Conclusion:
These 20 plot twist ideas are just the beginning, and by incorporating them into your narratives, you can leave your audience stunned, shocked, and eager for more. Remember that the key to a successful plot twist lies in its execution, so take your time and craft a twist that seamlessly integrates into your story, making it an unforgettable experience for your readers or viewers.
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Writing Notes: The Shape of Story
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by Christina Wodtke 
Start with Conflicted Characters
The character needs a goal, a motivation and a conflict.
The goal can be alien to your audience,
but the motivation must be shared by them, and
the conflict creates struggles that increase engagement.
Paint a Picture
Details transport you into the story.
The world disappears and you have a story play in your head.
Even though there are no literal pictures.
But be careful—Too many details and the story gets bogged down.
Make the Protagonist Suffer
“Be a Sadist. No matter how sweet and innocent your leading characters, make awful things happen to them - in order that the reader may see what they are made of.” (Kurt Vonnegut, How to Write a Great Story)
And when it can’t get any worse, make it worse before it gets better
The two key moments that create the peak of excitement in a story is the darkness before the dawn, and the dawn. 
The climax is the moment when the protagonist is either rescued or rescues themself.
In older tales, we saw a lot of Deux ex Machina (the hand of god) rescuing the hero. A hero could be rescued by luck, a partner, another hero…but modern audiences strongly prefer stories where the protagonist helps themself.
Resolution is Boring, Keep it Short
Interest grows with every additional conflict, but once the hero figures out the solution, our fascination collapses.
Don’t natter on while the audience’s mind is drifting.
Also Consider:
You need a good inciting incident to move your protagonist to action.
A setting is more than a place, it’s a situation and a moment in time. A vivid place has details.
Modern audiences prefer “return home changed” to “return home the same.”
EXAMPLES: ARCHETYPAL PLOTS ALONG THE ARC
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Boy Meets Girl
Internal conflict is always satisfactory (e.g., she believes love interferes with his career, he believes love interferes with his beer.)
The crises usually revolves around betrayal — lying, cheating — and the climax shows it was a misunderstanding or we get atonement.
The struggle is always about them being separated.
The resolution is about binding them more tightly together than ever.
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The Quest
You seek things, and find yourself.
Return home changed and don’t pass go.
Common elements include companions, a mentor, great losses and extreme character arcs.
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The Underdog
Even though they do not have a shot in hell, the underdog wants something. They want it so bad.
Common elements include an enemy who blocks their path, and a coach who helps them forward.
In this case, they do not return home changed but rather move into a new life that fits their changed self.
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Coming of Age
Naive person has the world teaches them a hard lesson, and they become a better person for it.
Struggle revolve around life sucking and then sucking more.
The hero grows and becomes better because of it, and via new understandings becomes competent.
In some tragedies, the world breaks them.
They can return home changed, but more often they move to a new life they have earned.
More Examples. Justice & Pursuit:
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Weaving Multiple Plots:
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Weaving multiple plots together to make subplots can further increase tension.
Multiple plots woven together makes the whole story not only unique but very compelling.
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crtastrophe · 3 months
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Kidpix commission for @facelessoldgargoyle! (character belongs to me)
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novlr · 1 year
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Three tricks to avoid plot armour
Plot armour can be difficult to avoid. We get so attached to our characters that hurting them in any way feels like a betrayal.
But plot armour is detrimental to any good narrative. Having your characters avoid harm, whether that be emotional or physical, means that there aren't any stakes. And without stakes, it's difficult for readers to invest.
There are three simple things you can use to avoid plot armour:
🔵 Injury 🔵 Sacrifice 🔵 Consequence
In every conflict, make sure the resolution contains at least one of these things.
If you don't want to injure your characters, make sure that they sacrifice something, whether that be someone, or an object. If they don't sacrifice anything, make sure there is a consequence. That consequence can be a loss, an emotional wound, or simply a blow to their reputation. The important thing is that your character doesn't remain unscathed by their experience, and they walk out somehow changed.
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em-dash-press · 1 year
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The 5 Most Essential Turning Points in a Character’s Arc
You spend so much time creating a character because you want them to feel real. You want to connect with them and use them to create an experience for your readers. Their character arc is how that happens.
Don’t miss out on these essential turning points that make an arc feel not only whole, but complete.
1. The Inciting Incident
Your inciting incident gets your plot moving. It isn’t going to be the first sentence of your story (also called your hook), although it could be if you crafted your first sentence for that purpose.
An inciting incident is a plot event that guides your character in a new direction. It’s the successful prison break, the meeting of instant rivals, or the moment your protagonist wins the lottery in your first chapter.
Without the inciting incident, your protagonist’s life would carry on as usual. They wouldn’t start the arc that makes them an interesting person for the reader to stick with throughout your story.
2. Introducing the Protagonist’s Main Flaw
Every protagonist needs a primary flaw. Ideally, they’ll have more than one. People aren’t perfect and they rarely get close enough to only have one negative characteristic. Protagonists need that same level of humanity for readers to connect with them.
There are many potential flaws you could consider, but the primarily flaw must be the foundation for your character’s arc. It might even be the catalyst for the story’s peak.
Imagine a hero archetype. They’re great and well-intended, but they have a problem with boasting. Their arc features scenes where they learn to overcome their need to brag about themselves, but they get drunk and boast in a bar right before the story’s peak. The antagonist’s best friend hears this because they’re at the same bar, so they report the hero’s comment to the main villain. It thwarts the hero’s efforts and makes the climax more dramatic.
Other potential flaws to consider:
Arrogance
Pride
Fear
Anxiety
Carelessness
Dishonesty
Immaturity
3. Their First Failure
Everyone will fail at a goal eventually. Your protagonist should too. Their first failure could be big or small, but it helps define them. They either choose to continue pursuing that goal, they change their goal, or their worldview shatters.
Readers like watching a protagonist reshape their identity when they lose sight of what they wnat. They also like watching characters double down and pursue something harder. Failure is a necessary catalyst for making this happen during a character’s arc.
4. Their Rock Bottom
Most stories have a protagonist that hits their rock bottom. It could be when their antagonist defeats them or lose what matters most. There are numerous ways to write a rock-bottom moment. Yours will depend on what your character wants and what your story’s theme is.
If you forget to include a rock-bottom moment, the reader might feel like the protagonist never faced any real stakes. They had nothing to lose so their arc feels less realistic.
Rock bottoms don’t always mean earth-shattering consequences either. It might be the moment when your protagonist feels hopeless while taking an exam or recognizes that they just don’t know what to do. Either way, they’ll come to grips with losing something (hope, direction, or otherwise) and the reader will connect with that.
5. What the Protagonist Accepts
Protagonists have to accept the end of their arc. They return home from their hero’s journey to live in a life they accept as better than before. They find peace with their new fate due to their new community they found or skills they aquired.
Your protagonist may also accept a call to action. They return home from their journey only to find out that their antagonist inspired a new villain and the protagonist has to find the strength to overcome a new adversary. This typically leads into a second installment or sequel.
Accepting the end of their arc helps close the story for the reader. A protagonist who decides their arc wasn’t worth it makes the reader disgruntled with the story overall. There has to be a resolution, which means accepting whatever the protagonist’s life ended up as—or the next goal/challenge they’ll chase.
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Hopefully these points make character arcs feel more manageable for you. Defining each point might feel like naming your instincts, but it makes character creation and plotting easier.
Want more creative writing tips and tricks? I have plenty of other fun stuff on my website, including posts like Traits Every Protagonist Needs and Tips for Writing Subplots.
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The Five Types of Readers That Read Your Fantasy Book (For Writers)
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As a fantasy writer, understanding your target audience is crucial for the success of your book. Knowing the different types of readers who are drawn to the genre can help you tailor your writing to their preferences and create a more engaging experience. In this blog post, I'll help you explore the five types of readers that are likely to read your fantasy book and provide insights into their characteristics and expectations.
The Escapist Reader
The first type of reader is the Escapist. These readers are looking for a break from reality and crave immersion in a rich and imaginative world. They are drawn to epic quests, magical creatures, and fantastical settings. As a writer, you can capture their attention by crafting a vivid and detailed world, filled with intricate plotlines and larger-than-life characters. Engaging their sense of wonder and providing an escape from their everyday lives will keep them hooked from the first page to the last.
The World-Builder
The next type of reader is the World-Builder. These readers are fascinated by the intricacies of world-building and the lore that shapes the fantasy realm. They enjoy exploring the history, mythology, and geography of the fictional world you create. To captivate these readers, focus on developing a well-constructed and cohesive world that feels authentic and believable. Pay attention to the small details, establish consistent rules of magic, and provide glimpses into the rich tapestry of your universe.
The Character-Driven Reader
Another important type of reader is the Character-Driven reader. These readers are emotionally invested in the journeys and growth of the characters they encounter. They want to experience the highs and lows alongside the protagonists, forming deep connections with them. To engage these readers, focus on creating well-rounded and relatable characters with compelling arcs. Develop their motivations, flaws, and relationships to evoke empathy and resonate with your audience on a personal level.
The Plot-Oriented Reader
The fourth type of reader is the Plot-Oriented reader. These readers are primarily interested in the twists, turns, and surprises that unfold throughout the story. They enjoy intricate and well-paced plots that keep them guessing. As a writer, you can capture their attention by crafting a narrative with unexpected twists, clever foreshadowing, and satisfying resolutions. Keep the suspense high and deliver a satisfying payoff to keep these readers engaged and coming back for more.
The Theme-Seeker
The final type of reader is the Theme-Seeker. These readers are drawn to the deeper meanings and messages embedded within a story. They enjoy exploring philosophical, moral, or social themes that resonate with them on a personal level. As a writer, you can captivate these readers by weaving thought-provoking themes into your narrative. Explore complex issues, challenge societal norms, and offer unique perspectives to stimulate their intellect and leave a lasting impact.
Conclusion
Understanding the different types of readers that are drawn to your fantasy book can help you tailor your writing to their preferences and create a more immersive experience. Whether you are capturing the attention of Escapist readers, captivating the World-Builders with your intricate lore, evoking emotions in Character-Driven readers, surprising Plot-Oriented readers, or stimulating the intellect of Theme-Seekers, knowing your audience is key. By crafting a story that resonates with these reader types, you increase your chances of creating a loyal fan base and achieving success as a fantasy writer.
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Blow your readers mind. Happy writing!
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justplaggin · 7 months
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teruko ◈ chuuya ◈ akutagawa ◈ dazai <- 🆕️
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writers-potion · 4 months
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𝐖𝐫𝐢𝐭𝐢𝐧𝐠 𝐁𝐚𝐭𝐭𝐥𝐞𝐬 𝐀𝐭 𝐒𝐞𝐚
The Aims of Nautical Fights
Sink the other ship
Methods: ram, set on fire, blow a hole in the hull
Typical Contexts: out-and-out warfare, especially in the ancient Mediterranean
Advantages: fast, no person-to-person fighting
Drawbacks: getting close eough to the other ship exposes own ship, mass murder of the crew, no chance to get their cargo and provisions.
2. Plunder the Other Ship
Methods: disable the ship - damage mast/oars and other methods of propulsion - board the ship, get cargo and kill the crew - sink ship.
Typical Contexts: piracy, privateering
Advantges: valuable cargo sold for profit, much-needed drinking water and food sustain own crew for a while longer, selected captives can be ransomed or sold as slaves.
Drawbacks: dangerous, need to get close enought to gain access to the ship, crew unlikely to surrender, ferocious combat which poses significant risk to own men.
3. Capture the Other Ship
Methods: Capture ship while causing minimal damage and keeping the crew alove - put own officers in charge - add enemy ship to own fleet or collect prize money from the government (the ship will get a new flad, renamed and refitted)
Typical contexts: 18th-19th C Europe (Regency period inclusive)
Advantages: minimal losses of life, humane, gaining a ship
Drawbacks: difficult to capture a ship iwhtou firs samaging it captains may take foolish risks in the hope of prize money, captive crew needs feeding, captive crew may munity.
Weapons
The ship's weapons:-
a ram at the bow - for driving into the hull of another ship. There's the danger of going down together if the ram gets stuck in the body of the other ship.
Artillery - hurling fire at enemy ships to bring them down.
Warships with carry canons.
The crew's weapons:-
Sailors will almost always carry multi-purposes knives which can turn quickly into weapons.
The swords used by marines were always slashing swords (for cutting, slashing, slicing, very sharp, with a lightly curving blade)
Cutlasses are most often associated with nautical combat.
Ship or Boat?
Consider the follow factors when differentiating between a ship and a boat:
the historical period (different periods have different definitions)
the vessel's size
vessel's weight (ships are heavier)
the purpose (fishing vessels, ferries and submarine are typically boats, regardless of size)
the number of masts (three or more masts is a ship)
the number of decks (with more than one deck, it's a ship)
the shape (flat bottom means its a boat)
where most activity takes place (if on deck - boat)
where the bessel travels (if on a river, probably a boat)
Avoid using the words "ship" and "boat interchangeably just to avoid repeating the same word. They are not synonyms!
Use words like vessel, ferry, schooner, the brigantine, cutter, crusier, etc.
Propulsion and Steering
A ship cannot stop, start, swerve and reverse rapidly like a car.
Wind power - high speed, enables long distances, doesn't require the vessel to carry fuel.
Can't move in the abscene of wind
Can't carry out speedy manoeuvres in a battle.
Felling the mast will cripple the entire ship.
Oars (rowing) - allow for greater manoeuvrability, rapid direction changes, and relaively quick starts and stops.
Doesn't achieve great speed and isn't suitable for long distances.
Steam - creates speed, doesn't depend on wind.
Requires carry coal, which limits the amount of cargo that the ship can carry.
Vessels felled with oil or nuclear power can travel faster and vaster distances.
However, they still can't stop, start, swerve and reverse as quickly as a car.
Space
The deck of a ship/boat is a limited space where fighters can fall overboard, climb up a mast, jump down, or leap onto another deck.
It may be full of obstacles: the masts, coiled rops, possible clutter, crates and barrels of cargo and provisions.
There may be livestock, chickens in cages and goats tethered to the mast, intended to provide fresh meat on the long voyage.
Atmosphere
A sea battle will have interesting sounds like roaring canons, crashing masts, splintering wood, panicked chickens, waves crashing against the hull, the wind whipping the sails, the splashing of men overboard.
If you like my blog, buy me a coffee☕ and find me on instagram! 📸
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paranoia-art · 5 months
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°•°More Character Quirks°•°
➸ Uses their arms, or others arms as a pillow when sleeping.
➸ Sleeps with whitenoise
➸ Responds to everything with "I think" (Idky but like probably because they don't want to be the reason why someones life is ruined after giving them advice. "I said I think! I didn't mean for you to actually do it")
➸ Has to read a block of text twice or three times because they didn't pick up the information on the first read.
➸ Twirls their rings on their fingers.
➸ Clutches on to their necklace when excited, scared, mad, sad, etc. (The necklace could be something someone important gave them)
➸ Window shops ONLINE, BUT DOESNT BUY ANYTHING.
➸ Over explains things (This can make their lies more believable since they when you lie you over explain lots of details.)
Follow @paranoia-art for more!
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agronzky · 8 months
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⠀⠀⠀𝐃𝐈𝐅𝐅𝐄𝐑𝐄𝐍𝐓 𝐎𝐔𝐓𝐈𝐍𝐆𝐒 & 𝐓𝐑𝐈𝐏𝐒 𝐓𝐎 𝐔𝐒𝐄 𝐈𝐍 𝐑𝐏. ♡
under the cut you'll find a list of 56 diverse outings and trips to use in starters or replies withing plots. this can be used to bring new cenarious to plots, starters and rps, helping to differ threads and put characters in new experiences.
Walking in nature
A bicycle ride
Visit to an art museum
Historical city tour
Boat trip on the river/lake
Mountain trail hike
Visit to a botanical garden
Picnic in the park
Bird watching
Gastronomic tour of the city
Hot air balloon ride
Cave exploration
Visit to a zoo or aquarium
Shopping itinerary in local stores
Winery tour
Panoramic train ride
Visit to historical sites
Trip to a neighboring city
Kayak/canoe trip
Tour of movie locations
Drive-in cinea
Walk on a beach
Visit local fairs and markets
Photo expedition
Horseback riding
Visit to an astronomical observatory
Urban art trail tour
Excursion to a theme park
Traditional cooking class
Helicopter ride
Camping trip
Visit to a cultural festival
Tour of haunted places
Surf lesson or other water sport
Motorcycle ride
Exploring historical ruins
Regional dance class
Treasure hunt tour
Tour of panoramic viewpoints
Rollerblading or skateboarding
Day at an amusement park
Visit to a nature reserve
Quad bike ride
Participation in a local marathon
Wildlife watching
Zip line ride
Tour of architectural monuments
Participation in a spiritual retreat
Sailing boat trip
Motorcycle ride
Visit to a contemporary art exhibition
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deception-united · 6 months
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Let's talk about pacing.
Pacing is crucial to consider in plot development. It refers to the speed at which events unfold in your story.
It's important to vary the pacing to keep readers engaged. By effectively managing it throughout, you can maintain reader interest, build tension, and create an overall compelling narrative.
Fast-paced scenes: Use quick, action-packed scenes during moments of high tension, such as intense action sequences or pivotal plot points. Short sentences and rapid-fire dialogue can help create a sense of urgency and keep readers on the edge of their seats.
Slow-paced scenes: Slow down the pacing during moments of introspection, character development, or when you want to build atmosphere. Take the time to delve into emotions, descriptions, and inner thoughts to deepen the reader's connection to the characters and world.
Transitions: Smoothly transition between fast-paced and slow-paced scenes to maintain momentum while allowing readers time to catch their breath and process information. (See here for more on how to effectively implement transitions!)
Avoid prolonged lulls: While it's essential to have slower moments for character development and world-building, be cautious of prolonged lulls in the story where nothing significant happens. Keep the plot moving forward, even during quieter scenes, by introducing new information, conflicts, or character dynamics.
Balance: have a balance between fast-paced and slow-paced scenes throughout your narrative to create a dynamic reading experience. Too much action without sufficient downtime can exhaust readers, while an excessive number of slow scenes may lead to boredom.
More writing help on my blog! ❤
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physalian · 8 months
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Plot Holes and How to Fill Them (Or, The Hidden Potential in Your Mistakes)
“But why didn’t they just do that earlier!”
“You can time travel – so time travel!”
“Doesn’t X have Y spell? Why aren’t they using it to escape?”
“You. Have. Telekinesis! How are you this stupid?”
Plot holes! The bane of every writer’s existence. You think you’ve polished your beautiful manuscript, you have it all sent out for the masses to consume and praise and shower with compliments and adoration… and then they start tugging at a thread that may or may not begin to unravel your entire story. You’ve read this thing top to bottom, forwards and backwards and upside down, so many times the letters are burned into your brain. You mumble your monologues in your sleep — how did you not see this? How do you fix this?
See this post about beginning the writing process that might help you avoid opening a plot hole entirely with a solid enough script and outline.
Types of Plot Holes
Your magic system’s established rules have just been broken for TeNSioN
Your Deus Ex Machina really did come out of nowhere and is quite out of character
Why doesn't Character just run away from a fight they can't win?
Characters forgetting they have superpowers, extreme intelligence, handy tools or weapons, survival skills, common sense, or crucial information to escape and/or solve a situation
Characters dying for the above mistakes when said death could have been avoided
The entire story could have been avoided had Character A just told Character B the truth
Character X should have known ___ all along given their profession/backstory/friend circle/education/personality
And variations of the above, I’m sure I’m missing a couple. Fixing plot holes generally come in two camps: Those you can fix by rewriting the existing manuscript that contains the hole, or those you have to work around from a previous manuscript that’s already been published.
Why Plot Holes Happen
Plot holes happen in reality. Expecting your first, second, or 15th draft to be completely foolproof is utter nonsense. Real people forget stuff they’re supposed to know all the time, tools that would be useful are left behind, GroupThink makes very bad decisions.
The difference is: You are writing fiction. Your goal is to be entertaining, not necessarily realistic. A character simply *forgetting* Macguffin X at the climax of the story does not make for an entertaining read, no matter how likely it might be to happen in the real world.
You’re making this entire world up as you go and that alone is an impressive feat millions of others can only dream about – cut yourself some slack, okay? Everything is fixable.
Plot holes also happen because we’re so engrossed in our own story that we forget it’s all made up. You’re 22 chapters into a 24 chapter novel and you’ve just realized your psychic hero would never have been caught unawares like this. “But that’s just how he is!”
No. Stop. That’s not just how he is. That’s just how you wrote him – and you can go back and un-write him. Any excuse you can dream up you can un-write, and unfortunately, you’ll likely have to do a fair bit of it if you still have the opportunity.
Plot holes generally open long after the inciting incident that causes them. If you’re going to fix it, duct-taping together a solution in that very same scene isn’t the way to do it. You have to figure out why it’s a hole at all, then go back and fix its foundations.
Finding Your Own Plot Holes
Sometimes you’re lucky enough to stumble upon them before it’s too late. A fair bit of the time, though, your audience has to tell you. Finding your own plot holes requires stepping back from your work and looking at it like you’re just a reader, not the author.
Read your plot out loud to yourself and keep asking questions like:
Does this make sense for the scene?
Does this only exist to look cool at the cost of logic?
Are these rules I wrote too easy to break or contradictory in any way?
Is there any other way for this character to escape this situation?
Is the only solution here too contrived?
That, and having an army of beta readers who should show you flaws you’ve overlooked. Even then, some things just aren’t obvious at all until someone too smart for their own good points out something no one else considered before.
It’s okay. It’s not the end of the world.
Filling Plot Holes
Fix your broken magic system
A “magic system” broadly describes any type of powers/abilities/supernatural entities that function in your world. They can be in high fantasy, urban fantasy, sci-fi, or any genre really. The Force is a magic system, as much as is bending in Last Airbender even if no one calls it “magic”.
For example: Force users are telekinetic… and yet don’t simply repeatedly spam the “chuck my enemies into a wall/off a cliff/anywhere that is away from me” button. It’s what you’d call a “soft” magic system, it doesn’t have explicit rules on how and when it can and should be used. It just *is*.
Fixing holes in your magic system first demands examining why you wrote it the way you did, why you gave it these specific rules, or why you didn’t, and all the ways characters should otherwise be able to use it when your story demands they get creative.
For soft magic systems — never let the magic system win the day. It invites far too much scrutiny. Gandalf from Lord of the Rings is a Wizard. He can do an undefined number of spells and has an unclear number of abilities and limit to his reach. Gandalf’s magic is never the saving grace of the Fellowship. So asking “why didn’t Gandalf just do X” isn’t ever a question people have because success never depends on Gandalf doing X.
Everyone hates on the time turner in Harry Potter, as they should. Time travel is essential to the plot of Prisoner of Azkaban, without it the heroes fail. And yet, because it is time travel, why it never existed earlier and why they never use it again to solve more massive plot problems is a valid question. As goes with many spells and abilities in the series.
For hard magic systems — remember that you wrote the rules, you can go back and change them at any time before it’s published. Bending in Last Airbender is rarely the focus of any conflict. Yes, two benders will fight each other, but it’s not “who’s the stronger bender,” it’s “who’s smarter with their element”. Who better uses their environment? Which one is racing against a clock before reinforcements arrive and overwhelm them? Which one runs the risk of exposing themselves if they start bending? Whose mental state is crippling their bending today?
These are all character-driven explanations for why certain abilities do or don’t manifest in a given scene… until the finale when it really is just a clash of red and blue aura lasers.
There is never a scene where a character is trapped when they shouldn’t be. Never a “why didn’t you just X” moment, because it’s never about the bending, it’s about the bender.
Turn plot-reasons into character-reasons
This means taking a “why don’t they just do X” and making the reason because one of the protagonists is morally against doing it, not because the hand of the author demands it.
In Last Airbender, Aang is vocally against simply killing the Fire Lord. It would be easier, it would risk far less casualties and carnage, it’s fastest. And yet. Aang doesn’t do it simply because he’s not strong enough or he doesn’t have some magical super weapon, or the stars have aligned and now he’s lost a very convenient ability – Aang doesn’t want to take the easy road because that’s who he is as a person.
He’s been raised as a monk to value the preservation of life above all else (ignoring any accidental casualties over the course of the series). Him being desperate to not simply kill Ozai is central to his character and even when he has the chance in the climax of the fight, he still doesn’t take it.
Now “why didn’t you do that earlier” does, still, concern the “energy bending” established out of nowhere just for the finale so Aang doesn’t have to compromise his morals to win… but the show is so damn good and Ozai’s just desserts so damn sweet it doesn’t really matter.
Making these plot decisions character decisions, so long as they are in-character, gives some juicy potential for schisms within Team Protagonist as fan favorites clash over ideals and morals and whether or not the greater good is worth them sacrificing something so central to their being.
This also applies to characters not sharing crucial information with each other. Make them distrustful of the others, or let them attempt it anyway and have some other consequence for the effort. Anything is better than a character sitting on valuable info simply to maintain the mystery.
Avoid Deus Ex Machinas
The “surprise reinforcement cavalry charge” is one of my favorite deus ex machinas in fantasy. Everybody cheers, it looks amazing, the music is swelling, our heroes on the battlefield realize they haven’t been forsaken by their friends, etc. In Lord of the Rings, yes, Theoden could have arrived 30 minutes earlier and saved even more lives, but we already knew he was on his way moving as fast as he could without exhausting his horses. Theoden’s army also took care of the bulk of the battle so when Aragorn arrives with the second surprise reinforcements, it’s less a decisive blow that comes out of nowhere and more the victory lap.
In “Battle of the Bastards,” Game of Thrones has its third surprise cavalry charge of the series, only this one much more explicitly comes to save the day. The difference between this scene and Theoden’s charge is: Audiences had no idea Littlefinger was on his way, and neither did Jon Snow. Had Sansa told him she had a plan, Jon could have waited. He wasn’t backed against a wall and forced to fight right then and there, he could have stalled an extra hour by just not showing up to the battlefield to wait for his cavalry. With Sansa inexplicably not telling him, she risked his life and the lives of his entire army because the hand of the writers wanted to keep it a surprise. Worst of all, when the battle is over, he compliments her decision, despite all the blood on her hands.
Surprise reinforcements, saviors, powers, and abilities always run the risk of “why didn’t they do that earlier” and you should be asking yourself the same question. If you can’t come up with an explanation other than “because it’ll look cool” go back to the drawing board.
Or, have your very own characters pissed that the savior didn’t just do that earlier. Have your characters ask where this special power was, have it mean something to them and the story at large. Had Jon been angry with Sansa, given their incredibly pyrrhic victory and the potentially avoidable death of their youngest brother, it might’ve made for some interesting character drama.
Give your saving graces deadly costs
“Why didn’t they just do X earlier?”
“Because doing X would have killed Character D, dummy.”
Giving your super special magic, mutant, super, or supernatural powers costs, drawbacks, and limitations forces the characters who use them to not resort to them every single chance they get. Their magic drains their physical stamina, or the demon they made a deal with camping in their brain threatens to overtake their psyche, or the sword is cursed and every time the hero raises it in battle, they lose a little piece of themselves. Or, using this creepy power strains their relationship with their friends or community.
Without risk and consequences, you cannot avoid “why didn’t they do that earlier,” because the only answer you have to give is “because I, the author, said so.” The only time a character is allowed to have selective amnesia about their superpowers is if it’s been established beforehand as a potential problem. Then it’s not “this came out of nowhere.” Then your audience is dreading the entire time waiting for that chekhov’s gun to fire.
Don’t compromise your story for sensationalism
I can complain about ~subverting expectations~ in another post, but what I mean here is this: Are you writing this scene purely for shock value, for the sake of a twist, because a story this grim demands at least one character death, or because it’s going to look epic?
In this post about pacing and this post about how to write tone, I talked about making your scenes pull double duty. You can write a scene for shock and awe, but if it’s at the expense of a character’s integrity or intelligence, come up with another way to make it spectacular.
You want the villain to monologue to give the heroes time to save the world? Then write a villain with an ego and personality that would monologue. You want the hero to be a one-man-army? Then write their personality as the lone wolf type and have it be a flaw of theirs that they keep striking out alone, consequences be damned.
You absolutely need the hero to not take the easy road and fight the bad guy without using their most effective weapon? Give them a reason to stall this fight. Maybe they really do need to simply run out a clock, or they don’t actually want to kill/subdue their opponent, or in doing so, the villain’s death is what causes the Bad Thing to happen.
If I write a character that can kill with just a look, every time I put them in a dangerous situation I need to then justify why they don’t do that over and over again, unless it’s by their own stubborn integrity that they choose not to.
If I write a villainous plan so devious and well thought out, the only thing standing in the way is living protagonists? I need a reason the villain doesn’t just murder the heroes every chance they get. Maybe they’re internally struggling over actually going through with it, or their ego demands the hero doesn’t get a quick or honorless death, or they do actually need a living hero for the plan to work.
Fixing Plot Holes in Sequels
All of the above is advice for issues within the same manuscript. What happens if you’ve already published and have the chance to address a known plot hole in the sequel?
About the worst thing you can do is slap in a throwaway line or hasty explanation to cover your ass. Everyone reading and watching will notice. Saying nothing is better than saying that.
See the duct-tape in Rise of Skywalker when the heroes explained that they couldn't just hypersspace-jump another ship into the enemy fleet because it worked so horribly effectively last time. Doesn't matter that they could have put it on autopilot or sacrificed a droid, or that, at any point in the history of Star Wars, someone else could have and should have done this desperate maneuver. For the sake of "looking cool" it opened an entire sinkhole.
Less a “hole” and more an inconsistency — the pegasus Blackjack in Percy Jackson is explicitly a mare, a female horse, in one book, and then inexplicably male in later books. Why? Well the author made a mistake, simple as that. He did *not* attempt to explain this error away or dig the hole deeper. It just is. Though I’m not sure why Blackjack couldn’t just stay a mare and how he didn’t reference the previous book when writing the sequel is a bit baffling.
If your heroes can no longer use the Deus Ex Machina they used before – have them attempt to use it, and then come up with a solid reason why it’s not possible. Maybe it was one-time use, or the savior simply doesn’t want to, or the cost/risk is too high to attempt it again, or it simply can’t be found and it’s very frustrating.
Have the heroes be morally opposed to doing what they did before, or overconfident, or skeptical that it will even work again only for that choice to bite them in the ass later. Have the magic item all used up, the recipe to recreate it lost to history. There’s a hundred better excuses than the hand of the author simply saying so.
If you aren’t going to write a sequel and you accept living with the plot hole unfilled… chances are people are going to love the story despite its flaws. Harry Potter is the poster child of “why didn’t they use X spell to solve the problem” or “they have a spell for X, yet they don’t have a spell for Y?” and how many people love that story?
In the end, a plot hole can be tiny or massive and chances are the story you told is entertaining enough to make up for it. It’s just a story, it’s just fiction. Learn from your mistakes so the next piece you create is even better.
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Writing References: Plot
Basics: Plot Structure & Narrative Arcs
Basics: Plot & Other Elements of Creative Writing
Plot Methods: Save the Cat! ⚜ The Story Circle
Plot Development: The Transformation Test
Plot Twists ⚜ Types of Plot Twists ⚜ Subplots
Ten Story Genres ⚜ Elements of the 10 Story Genres
The Shape of Story ⚜ The Shapes of Stories by Kurt Vonnegut
Tips
From Margaret Atwood
From Rick Riordan
Editing
Chapter Maps
Plot Holes & Other Structural Issues
Self-Editing
For Inspiration
Character & Literary Tropes
Ways to Generate an Idea
Writing References: Character Development ⚜ World-building
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How to come up with a story based on vibes that (probably) doesn't suck aka how to come up with a plot
First, identify the vibes. Maybe you already know. If so, great! If not, well that's what I'm here for. What are books/movies/shows that have what you're trying to achieve? A song or an image? Come up with a list of as many things.
YAY now you know what vibes you want.  
Then you are going to make a list about the things (or your favorites if you have too many).  Look at themes, characters, genres, settings, style, etc.  If you have no idea where to start, pull up their wikipedia pages and read them.  Anything similar WRITE IT DOWN (you will forget, don’t lie).
Take that list and find your favorite/most common things.  These will be what gives you your vibe.  
Take this list and invent a little guy who lives in this list.  YAY now you have a character.  What does this guy want?
It wants to live.
Now look at me.  No.  Look at me in the eyes.  Stare into my soul.  
You’re gonna let him live.  
Use your vibe list to create a little world.  Do you mostly like horror/mystery?  BAM this guy lives in a horror/mystery.   Do you mostly like historical fiction? BAM this guy lives in the past.  Do you like dystopian things? BAM this guy lives in a dystopian world.  Do this with whatever genre you want.
Now what does this guy in this world want most?
And how are you going to do everything in your power to stop him?
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novlr · 3 months
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How do you come up with a theme for a story?
Your story theme is the beating heart of any narrative, and it's what will give your story staying power with readers. We've got a full breakdown of how to come up with a theme in the Reading Room today (see the link at the bottom), but here's a quick rundown of ways you can approach your writing to develop your theme.
Start with character conflict
Examine the central conflict faced by your protagonist.
Consider external and internal conflicts.
Revisit the Goal, Motivation, Conflict (GMC) formula for character development.
Explore universal themes
Consider themes that speak to fundamental aspects of the human experience (e.g., love, death, coming of age, good vs. evil, justice).
Analyse classic literature and modern stories to see how these themes are used effectively.
Consider genre-specific themes
Look for themes specific to your story's genre, setting, or subject (i.e. love for romance novels, the consequence of technological advancement for science fiction).
Identify themes relevant to your story's genre and setting to create a more cohesive narrative.
Draw from personal experience
Reflect on your personal beliefs, values, and experiences.
Use personal insights as inspiration for your story's theme.
Explore lessons learned, challenges faced, and moments that have shaped who you are.
Brainstorming techniques
Free writing: Write without stopping to uncover underlying themes in your subconscious.
Mind mapping: Create a visual representation of your ideas and their connections.
Discuss ideas with fellow writers or writing groups for collaboration and feedback.
Align your theme with the plot and characters
Ensure your theme is interwoven with your plot and characters.
Identify key moments or turning points where your theme can be most powerfully expressed.
Regularly check for consistency throughout the narrative.
Editing for theme
Review your draft as a reader to see if the theme comes through clearly.
Use beta readers to gain fresh perspectives on how effectively your theme is conveyed.
Refine and polish your theme based on feedback.
Check out the full post below!
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