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#still no real cohesive plot! just relationships to each other and vague events
sunquail · 5 years
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it’s my boy synia! I still love and think about my ocs a lot. he’s had a few design elements tweaked but mostly he’s the same (but comparing him to when I first drew him 6 years ago is a trip lmao)
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fontasticcrablettes · 8 years
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Hey. I'm sorry to bother you, but I was wondering if you have any tips on how you usually get from the "broad idea" stage of a story to actually figuring out the events and how things go from point a to b to c? I get ideas all the time and I want to try actually writing some of them, but I always get stuck at actually going from "wouldn't this be cool" to "how does this plot actually go down as a story"...
Ok so this got pretty dang long because I am forever loquacious and suck at brevity.  And it’s 4am so excuse typos, lol.  And also, writing is very personal and everyone has different methods and things that work for them, so this isn’t like the One True Way to block out a story.  It’s just how I do things.  
Part One is about narrowing your broad idea and defining the shape of the story.
So, the most important things to keep in mind when trying to figure out how the story actually goes are A) Who are my characters? and B) What is the message?  
The first thing is characters.  Who are you characters and what do they want?  The very simplest plot outline is that you have a protagonist who wants something, and an antagonist who stands in the way of the character getting that thing.  
When you know what your characters want, and you know their personality, think about what they woud logically do to achieve that.  What is your main character trying to do? That’s your story.      
Second, the message.  Almost every story I write has a message.  The ones that don’t are some of the self-indulgent Goretober ones, or really quick fluffy ones.  These aren’t grand, life-changing messages or things I’m trying to change the world with, but just a basic theme.  I’m sure you’ve all learned about themes in your literature class so I’m sorry to turn this into school, but themes are important.  The theme defines the basic voice of the story.  It’s what it’s about.  For Want of a Nail is about evil twins and a serial killer, but it’s about how circumstances and environment can alter a personality and that goodness is a choice, not a trait.    
Knowing what your story is about helps to give it a cohesive shape.  When deciding what direction the plot should go, the overall theme gives you direction.  If you know your story is ultimate about “enforcing one’s justice”, you’ll choose your plot points based on “how does this contirbute to the idea of enforcing one’s justice?”.   Not every single thing, but enough to give it that structure.  Like, I knew For Want of a Nail was about choice, so I knew that the strongest ending would be giving Alter-Flynn a choice rather than just killing him.
It doesn’t have to be a positive moral, or even a clear message, though.  Still is about sanity and how fragile it can be - no message there, just exploring the concept.  As the Sparks Fly is about religion and faith, and 3 different conclusions are reached by the end.  Heck, at its core, Under the Ice was based around a song lyric from Into the Woods (”Sometimes people leave you/halfway through the woods.”)  If you’re stumped, focus in on what the most important aspect fo the story is (maybe it’s a relationship, maybe it’s a characters personal growth, maybe it’s an existential idea like death or lonliness).  Sometimes, a moral-style theme will naturally come through while you’re writing and you can pretend you’re a genius who thought of it.  
So when trying to narrow down your story from a broad idea, answer these questions: Who is my protagonist?  What do they want?  Who is standing in the way of them getting that?  What is this story ultimately about?
Once you know these things, you should have some structure to the story.  The trick thing now is to fill in all the blanks.  So Part 2 is about how to fill in all that empty space that appears once you have the vague shape of a story defined.   
I find it helpful to talk it over with someone.  Often, ideas will be stagnant until I start typing them out, and once it gets flowing it’s easier to keep that momentum going.  Explaining ideas to someone else is good for this, because it gives you an excuse to type it out, you’ll find yourself adding more details on the spot as you realize your friend is going to ask about that plothole, and depending on where you have the conversation, you’ll probably have a transcript of all your ideas to look back on.  It’s even better if the friend is also interested in the idea, and can throw ideas back at you.  A lot of my stories came to form through conversations with Daffy, Hoskky, Nurse Friend, or Lynx.  
And if you don’t have a friend to talk to, I seriously love talking about stories with people.  There are few things I enjoy more than plotting stories so I am 100% up to talk to anyone about their fic ideas. 
But other than just sitting down and throwing ideas around, here are some things I do.  I am a big history fan and I base a lot of my stories on history, either explicitly inspirationally.  Like, N’oubliez pas is clearly based on the French Revolution, but there are aspects of history in a lot of my stories.  For Want of a Nail was partly based on Jack the Ripper, for example.  So when I have a broad idea of something, I start doing research and read about similar scenarios in real life.  Like, right now I’m plotting a sequel to The Uninvited, so I’ve been watching documentaries and reading up on real-life victims of kidnap.    I’ve talked about this before when asked about research, but research and inspriation gathering is often the same.  Bits and pieces of real life get added to my list of “scenes that would be interesting.”  
I’ll look at other fiction, too.  Other stories with a similar premise.  What has already been done effectively, and why did it work?  How can I twist that in mine? I pick up plot elements from my older, abandoned ideas, too.  I often try to combine a bunch of rejected ideas into one big one, to get them all taken care of at once.  
Think about the characters.  Like I said in the beginning, think about what your characters want and what they would do to achieve that.  The antagonist has something they want, so they make a move to reach it.  Then the protagonist reacts to that and makes a move in response to them.  Then the protagonist makes a move toward what they want, and the antagonist reacts to them (try not to have your antagonist to all the proactive things; entirely reactive protagonists tend to be boring).  Plotting becomes a chain of figuring out what each character would do in reaction to the others, or independantly toward their goal.
The goal here is to create a list of scenes or plot points you want in your story.  These are all pieces of a jigsaw puzzle and now your task is to try to put them together.  Start listing the scenes in chronological order.  Look for connections between plot points, which things could lead to which other events.  If you have a good idea, don’t worry about whether you know how to get there yet.  Quite often, during the explaining to a friend stage, the conversation is like
Me: And then THIS happens!
Friend: But how?
Me: ¯\_(ツ)_/¯ Magic.  I’ll figure it out later.  
Jump around.  Throw in conclusions you want and trust that you’ll find the connection to get there eventually.  You might not, but don’t disregard it until you try.  Just start shuffling things around until the connect-the-dots start forming a cohesive picture.  I find I work better with pencil and paper at this stage, and draw lots of arrows and circles and squiggly lines to connect points and add notes.  The danger in this messy part of planning is you might change something near the beginning that makes what you planned for the end impossible, so stay aware of that and try to catch this issues before you start writing.  
And when you’re stumped and don’t know how to get from a to b, I don’t have anything to suggest but to lie face down on your bed and think.  I can’t really help you there; ultimately you’ve just gotta fish them from your brain.  If it’s a bland or dumb idea, just go with it for now and hopefully something more inspiring will come to you later.  At least you have the foundation down for now.  
Ok that’s all I can think of for now.  It’s really late so I hope my sleepy rambling made sense.  The best TL;DR I can give is that working out a story is like gradually whittling down a piece of wood and giving shape to the creation beneath.  It’s gonna be blobby and ill-formed for a while, and there will be mis-steps and bad ideas you’ll eventually drop, but just keep the core of the story you’re trying to find and the characters moving it in mind and chip away at it until it takes form.  
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purplelizardman · 6 years
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Writing Compelling Character Backstories
I often receive compliments on the character backstories that I write and the DM never skims my backstory. It wasn’t always this way: I used to just think of a cool character and write about it.
But then I’d get into the writing and before I knew it, I had multiple pages about this REALLY COOL character. 
The DM would skim it and none of the backstory would really come up, much to my disappointment.
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When you hand the DM your 4 page backstory.
Over time I developed a method to save myself from writing backstory that would go unread and, consequently, save the DM’s time.
A good backstory is:
Brief
Relevant
Connected
If you can write a backstory that does all of these you’ll be in good shape. 
Brief
“Brevity is the soul of wit.” -Shakespeare
People are busy: you and the DM. Be considerate of your time and the DM’s and don’t put a lot of extra detail into the backstory. Instead, crystallize it down into the essential points and let your character’s personality and backstory be revealed through roleplaying. 
Backstory gained at the table is worth 100 times backstory written on paper.
Reducing backstory down to its essentials also serves as the first gateway of quality: if your character backstory cannot be expressed in 3 short paragraphs or less, then your character concept is not well defined.
Don’t believe me? Let’s try a few examples:
One of the Maiar of Valinor, came to Middle Earth to oppose Sauron. Came to Middle Earth as part of the Istari, taking the guise of an old man in the hopes that the kings of Middle Earth would listen to his counsel. Bearer of Narya, the Ring of Fire.
Strained relationship with Saruman because of the gift of the Ring of Fire. On a quest to destroy the one ring and prevent the return of Sauron.
Refuses to be bound by any authority except the Valar who sent him to Middle Earth. Like Hobbits.
That was Gandalf right up until The Hobbit.
Let’s try another one:
Brother was kidnapped and tortured by gods who feared he would one day be their undoing. During the kidnapping, he received a scar from the War god, Aries. 
Was the youngest captain of Sparta’s armies. Received the (super cool) Blades of Chaos from Aries and became his champion, before Aries tricked him into killing his wife and daughter.
Now on a quest to redeem himself by killing the rampaging War god, Aries. Really likes breaking things and yelling a lot.
That was Kratos up until God of War 1.
The examples go on and on. If you cannot reduce the concept down to 3 short paragraphs, then you need to further define your concept.
This leads us to the second part of the method:
Relevant
Everything that appears in your backstory needs to be relevant. This means that it:
Ties the character to other characters, events, or places in the world. -OR-
Develops the characters ‘feel’ either via aesthetics (keep it minimal) or personality and disposition
That’s it. Describe where your character came from, an event or two of significance, their general disposition, and their motivation for adventuring. 
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Protip: It’s often helpful to your DM to provide a few ‘hooks’ on the side. A hook is something or someone that your character will pursue. No DM is offended if you hand them three hooks and say “Here’s three things my character REALLY wants and will leap for every time.”
This brings us to the last part of the method:
Connected
Tabletop RPGs are a social game: don’t have an anti-social backstory. Write in events and reasons for your PC to be connected to the others in the party.
DO NOT write a “lone wolf” backstory that gives your character nothing to care about and no reason to adventure with the group. While great roleplaying may allow such a character to develop at the table, that’s rarely how this backstory unfolds.
Instead the lone wolf often makes it difficult for the DM and other players to motivate their character, resulting in bogged down sessions and the character frequently being left out of decision making.
Instead, incorporate the other party members even if it’s just a brief sentence “Likes hobbits” “Values friends” “Unusually enthralled by warforged” etc…
Lastly, if your character is entering the game after level 1, make sure to tie in some motivation that is relevant to the current plot. This could be a reason to pursue the big bad evil guy, a desire or need to seek the plot McGuffin, or (if the others players are OK with it) even a close, personal relationship with one of the other Player Characters i.e. friend, cousin, sister, etc…
  Troubleshooting Tips
Writing is messy work and tabletop games can make it more messy. If you’re having trouble applying this method, here are some tips to make it easier:
What if I can’t write just 3 paragraphs?
Tabletop games are imaginative games and sometimes we can’t constrain our imagination to a mere 3 paragraphs. That’s OK!
When that happens, write your full story and keep it for yourself, think of it as the “Detailed Version” of the backstory that has the details you need if the DM or the other players ask for more information. Then take one sheet of paper and the Detailed Version: you’re going to use it to write a few things on that one sheet of paper:
Appearance – No more than 2 sentences describing your character’s appearance
Demeanor/Outlook/Personality – No more than 2 sentences describing  their personality and alignment
Backstory – No more than 6 sentences describing backstory
Adventure hooks/goals – Write 3 adventure hooks or character goals: things the DM can use to motivate your character
Relationships/contacts – Write 1-3 contacts or relationships that are important to your character. It could be another PC or it could be their mother, sister, best friend, teacher, etc…
If you are still stuck at this part, approach it kind of like writing a dating profile: keep it light, make it interesting. Save the detailed backstory for yourself and use it to build your own character knowledge.
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A sample 1 page backstory sheet (click for download)
When you are done, format your 1 page document so that it’s easy to read and hand it to the DM. No DM should consider it too much and most will be thankful to have all this information clearly described on one page.
What if I don’t know who I’m playing with or the major plot?
This is a common problem with new people joining a group or creating a new group. In this case, first work with your DM to discuss what a good character motivation would be, they will usually be able to give you a vague idea without giving away too much of the plot.
If you’re still having trouble, talk to another player and consider having your characters acquainted i.e. friends, cousins, adventured together before, went to wizard school together, etc… this can make it easier to build party cohesion and make character introductions flow smoother.
  A Real Play Example – Zan Zalladar the Insane Mystic
Below is an example of a backstory used in a real game. It was for a character being introduced into a higher level campaign. My previous character had been violently murdered and the party was in the far reaches of the arctic, meaning that the new character would have to come from one of the crew that was manning the expedition along with the PCs.
The character joined up right before the “planar exploration” phase of the game and I wanted a backstory that really reflected the heroic aspects of high-level play. While this is a bit on the longer side, it fit really well into the campaign and provided solid motivation for the character to stick with the party: he was a spy and the party was pursing leads straight to the doorsteps of the gods.
  Zan Zalladar was the oldest son of a wealthy merchant until his vessel met misfortune and sank during a long voyage. Seven years later, Zan emerged from a harbor in the human lands to find that his father had passed and his three younger brothers had taken control of the entire inheritance after presuming Zan to be dead. Eerily calm, Zan chose not to fight his brothers for the inheritance and, instead, enlisted in the navy. He has been serving on various ships ever since.
If you ask Zan Zalladar what happened during the seven years he was away, he will tell you that he was taken to the kingdom of the god of the ocean and there it was that Zan fell in love with his daughter. The god of the ocean did not think him worthy and so, to prove his worth, each day he was given a task to perform; each day Zan Zalladar completed his task and was allowed to stay another day. Love flourished between Zan and the goddess daughter of the ocean. However, no living mortal is allowed in the domain of a god for more than seven years and so at the end of those years Zan was sent back to the surface with the blessing of the ocean god and a promise of betrothal to his daughter should he ever return.
Zan knows there is only way to be reunited with his love: to become a god. Each day Zan works to prove himself, to grow and master and exceed himself. He will be reunited with his love or he will die trying.
  The DM really liked the backstory and ended up tying it one with one of the major antagonists of the campaign (an aboleth). The big reveal, worked out between myself and the GM as the character progressed, was that the character was actually insane and working for the Aboleth who he believed to be a god.
This is one of the longest backstories I’ve used in a long time, but it was worth it to capture the mythic feel as of our campaign. Practicing brevity is difficult and it takes time to master, but if you keep honing your writing skill you will save yourself and the DM a lot of time and unread backstory.
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    Writing Compelling Character Backstories was originally published on Friendly Neighborhood Lizard Man
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