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#writing stakes
writingwithfolklore · 1 month
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If it doesn’t impact the rest of the story, you didn’t raise the stakes
              I recently went back to a chapter at the midpoint of my novel and changed a huge detail of it because I thought it didn’t raise the stakes enough as it was. Because of this change, I had to go through every single scene and chapter beyond that point and edit it to fit in and make sense. It was annoying, but that’s how I knew I achieved what I wanted to.
              Raised stakes change everything about a story.
              If your characters can continue on as they were, then you didn’t really raise the stakes at all. This heightened pressure or danger has to be heightened enough that their lives as they know them are different now.
              Consider this: at the midpoint, you introduce a mutated form of a monster your characters have been facing that’s more deadly and intelligent than its predecessor. It’s a super scary scene, but after that, your characters go back to their safe house to talk over how best to kill it.
              Suddenly, this new monster doesn’t feel as much of a threat. It’s just another element of the same threat they’ve already been facing.
              To properly use this element as a way to raise the stakes, it should take away something the characters rely on—safety, allies, powers, etc. Something they can’t get back, and don’t get back for the rest of the story. They now have to adapt to new circumstances, and things will never be as easy for them again.
              So maybe instead, they flee to their safe house only to discover that it’s no longer safe—the monster is smart enough to get through their hidden entrance and corner them. Now they’re stuck out in the open, taking turns keeping watch and slowly deteriorating to sleeplessness and stress.
              That’s a delicious steak.
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tinyreviews · 1 year
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Writing Tips: Stakes
1. Understand Stakes:
Stakes represent what the hero can gain or lose by pursuing their goal.
2. Types of Stakes:
External Stakes: What the hero wants in the outside world.
Internal Stakes: What the hero desires emotionally. Usually, this involves relationships.
Philosophical Stakes: The clash of beliefs between the hero and antagonist. Usually, this is the most important stake.
3. Clarity at the Start:
From the beginning, it must be clear what is at stake for the hero.
4. Clarity at the End:
After the story's climax, it must be clear whether the hero gains or loses their philosophical stake.
5. Hero's Setbacks:
Before reaching the climax, the hero should face setbacks and challenges, culminating in their highest point of failure before they successfully obtain their stake.
6. The Reversal:
A reversal, a change in the character's dire circumstances, is essential to resolve a stake and provide a satisfying ending.
This is part of my Writing Tips series, where I put my writing notes out to this blog.
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thatsbelievable · 5 months
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wisteriasymphony · 5 days
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every time a tumblr post mlb rewrite mentions the fact that they're taking out marinette's 'obsessive stalker' characteristics an angel gets run over by a steamroller and fucking dies
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lainalit · 26 days
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You would think with the way in which Sjm fans argue against Sjm criticism by saying that they "just turn their brain off while reading her books" that she writes cute little contemporary romance books alà Ali Hazelwood and that the critics are just being pretentious when in reality she writes fantasy books in which there are always poorly done themes of oppression, mental health, DV, SA classism, racism, feminism, disabilities, lgbtq+ etc. in it
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humdrummoloch · 4 months
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Here's an exercise to apply to your story: pick any scene and build up its stakes.
Most scenes should have at least a tiny bit of tension. Not every scene has to drip with artificial melodrama, but if the audience doesn't see a good reason to care about what's happening, they probably won't.
Using this 3-part exercise I just made up, just with a few quick bullet lists, you can dissect that scene's stakes and make them mean something.
PART 1: THE TELLING
Take a moment to focus on the stakes in your scene. What's the worst that could happen? List them.
Here's the rule: if a stake is obvious, don't count it.
Wrong: "If he kills me, I die."
Wrong: "If the villain fails to get the artefact, he fails."
Wrong: "If I lose this match, I lose."
Sure, yeah. But what ELSE?
Correct: "If I die, there'll be no one to protect my family."
Correct: "If I don't get this magical artefact before the hero stops me, my plans to take over the world will be sabotaged."
Correct: "If I lose this match, I'll never make it to the championships and show the world what I can do."
The stronger these stakes are, the better (within reason). "So-and-so might die" isn't a compelling (as it could be) narrative stake even in stories where people do die.
Even in low-stakes stories, the characters care about those low stakes. If it's important to them that they impress that client or get that job, tell us WHY they care. Is it their lifelong dream, or the promise they made to their dying mother, or the job that'll take them away from a horrible living situation? Will failure embarrass them in front of their crush?
PART 2: THE SHOWING
Now you know what could go bad, let the audience feel it. Just take things that matter and tweak them so that they're tangible.
"If I don't join the fight, my friend might die!" -> Show us an enemy raising a sword about to strike their friend down if the character doesn't rush in to save them NOW.
"If I drop out, I'll be a bad daughter!" -> Show us her parents bragging about their kid's academic performance and telling her they're happy they have a good kid with a bright future instead of some "no-good delinquent."
"If I don't pay by next week the bank's gonna take our house!" -> Show us the character begging for just a few more days, show their reaction to overhearing someone talking about buying the house from the bank to bulldoze the property. Show what the house means to them and how they made it their home.
PART 3: THE HAPPENING
Remember, a bullet seems a whole lot deadlier when it doesn't literally miss every time. But it would be strange if every scifi involved the whole planet blowing up, right? Or if the main characters all died? So, you have to show us you're not kidding by employing a secret third thing. Here's the trick to this: divide up the stakes into pieces and make one of the pieces happen.
If the protag's team is in actual danger, just one of them can die. Maybe even someone "essential" -- the climax will be boosted from the team overcoming this setback, the story becoming more clutch and unpredictable to the audience.
A marriage on the rocks? Show that their previously happy kid is suddenly hiding things from them and failing in school.
The city in danger? Show us buildings being knocked over.
Hell, the protag themselves in danger? They've got a leg they might not be using.
If a stake can't be split down like this, it might be better to have the bulldozers show up at the house during the climax. Maybe even let the house fall.
After this exercise, your scene should now feel a whole lot more weighty, whether it's a job application or a final battle to the death. Again, not every scene needs tension and it can go too far and become silly, but I hope this exercise helps you the way it helps me.
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cuubism · 5 months
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(from some unfinished scene that was bouncing around in my head, the premise of which was, "confessing your darkest fantasies to each other") bit nsfw, needless to say
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"God, I had this one--" Hob scrubs a hand through his hair, torn between embarrassment and a buried longing that's still very real-- "after I met you in 1689. This recurring dream that you would just... take me with you."
"With me," Dream says.
"To faerie land, or wherever it was you came from, as I imagined it. You must've lived in some fantastical place, I thought, and life was hardly treating me well then. Would just be for a few months, mind," he adds, before Dream starts getting the idea that he hadn't wanted to live. Hob had always wanted to live. He just needed a break. "A year, maybe. But just... that you would..." he ducks his head, "take care of me. God, the things I'd do then for a loaf of bread, or a warm bed. Things I did do, for lesser men. Would do lot more for you."
"Like what?" asks Dream. His voice is... considering.
Surely Dream, being, well, Dream, won't find it strange? Hell, he's so damn princely, he'll probably just be vain about it. Still Hob takes a steeling gulp of his wine. "Anything you wanted. You were the only one that was kind to me then."
"Barely kind," says Dream.
"Still. When I was really deep in it I-- I used to imagine you'd just keep me there. Like a pet." It should be more embarrassing to admit, but Dream doesn't seem judgmental. And Hob has often found that confessing deep feelings to him is easier than it would be to any other person. "Figured I was just a curiosity to you anyway. In exchange for your kindness I'd have done anything. Knelt at your feet. Let you use me. Kept your cock warm while you conducted your-- your magical affairs of state, or what have you, God I could only imagine what you did with the rest of your time." It still stirs something in him to think of, even with no starving desperation to spur it.
He's still looking down, and hears rather than sees Dream lean forward in his seat, the shift of fabric, the creak of the table as he leans on it, letting himself have real weight. "This fantasy..." Hob looks up to meet his gaze, and the dark intent he finds there nearly knocks him out of his chair. "Is it one you would still care to indulge in?"
"To-- indulge in?" The words are barely choked out, the heat of Dream's gaze brands his throat shut.
Dream looks him up and down slowly. "If I brought you with me to the heart of the Dreaming for an evening," he purrs, "would you truly kneel at the foot of my throne? Let me show you off to guests? Would you..." he leans in closer, his fingers trip up Hob's throat, "submit, and warm my cock like a good pet, while I presided over my kingdom?"
Hob's never beating the monarchist allegations now. He nearly slides off his chair and kneels at Dream's feet right then. God, but Dream is a king like none the earth's ever seen. He's right out of a story.
Heart pattering in his chest, he says, "Would I?" It sounds less a question, more a plea. "Would you let me?"
"Dear Hob." Dream tips his chin up, studies him from under his lashes, thumbs over the corner of his mouth. An evaluation, and a caress. "You need someone to care for you. In my realm you would want for nothing. You would not need to fight, or worry about your next meal. You need only do as I tell you. And I would not steer you wrong."
Hob swallows hard. Dream is too good at this. Why did Hob think it was a good idea to share a fantasy with the King of Fucking Fantasies again?
It was a terrible idea for his sanity.
And a wonderful one, too. For as Dream spins the tale he can see it in the back of his mind, the vague and changeable sense of a dream, the all-consuming weight of Dream in his mouth, Dream's hands in his hair, his low voice above him, all else faded away as is the nature of dreams.
Dream hums in approval, and Hob remembers quite suddenly that he can sense daydreams, too.
Dream digs his hand into his hair, tips his head back just so. "This isn't fair," Hob croaks. "You didn't even share one of your fantasies yet."
"Perhaps I've adopted this as one of mine," Dream muses. He leans in and claims Hob's mouth, tipping his head further back, rises from his chair to lean over him. Hob barely suppresses a whimper. "In fact, I have a delegation from Hell due to arrive in the Dreaming for a negotiation tonight. It promises to be both dull and incredibly infuriating. Would you care to join me, and comfort your king during this trying time?"
"From Hell?" Hob squeaks. But Dream is looking at him with those dark eyes and Hob is helpless to him. Helpless to the pull of that fantasy.
"I will keep you safe," Dream says, a soothing, easy tone that makes Hob want to bend for him just as much as his intensity does. "You need not worry."
Hob's worried for his sanity more than anything else.
But he says, "Okay. All- alright then." He swallows down the lump in his throat that catches at the gleam in Dream's eye. He steels himself. Takes Dream's hand. Kisses it. "Take me to your realm, then, King of Dreams."
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rawliverandgoronspice · 10 months
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I think what particularly annoys me with the "zelda was always gameplay before story" is that... it's not true? At least I don't think it's true in the way people mean it.
Zelda games were always kind of integrating story based on the standards of the time. When game stories were in game pamphlets, Zelda's stories was in the pamphlets. ALTTP tried to tell a pretty complicated stories with the limitations of the time. OoT was actively trying to tell an epic, cinematic tale packed with ambiance and expand what 3D could offer that 2D games struggled with. Majora's Mask is deeply character-driven in many, many ways. Wind Waker and Twilight Princess are both pretty concerned about their stories, down to the point that some people were bored by TP's cutscenes in particular. Skyward Sword, from what little I have played it, is very very invested in its characters and their journey (and 2D Zeldas have Link's Awakening, Minish Cap... None of them are visual novels, but they are concerned with emotional journeys, character arcs, mysteries about their own world...)
What is true is that the narrative wraps around the mechanics, and not the other way around. The mechanics drive themes, aesthetics, emotional beats and character journeys; and that's great. The world is a puzzle, and the world is delightfully absurd when it needs to be, full of heart when it calls for it, dark and oppressive when it suits the player experience.
That does not mean the games aren't invested in their stories. Even BotW has a pretty complicated story to tell about an entire world rather than one specific tale or legend --all of it at the service of the gameplay, which is exploration and mastery of your environment.
So. Yes, none of the Zelda games are million-words long visual novels that care deeply about consistency and nuance; but stories don't need consistency or deep lore to be meaningful and serve an emotional journey. Again: gameplay is story. The two cannot be so easily parsed from each other.
And Zelda as a franchise obviously care deeply about story, characters and setting (and still does right now --otherwise there wouldn't be a movie), even if it doesn't try to imitate prestige narrative-driven games, which is great and part of why I love this series so much. Doesn't mean it couldn't have done better in the past, it obviously could have, but I feel like pretending that nobody ever cared about story or character is just... false? It's a huge disservice to the devs too. Some of them obviously cared immensely.
The "gameplay above story", at least in the extent to which it is paraded today to defend TotK, mostly, is a really recent development. And I think it's one that deserves to receive some pushback.
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munchychumpkins · 5 months
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one of the biggest lies vivienne ever told was that HB was supposed to be a dark comedy with no centralized plot and HH is supposed to be the more plot centric and serious show, because that is the exact opposite of what happened
Hazbin takes nothing seriously. Angel’s trauma, Pentious’ death, everything that is meant to be a moment of gloom and seriousness is immediately downplayed by them making some dumbass joke or quip about it
meanwhile Helluva Boss has become so centralized on stolitz that they retconned over half of the first season just so that we would consider both of these horrible individuals as sympathetic and free of judgement
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clarionglass · 5 months
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so i have been bitten by the sam reich!master bug courtesy of some phenomenal art by @northernfireart and uh. as is too often the case i had to write something otherwise if i didn't get it out of my brain i would go absolutely insane
(there may be more vignettes coming if i have ideas..... there are definitely other episodes i'd like to give the Treatment to, plus with the new dw series coming out on the weekend i may have ideas for how to incorporate the dw gang! however, i promise neither more writing or no more writing. that said, this was a lot of fun so there'll probably be more at some stage :D )
this has full spoilers for the game changer ep "escape the greenroom", but hey that's been out for a while now so,,,, if you haven't seen it i'd highly recommend it as an episode!
so, without further ado:
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Samuel Dalton was a complete fiction, of course, but that didn't mean that when Sam Reich snuck back upstairs to get tied up in the “out of order” bathroom, the Sam that remained on the monitor, laughing at the contestants, was a pre-recording. And if Brennan, Siobhan and Lou had snorted at the idea of a time-travelling evil magician great-grandfather (for good reason), going in with the actual truth of the matter would have sounded like jumping the shark.
It sounded bizarre, but the time travel bit was the only part about his new partner in crime that was confirmably real. Admittedly, the jury was still out on “evil”—he gave off a weird vibe at times, but so far, no lines had been crossed, and it had all been funny as hell—so for now, Sam was willing to roll with it. But perhaps most surprisingly, there wasn’t even the possibility of blood relation between Samuel Dalton Reich and the guy who had shown up out of the blue one day with his exact face and a plan to really fuck around with things on Game Changer.
Yeah, the whole alien thing had really ruled out that particular prospect.
There had been various bits and pieces of confirmation that this guy wasn’t human through the time Sam had known him, but the final nail in the coffin for that one was when his doppelganger had looked him dead in the eye and tried on one of the heart rate monitors—sorry, “range extenders”—for As a Cucumber. The damn thing had literally sparked up, then died completely. Trying to process input from two separate heartbeats at once would do that, apparently. 
His doppelganger was a Time Lord, or so he had nonchalantly said one afternoon in casual conversation, though Sam still wasn’t sure if that one was a joke or not. It was hard to tell, sometimes, because he said the wildest things with the straightest face, and so far, most of them had turned out to be one hundred percent certifiably true. The time travel, the space travel, even the changing faces thing—it sounded objectively insane, but the proof was undeniable. 
There were some notable exceptions, though. Saying he’d been trapped for aeons inside Neil Patrick Harris’s gold tooth went just that bit too far to be believable, though Sam did appreciate his double’s slightly warped sense of humour.
It was that offbeat line of thinking that lent itself well to game design, as it turned out. He had a knack for coming up with ideas for Game Changer episodes, albeit with the occasional suggestion that went way beyond the bounds of good taste, and, as in the case of Escape the Greenroom, had devised some blinding twists on concepts Sam had already half-formed. The letter puzzle unlocking the secret door? It was perfect.
Understandably, Sam’s doppelganger had wanted to observe the fruits of their labours in real time, rather than watching the recording later. It happened, sometimes, particularly when it was one of his ideas that had made it through to the episode list—they’d swap places for a session, with nobody being any the wiser. Watching those edits back always felt a bit weird—it was uncanny how flawless the mimicry was—but hey, the guy was right. It was always fun.
Escape the Greenroom, specifically, with its “Samuel Dalton” conceit, provided them with a unique opportunity. Instead of swapping out the camera feed for a recording when the cast piled into the tiny secret room behind the wall, as per the original plan to get Sam in position to be discovered in the bathroom, they could just swap out the people. Sam would go upstairs, and his double would take his place at the podium, ducking out of sight when everyone came back to the main stage to “defuse the bomb”.
Sam was keen—hell, if their situations had been reversed, he’d want to be there to watch, too—but caution raised a flag. “You don’t think it’s too risky?” he’d asked when the subject was first raised. “Both of us being in the same place?”
His doppelganger had shrugged one shoulder with supreme unconcern. “The crew won't notice.”
At the time, Sam had shot him a sceptical look, but right now, Sam-Reich-in-a-purple-tie and Sam-Reich-in-an-orange-tie were standing backstage post-record, clearly visible and and calmly chatting, and not a single member of the crew had given them so much as a second glance. 
…Hardly even a first glance, come to think about it. If anyone looked over their way, their eyes seemed to… not exactly go through them, but slide over the two of them like water. He was tempted to wave to Nico or Ash or someone, just out of pure curiosity, but something in the back of his mind told him that wouldn’t be the world’s greatest idea. He had a funny feeling he wouldn’t like to see what would happen next.
(He’d given the prop bomb back to the crew once the cameras stopped rolling, and though it looked the same as the one he remembered from before he’d headed upstairs, it felt different in his hands. Heavier, more… serious, somehow. He was sure nothing would have happened—but at the same time, he was suddenly very glad that the cast had cut the correct wire with no less than a minute fifteen to go.)
(The jury was still out on evil, after all.)
“Worth coming in for?” he asked instead.
“Absolutely,” his double replied with relish. “Locking those three in a small room for an hour? Brilliant, fantastic. Inspired. It was absolute chaos.”
“Have you seen up there?” Sam asked, a smile starting to spread across his face. “They messed up the set real bad.”
His doppelganger smirked at him. “You know it took literally two seconds from you telling them to escape the greenroom for Lou to smash that guitar?”
Sam shook his head. “Oh my god. Yeah, they were stressed.” 
“Mmm. Some real panic in that room,” his doppelganger agreed, and Sam chose to ignore the faint note of satisfaction in his voice.
He shifted his weight, settling back to lean against the table behind the set, in the exact instant his double decided to do the same thing. It really was freaky how similar they were, down to the smallest mannerism—like looking in a mirror, only weirder, because the face that looked back at him was truly his own face, not mirror-reversed. Even now, it still caught Sam off guard from time to time, but at least it had faded into a more comfortable kind of strange. He had an exact lookalike who was an actual time-travelling alien. Cool. Doesn’t everyone?
The pair shared a companionable silence for a few moments, before a thought Sam had been turning over for a while rose to the top of his mind. He shifted again, this time on his own, and he felt his double’s regard swing up to fix on him like a magnet. 
“Okay, real talk,” he started, and his doppelganger frowned back in an approximation of confused innocence. “What’s all this for?”
“Who says it has to be for anything? Aren't we just having fun?”
Sam hummed, considering. “Yeah. No, I'd believe that, if I didn't sometimes walk into production meetings and find out I'd apparently been very specific about the people I wanted for certain episodes.”
“Point for Sam,” his doppelganger acknowledged with a grin. “You got me. Wasn’t hard to make a few phone calls on our joint behalf.”
“Yeah, but why?” Sam pressed. “I mean, Siobhan, Brennan and Lou are always great comedy value when you put them together, and it was awesome to have them for this, but I get the feeling you’re thinking of something other than making good content.”
“Who, me?”
With that, his double gave him a look of such overdone pantomime innocence that Sam suddenly and thoroughly understood why, not half an hour earlier, Brennan had very seriously threatened to push him down the stairs. 
He rolled his eyes, which earned him a smirk for his troubles.
Dropping the act, his doppelganger continued. “I’m expecting an… old friend, I guess, to show up at some point, and—well, I’d like to put on a really special show for them. I thought it would be a good opportunity to try a few things out, you know?”
Ominous pause aside, that was actually kind of sweet. Sweeter than he’d been expecting, that’s for sure—he was half anticipating the revelation that he and his cast were subjects in some weird experiment. Hey, that still couldn’t fully be ruled out, but still.
“Okay,” he acquiesced. “Well… just let me know, next time? Before you start ordering in my cast like takeout?”
“Who says they’re your cast?” his double shot back with a twinkle in his eye, and Sam snorted.
“Fine. Our cast, then. But seriously, let me know?”
His doppelganger nodded, which, if not quite fully convincing, was good enough. 
“Oh, and do you know when your friend might be arriving?” Sam asked. “Because if you wanted to plan something, we can—”
“I don’t know,” his doppelganger interrupted. “So yeah, we’ll have to move fast when they do get here. But I’ve got it under control.”
He broke off, then shot Sam a mischievous grin. “In the meantime, though, I’ve had this fun thought about time loops…”
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greenconverses · 2 days
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again i say to you
if this man would just let the percy series mature and dig deeper into the emotional arcs he presents in chalice and wrath instead of hopping from one kooky adventure to the next and undermining any story depth with fart and piss jokes and blatant flagging to the disney+ audience, we could have had a very good set of stories on our hands
but NO
percy's rage issues, grief, trauma, and just the general angst of being an older teenager on the cusp of a huge life change are all there and every time the story touches them, it's like RR gets electrocuted and told to get back to Conflict Free Therapy Speak zone before things get too messy
additionally, the third act upping the stakes to Oh Shit We're Gonna Die doesn't work if we already know 1) everyone lives and 2) PERCY GETS INTO COLLEGE at the end of this. the whole point of the series has already been decided!! there are no stakes with your main plot or any of the bullshit mini quests! the opportunity to go for a deep dive character book is there and waiting and ready
but NOOOOOOOOO
gotta make sure all of our main characters have been peed on instead, it's fine
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writingwithfolklore · 4 months
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How Conflict Causes Character Change
              You’ve heard me say over and over again that your character arc is your plot and it’s driven by conflict. But that’s easy to say and a lot harder to do. How does conflict actually inspire change? Let’s talk about it:
1. Choose your conflicts
Not every conflict is equal, and it may be harder to justify change for some conflicts over others. The type of conflict that’s going to inspire change will force your MC to come face to face with their flaw.
       Okay for example maybe your character’s flaw is that they self sabotage whenever things are going well for them. A conflict they could run into is that they’re working on something with someone they care about, and their sabotage not only impacts them, but the person they’re working with as well.
              While they may be used to and fine screwing over themselves—facing the consequences of hurting someone they care about may inspire them to try to work through their flaw or make a real change in their life.
2. All conflict comes with consequences—or it’s not really a conflict
Leading from the last point, note that it’s the consequence of something happening that truly makes it a conflict, and allows it to inspire change. One thing my screenwriting prof always used to ask us was, “why hasn’t your character reached their goal yet, and why haven’t they already overcome their flaw?” You have to justify why they are in the place they are in at the start of the story.
If their flaw is self sabotage, just facing the consequences of their self sabotage wouldn’t be enough to inspire a change—because if it was, why haven’t they changed yet? So consider what consequences to their flaw they’d have to face to really force them to change. Hurting people they care about, taking away things they want, allowing their enemy to gain the upper hand, etc. are all good consequences outside of their usual that may inspire change.
3. One conflict spurs another
To help with driving the story with conflict, consider how each conflict you create can spur the next. Following our example, maybe our MC screws something up for someone they care about, then that person decides not to stay friends with them, or tells someone else what happened.
Conflict can also come from seemingly good or harmless acts, like holding the door open for someone about to rob a bank, or writing an article for a relatively unknown newspaper that turns out takes an extreme political stance in your world, etc. Each action should have its consequences that leads to more action that leads to more consequences. With enough of that cycle, the gradual change of your MC will be believable and propel their story.
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enkays-den · 4 days
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I want to write an entire fucking essay about imp and skizz during mcc, ESPECIALLY in that last minute holy shit
skizz showed a bone deep understanding of impulse that literally had me shaking
keep your eyes peeled on my blog because it may happen
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tlbodine · 1 year
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Characters care about external stakes. READERS care about internal stakes.
OK. Here's a distinction I've recently started to think about and really notice after reading and watching some things that handle this poorly.
Fiction needs stakes, right? We all agree on that?
Characters have to be doing something, and they need some reason to do things, and there has to be some kind of reward for succeeding or consequence if they fail, yeah?
Cool. So here's the thing about stakes. They can be internal or external.
External stakes are things like: "if we don't do this, the sun will explode" or "if we do this, we'll win the game."
Often, to make things more interesting, external stakes have a ticking clock attached to them. You have to complete your quest before the next full moon or else the spell won't work for another hundred years. You have to score the winning point before the buzzer goes off in five seconds. That tension is important to shuffling the story forward.
But here's the thing.
The reader doesn't give a fuck about the external stakes and the ticking clock. We know perfectly well they're not going to miss the window for the spell or fuck up the finals game. We understand how stories work and how genre conventions work and you're not impressing anyone with your ticking clock.
What readers do actually care about is a character's internal stakes.
Internal stakes are things like "if I can save the world, I can finally absolve myself of guilt for letting my mom die." Or "if I win this game, my crush will finally notice me."
They are personal motivations. They are the reason why your character cares about what they're doing. They are why we care and how we get invested in their story.
Because like. We're humans. At the end of the day, we care about human things and we have human emotions and we relate to people -- even fake people made of scribbles on paper -- who care about stuff the way we care about stuff.
Raising the stakes doesn't mean "make the sun explode if they fail." Raising the stakes means "we care about this person and want to see them succeed."
So why bother with the external conflict and the ticking time clock? If what we actually care about in a story is the person, why can't we just read a couple hundred pages of the character going through therapy and working through their trauma?
Because what that ticking time clock does is it forces a character to act before they're ready. It prevents them from procrastinating. And it makes them do stuff they're not prepared for. And it's thrilling to see them interact with stuff that way, because it forces them out of their comfort zone and into an area where they can grow and challenge their status quo...which is the thing that pushes on those internal conflict bruises.
Imagine that our heroes have as much time as they need to fulfill the prophecy. They can take their time training, studying, making failsafes and backup plans and then go and the plan goes off without a hitch and they save the day without breaking a sweat. That's boring! That's just people going to work. That doesn't force them to confront their inner demons at all! That doesn't rip them from their existing environment and leave them struggling to adapt to new circumstances!
So those external stakes are necessary to keep the plot rolling forward and put pressure on the characters. But ALL OF THAT is only important if that pressure reveals interesting things about those characters, and forces them to engage with the stuff deep inside that they're probably hiding from. Because that's the part that's juicy and interesting for the reader.
Capiche?
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I think my desire to gatekeep Speak Now from the general public stems from how vulnerable of an album it is. It came at a time when there were so many expectations on her after Fearless did so well and the first seeds of doubt about her as an artist and songwriter started to sprout. The decision to write it completely independently and not hold anything back was so gutsy of her and that sentiment is echoed on the album.
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ywpd-translations · 2 months
Text
Ride 784: The first day's mountain
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Pag 1
3: We're passing through the riverside road
4: I see it
6: Kaka
7: Ah!!
8: Teh!
9: It's the first day's
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Pag 2
1: “mountain”!!
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Pag 3
2: As we “promised”!!
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Pag 4
3: It's the “first day's mountain stage”!!
4: A year ago
6: Manami-kun said it after the finish line, on the third and last day of the Inter High, when both of us were all worn out and barely still on our bikes
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Pag 5
1: But having our race at the end on the final stage is too much pressure
2: Next year, if we both have the chance to run in the Inter High....
3: …. yeah
4: Let's race for the mountain stage on the first day
Yeah
5: Like Toudou-san and Makishima-san last year
Onoda!!
Manami-san!!
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Pag 6
1: Manami!!
Manami-san!!
2: Onoda!!
3: He collapsed!!
Manami!! Take off his helmet
It's okay, I caught him
Onodaa!!
Onoda-san
Do we have a towel?
Danchiku, water!!
4: Next year... the mountain stage on the first day.... yeah
5: Got it....!!
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Pag 7
3: When you run along a river....
4: the water only flows if there's a difference in elevation, either uphill or downhill!!
5: Here it's definitely uphill!!
Even if it looks like a flat at first glance, it's gradually climbing!!
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Pag 8
1: Toward that mountain!!
Reading the map, it says that it's 5km until the base of the mountain!!
2: 5km!!
3: Don't lose sight of it like last year!!
Yes!! Sorry!!
4: Hold on tight!!
5: 'Cause I'll carry you all the way to the foot of the mountain!!
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Pag 9
1: Thank you!!
2: “Positioning”....!!
3: When going from a flat to a climb you need to “position” yourself
Each team accelerates from the flats in order to bring their climbers to a good position
4: It's the so called “mountain's launching pad”!!
5: There will be a difference of several hundred meters in the first stage between a climber who was launched near the front of the group and a climber who was made to run up from the back of the group
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Pag 10
1: Bring Onoda to the best possible position, Naruko!!
Oh-
Sohoku is moving up!!
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Pag 11
1: -ruaaaagh
Ugh!! Sohoku's Naruko is so fast!!
2: I get what you're tryin to say, Hotshot!!
I'll take him!! Definitely!!
3: That's why I left the first result to Kabu!!
4: On that winter day, with an apologetic face
5: Ah....
6: Ah- uhm, I have something to tell you, but
Onoda-kun, who told us like it was difficult to say....
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Pag 12
1: Ah the stove? You can just turn it off, we're the last ones
Yeah, please. Woah, look outside, it's snowing
Seriously? It must be cold
2: That's not it!!
3: Th-th- this morning... I got a text
4: What was that, an acceptance letter?
The proficiency exam?
5: It's a reply to the text I sent....
6: Three months ago!!
7: Uhm... really, I was worried that back when we made that promise it was right after the race and we were tired, so I thought maybe he had forgotten
Three months?
It was a long wait
So I sent him a text to ask him if he remembers?
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Pag 13
1: And I received it this morning
Must be the proficiency test
Shut up!!
What are you whispering idiot
“Back when”, when was it?
No idea
2:He said only one word, “of course”
4: So, uhm... this time
5: Is it okay if I run for the first day's mountain stage during this summer's Inter High?
7: Is that so? Kakaka
Onoda-kun's eyes, like he couldn't contain his excitement...
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Pag 14
1: I haven't forgotten it!!
2: I can't forget it!!
3: Onoda!!
Onoda-kun!!
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Pag 15
1: 2km left until the foot of the mountain!!
2: Do your beeest....!!
Aren't they climbing at an amazing speed!? Each team is getting in line!!
Yeah, you're right!!
3: Every team is trying to “position” themselves for their climbers!!
“Position”!?
4: Also, look closely
Right now, the cyclist in the second position in the ranks
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Pag 16
1: is the one who will race in the mountain stage!!
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Pag 18
1: Oi, are you kidding me? Hakogaku is sending Manami?
From the first day!?
Manami is in second place
2: He's the “final boss”....!!
3: My dream of getting the red bib has been destroyed even before reaching the foot of the mountain....!!
4: Oi, look over there, that's not all!!
For Sohoku....
5: Naruko is pulling the “King of the mountain”!!
Wa- we're done for!! Completely!! My mountain prize!!
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Pag 19
3: Manami-kun!!
4: Sakamichi-kun!!
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Pag 20
1: It's time for our promise!!
We're almost at the foot of the mountain!!
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