witteawrites
witteawrites
WitTea Writes
364 posts
Writing blog! 11 time NaNoWriMo veteran and pasta enthusiast.
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witteawrites · 8 months ago
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Here's Everything You Need to Know About RDMO!
The first Rough Draft Month will begin on November 1st, 2024.
Rough Draft is a 30-day creative challenge led by a small group of writers and artists seeking to find joy and community in the creative process.
What is a "Rough Draft"?
Every great piece of art or literature starts as an idea - but it doesn’t stop there. A rough draft is your first attempt at taking on your creative project from start to finish. This process can be very daunting - but that's why we're here. RDMO will help you achieve your goals in a fun and community focused way.
Sharable Information: Instagram | Tumblr
Goal Tiers
Instead of a main challenge, we created 4 tiers (60K, 50K, 30K, and Flex) to create flexibility for your unique project. Examples of a Flex Goal include lines for poetry, scenes for screenplays, panels for graphic novels/cartoonists, and more.
This year we will be tracking our progress together on trackbear.app
Pick the goal that fits your project and join us!
🗻 Mountain Trail (60k)
🌳 Forest Trail (50k)
🌊 Waterfall Trail (30k)
🌙 Moonlight Trail (Flex Goal)
We've created challenge maps to guide you along your trail.
You can also use these graphics we created to tell others that you plan to participate. Get the word out!
Community Events
One of the best parts about November creative challenges is the mutual support and encouragement during such a big project. Join our Discord to participate with the RDMO community!
Current Event: Blueprint Your Rough Draft • October 2024
Plan your project with us throughout the month of October!
Other Features:
🎶 Listen to & save our curated writing playlists
✉ Sign up for our email newsletter for updates, advice, and resources to help you meet your goal - like how to find inspiration for your next project!
🏅 A unique way to collect achievements - coming soon 👀
We are working hard to create a space that promotes creativity and originality while being fun and supportive. Thank you for your interest and we hope to see you on the trails! ✏
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witteawrites · 1 year ago
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How to hide plot twists from both your readers and your characters in a way that is not frustrating or annoying.
So I was watching a book review for a book that I liked but both loved and hated some of the plot twists. Of course this got me thinking about plot twists and why they work for both readers and the characters that are falling for these plot twists.
Readers
The key is to control the information that your readers have. Your readers aren't going to consider an option unless (1) that twist is really common for your genre and that reader has read that genre a lot and will therefore be expecting it or (2) you have very obviously given them the specific information nessesary to unintentionally figure out the twist before the characters.
Why does this information stand out, you may be wondering. It is because there is nothing else going on to distract away from a piece of information that can seem meaningless with the right context.
Most of the time, if you're not writing a very specific plot line with a very specific genre, your reader isn't going to immediately know where the plot is going so they may not be looking out for the information relevant to a later plot twist, so as long as you justify an informational choice that explains a later plot twist in a way that covers a variety of basis, they're probably not going to pick up on the one piece you left out, aka what is going to make this twist fun.
This piece of information should be something small and unassuming. It can be magical, but if you're writing fantasy that magic has to be hidden really really well. I find that a plot twist works the best when the piece of information that is missing is something you wouldn't really think about, like the reason a prince was able to infiltrate a prison and hide his identity was because he had his cousin standing in for him and we don't know that this cousin existed and knew the limits of that world's magic (this is actually a plot twist that fooled me btw despite how obvious at sounds now).
A good plot twist that fools the reader relies on twisting the information that the reader has and therefore twisting how they think the story will go.
Midway sidenote: not every plot twist needs to exist to fool both the reader and the character, sometimes it is really fun to watch a character fail because of something inherent to that character.
Characters
Remember how I said sometimes it's really fun to watch a character fail. That only works sometimes.
It is more annoying to figure out a plot twist that is really obvious and then have the character miss it because the author said so.
So how does a writer pull this off?
Be intentional. Have an idea in mind of when you want the reader to figure it out and ask your beta readers when they figured out your plot twists to control that as much as you can.
Your character does not know which genre they're in, so you have to both get inside the character's head and take the reader along with you so they understand why this character is making these poor choices and missing the most obvious villain in the room.
Why would a character miss a plot twist?
They are distracted or delusional. Characters have goals and they may ignore their better judgments to achieve these goals based on their personality. Put more emphasis on your character's motives to hide information that may make plot twists more obvious. Also, your characters may use information about their world to explain their motives and this information may also be vital to understanding a later plot twist
The average person does not go around thinking everybody around them is out to get them especially if those people seem incapable of that through the pov character's ego or the other character's demeanor. If your character has known somebody for a really long time or knows a piece of information that is vital to the worldview they're probably not going to immediately discard it. Fun fact: in the real world, when people have their views disputed, even with very good evidence, it can make them more likely to hold on to that old belief.
Expectation of harm. Different characters have different experiences with shape how bad they think things can get. For example, if a character has never experienced something, they may not know what can lead to that thing. (FYI older characters are more likely to know more things so be careful with this one.)
The Twist
For a twist to work, it must make sense with both real world and in world knowledge as well as common sense, so keep this in mind as you plan.
Conclusion
This isn't comprehensive because good plot twists require a lot of information to make them work and that's makes them very specific. While I would love to explain why different plot twists work, part of them working is them fooling you and hindsight bias is kind of a thing.
Keep writing. If a plot twist just isn't working either scrap it or let it sit until you have the information to build reasons why it should work.
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witteawrites · 3 years ago
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witteawrites · 4 years ago
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Oh my gosh. I just found this website that walks you though creating a believable society. It breaks each facet down into individual questions and makes it so simple! It seems really helpful for worldbuilding!
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witteawrites · 5 years ago
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from last year’s workshop: Cool Writing Hacks that ripped my heart out but made my work better anyway.
-not every line of dialog needs an action attached to it. somebody doesn’t need to shrug or scratch their arm or glance at other people every two seconds of a conversation unless the motion means something. you’re not writing stage directions and you can trim this stuff down to make your dialog snappier. (this one in particular felt like a callout of me specifically, goddammit)
-if you want the audience to remember something–especially something that will be important in a climactic moment–you have to show/tell them at least twice beforehand. preferably three times. otherwise they will not remember! they simply will not!!
-the room layout isn’t usually all that important BUT if there’s going to be a fight scene you BETTER fucking figure out a way to convey that entire layout early in the scene or no one will know what the fuck is going on
-on that note, get somebody to read your fight scenes even if you are ABSOLUTELY SURE they make sense on the page. on the first pass they probably don’t. (unless you have a gift i would kill for. some do!)
-eyes cannot talk. eyes can’t talk! it’s easy to say that someone has “rage in their eyes” or “their eyes were telling me to run” but that’s all shorthand for other body language we notice subconsciously! try digging in and describing that body language instead. you will likely get something richer that way
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witteawrites · 5 years ago
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i’ve been doing my homework on how to break into a writing career and honestly. there’s a Lot that i didn’t know about thats critical to a writing career in this day and age, and on the one hand, its understandable because we’re experiencing a massive cultural shift, but on the other hand, writers who do not have formal training in school or don’t have the connections to learn more via social osmosis end up extremely out of loop and working at a disadvantage. 
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witteawrites · 5 years ago
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Roles on a Pirate Ship
[by Mark Cookman / Tribality 1, 2, 3]  @we-are-pirate, @we-are-scarlet-corsair
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Officer Roles on a Pirate Ship 
If you are running a game with pirates in it, then you should know what the job entails. It’s not all boarding ships, counting booty, and drinking rum like you might think. A great deal of hard work is required to run a sailing ship with a law-abiding crew, let alone one populated by pirates. In this essay we are going to examine the five principle officers on board a pirate ship, their duties, and their responsibilities. This is part one of a three part lesson. In the next lesson we will examine the duties and responsibilities of other officers and crew members with special duties. In the final lesson, we will look at one very special group of crew members that are almost always overlooked. Read on to learn what pirates expected of their primary officers.
The principal officers of a pirate ship were the captain, the quartermaster, the pilot, the boatswain, and the master gunner. On some ships these positions were all elected by an equal vote of the crew and on others the captain picked the crew members he wanted to serve in the positions. The captain on a pirate vessel was almost always elected by an equal vote of the crew. On a privateer vessel this was not very often the case. Privateer captains were often the owners of the ship or were given commission by their monarch to take a vessel to sea. So it follows with the other officers. If the captain was elected, then generally all of the officers were elected. If the captain was appointed or held his position by means of ownership, then generally he picked the officers. In either case, an officer on a pirate ship served at the whim of the crew. Even a man picked by the captain would be booted down to a simple crewman if he could not do his job. For the most part though, a person elevated to serve as one of the principle officers did so for life. The title of this article refers to the fact that most often the authorities that captured, tried, and hung pirates concentrated on the five principle officers of the ship. These officers were generally the most intelligent and skilled crewmen on board the pirate vessel. They were people that everyone else on board the ship admired for their ability to do their job. Diligent action is the mother of respect on board a ship.
Captain
The captain, however he came to his position, was chosen for his leadership, bravery, and cunning. The captain was responsible for the ship and everything aboard her; every item and every man. He was responsible for the overall decisions affecting the ship and her crew. The captain decided where to sail and what to attack. He was the voice of his crew to all beyond the ship. He often led his crew in battle. In terms of daily duties, the captain kept a log of the voyage, managed the affairs of the ship through the officers, and generally served a four to six hour shift at the helm. The captain stayed in power by being successful. As long as there are prizes to plunder, rum to drink, and food to eat, the captain will not be voted out or mutinied against. It is when things get lean that the captain must worry about crew voting him unfit for command.
Quartermaster
The quartermaster (or first mate on a privateer vessel) was the number two man on the ship. He was responsible for enforcing the ship’s articles and administering punishment when necessary. The quartermaster was the trustee of the ship and her crew. He directly represented the crew to the captain. It was his responsibility to serve as a counterbalance to the captain in decisions that might be hazardous to the ship or the crew. A wise captain made no decisions that his first mate didn’t support. The quartermaster took responsibility for prize vessels and picked the treasure that the crew would take from a prize. He was also responsible for counting the booty and splitting the shares. Each day would find him working with his subordinate officers the boatswain, the master gunner, and the master at arms to effectively run the ship. The first mate also served a turn at the helm, generally a four to six hour shift.
Pilot
The pilot was the number three man on the ship and often the most educated. He served as the ship’s navigator and was generally the best all around sailor aboard the ship. He was responsible for plotting the ship’s course and maintaining that course. The pilot maintained all of the ship’s charts and maps as well as the tools of navigation. He was charged with keeping a daily log of every event relating to the sailing of the ship. He recorded the depth, the currents, the wind patterns, the ship’s location, the locations of reefs and sandbars, and the state of the rigging. He reported directly to the captain. The pilot oversaw the work of the sail-master and almost always had at least one assistant (a pilot’s mate) to help him with his duties. The pilot and his mate both served separate shifts at the helm in addition to taking readings from the moon and stars to plot and maintain the course.
Boatswain
The boatswain was the number four man on the ship and often the most feared by the crew. He was in charge of the provisions for the ship. He maintained the stores of food, water, rum, gunpowder, shot, sails, rope, wood, and tar required to keep the ship and crew fit for action. The boatswain also directed the loading of cargo into the hold to maintain the proper ballast to ensure level sailing. He was in charge of keeping the watches on the ship and maintaining discipline among the deck crew. He was responsible for the ship’s longboats and for picking a crew to man the sweeps when the longboats were used. The boatswain was charged with maintaining the ship’s seaworthy status. He oversaw the duties of both the carpenter and the cook. The boatswain generally had a mate to help him with his responsibilities. In general, his duties were to make certain that all the work of running the ship was done. He reported to the quartermaster. The Boatswain was often the most feared man on the ship because his obligations often made him uncompromising. It was his responsibility to keep everything “ship-shape”. Leniency was something the quartermaster might give to the crew, but it was not something the boatswain was in the position to give. Day and night, the boatswain would drive the crew to do whatever work was required. He maintained the watch log and reported any problems to the quartermaster.
Master Gunner
The master gunner was the number five man on the ship. He was responsible for the care and cleaning of all firearms, culverin (deck guns), and cannons on board the ship. He was also responsible for training the crew in the use of both firearms and ship’s weaponry. The master gunner picked and ran the gunnery crew. He reported to the quartermaster, but was responsible to the entire ship to make certain that the cannons hit the declared target. He was also responsible for maintaining the inventory of powder and shot for all of the guns on the ship. The master gunner was the only crew member besides the captain and the quartermaster entrusted to carry a key to the ship’s powder magazine. Additionally, the master gunner often led or picked hunting parties when they were called for. His day to day duties mainly consisted of drilling the gunnery crew and maintaining the guns.
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The Next in Line to Hang – More Roles on a Pirate Ship
In this second part of a three part lesson dealing with the crew positions aboard a pirate vessel, we are going to look at the responsibilities of the Sail-master, the Carpenter, the Cook, the Surgeon, and the Master at Arms. These were all lower officer positions and were either voted upon or assigned by the captain as discussed in the first part of this lesson. The sailors who served in these positions were skilled laborers and, as such, their skills were always very much in demand on a ship. They were almost always offered a greater share of the treasure because of their skills. These were definitely crew members that a pirate ship could not function without.
Sail-master
The Sail-master was the most experienced crewman in the rigging and usually one of the best sailors on the ship. He was responsible for maintaining the sails and the rigging. The Sail-master knew every knot, line, rope, block and tackle in the rigging as well as how to repair them all. He was also responsible for training and running the sail crew as well as overseeing the making and patching of sails. The Sail-master took orders from and reported to the pilot.
Carpenter
The Carpenter was a skilled wood worker, often with some shipwright experience, who did all of the woodworking required by the crew. He was primarily responsible for repairing damage to the wooden portions of the ship and for plugging leaks that got too bad. (Ye should understand right now, before ye go to sea, that all ships leak, mates. It’s just when they really leak badly that you have to worry about it.) The Carpenter was also responsible for the construction of barrels and crates, as needed, to store cargo, as well as maintaining the tools of his trade. He took orders from and reported to the Boatswain.
Cook
The Cook was one of the most important of the lower officers. He was in charge of all matters relating to food on the ship. He made certain there was enough food, water, and rum on board for the planned cruise. He cooked the meals and suggested rationing when it was necessary. The Cook butchered the meat brought back by hunting parties and was the only man trusted to light a fire below decks. He maintained the necessary tools for both cooking and butchering. The Cook took orders from and reported to the Boatswain.
Surgeon
The Surgeon was likely one of the toughest men on the ship. He served as the barber/doctor/emergency surgeon for the entire crew. He was equally capable of shaving your beard and cutting off your damaged leg. The Surgeon dealt with not only the sick and the wounded, but also the dead. He, like the other lower officers, was responsible for maintaining the necessary tools of his trade. The Surgeon took his orders from and reported to the Quartermaster. It was rare for a ship to have a real doctor and it was common for the carpenter or the cook to fill this role as needed.
Master at Arms
The Master at Arms was often the most skilled warrior on the crew. He was responsible for training the crew in hand to hand combat. He also led the ship’s boarding parties and hunting parties when they were necessary. The Master at Arms position was not a separate position on every vessel and often these responsibilities fell to the Quartermaster. When the Master at Arms position was filled on a ship, he took orders from and reported to the Quartermaster.
These 5 core positions represent the Non-Commissioned Officers of a pirate or privateer ship. These men all commanded other men on work details and so their words carried great sway with the crew. It was often from among these men that the next captain was chosen when a captain lost his position through a vote of no confidence. Thus, these were the men that the captain had to keep loyal to him to stay in command of the ship.
And Hang the Musikers, Too – Even More Roles on a Pirate Ship 
In this article, we will be looking at the makeup of the crew itself. Remember that the only rule with pirates is that there are no rules; no two crews of any two pirate ships were exactly the same. Even so, we can narrow down some roles common to pirate/privateer crews based upon the jobs that must be done aboard ship. Most simply put, pirate crews are a mixture of brutes, gunners, swabbies, and musikers. Let’s examine each category in turn.
Brutes
A great deal of hard work and heavy hauling is involved in just sailing a tall-masted ship. In strong winds the canvas sails must be man-handled by a deck crew that is stronger. Loading and unloading supplies, most especially cannons or chests of gold, requires a number of strong backs. This is why every ship has its share of brutes – big, strong men capable of handling themselves no matter the work or the fight. In addition to the tasks already mentioned, brutes would be key men in hunting parties, ship boarding, and raiding groups as well. Keep in mind that not all brutes need to be hulking bruisers. A wiry-tough and dexterous hunter, skilled with both blades and long rifle, could be a brute as well. Brutes, no matter their size, do not shrink from a hard task. Men of this sort make up perhaps as much as ½ of a pirate crew, but they will be mixed among the gunners and swabbies, not a stand alone corp. Most of the men on a pirate or privateer ship were probably gunners.
Gunners
Depending upon the size of their shot, each cannon required a crew of either 3 or 4 men to load and fire it. So a sloop carrying 4 small guns per side would require a minimum of 24 men to fully maintain them and that does not include the officers directing the cannon fire. On a large ship, like Blackbeard’s Queen Anne’s Revenge, a full gun crew would be 160 men dedicated only to firing the cannons. (It is important to note here that Blackbeard had a total crew compliment of 125 on board the Queen Anne’s Revenge.) These crewmen would have to be available 24/7 to do their job whenever required, but otherwise might have no duties on the ship. There was double-duty in most crews though. Most pirate ships didn’t keep a full compliment of gunners like warships of the time did because fewer crew members meant fewer shares and that meant more money for everyone when the treasure was split. Gunners could make up between 1/3 to 2/3 of a crew.
Swabbies
Swabbies, or actual trained sailors, are the crew members responsible for handling the rigging and the sails to keep the ship moving. These are the guys and gals who climb the ratlines into the rigging and walk the spars that jut from the masts. Swabbies sometimes fight from the highest position that they can get to on their own ship and then leap into the rigging of the enemy vessel when boarding. Often dexterous fighters, swabbies are known for leaping into the fray, but sometimes they hide in the rigging as deadly snipers. It might be surprising to discover that skilled sailors usually comprised less than 1/3 of the total crew compliment of the ship.
Musikers
It is difficult to prove that “musikers”, or musicians as we call them, were ever a stand-alone part of a pirate crew. However, two excellent examples from the pirate period demonstrate that they have been a common part of most ships of war, pirate and privateer ships included. The first example is from the early Seventeenth century. In Captain John Smith’s advice concerning how to conduct a one-on-one naval engagement he remarks when preparing to board one should, “… sound Drums and Trumpets, and Saint George for England.” The second example comes from the early Eighteenth century. In the articles of Captain Bartholomew Roberts it is stated: “The Musikers to have Rest on the Sabbath Day, but the other six Days and Nights, none without special Favour.” When thinking about the musicians on board a ship in the 16th to 18th centuries, one must not think of a band. That would be far too organized a concept. There is no way to know how many crew members may have been musicians, but one assumes that the number is not large.
It is likely that ships of this period had crew members who owned musical instruments as varied as brass horns, mouth harps, fiddles, bag pipes and accordions. Furthermore, sailors could gather numerous instruments from the various ports of call their ship made. Examples here are numerous: cowhide and goatskin drums from Africa, dried gourd maracas from Cuba, bamboo drums and flutes from Hispaniola, and even tambourines from Morocco. Pause a moment and consider the combined sounds of all of the instruments mentioned here. Now you know why a band is not the idea you want to have. The musicians were popular with the crew, as they were entertainment as well as a valuable battle element. The musicians played during meal times and during work breaks allowing the crew some entertainment to break the monotony of long hours of tiring work. This boost in moral was welcome at anytime, but was perhaps the most effective when used in battle.
From stories of Bartholomew Roberts crew and others, we know that when a ship with musicians approached another ship with the intention to fight, the effects of the music could be terrifying to the enemy. The musicians would play marches and other martial music. There were drum rolls, trumpet and bugle calls, and perhaps even a piper given the nationality of the crew. Add to this the noise of the ship’s cook beating upon his pots and pans and the crew stamping their feet or beating their weapons against the ship. Finally top this off with the sounds of shouting, screaming, and shooting, both pistols and rifles as well as cannons and deck guns. Your imagination can supply you with the details of the scene. The intended result is achieved: the morale aboard the pirate vessel is raised to a fevered pitch while the morale of their intended prize is shaken. So do not forget that pirates and privateers know the value of bardic inspiration when you run those encounters.
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witteawrites · 5 years ago
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My mood currently.
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witteawrites · 5 years ago
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my dad–also a writer–came to visit, and i mentioned that the best thing to come out of the layoff is that i’m writing again. he asked what i was writing about, and i said what i always do: “oh, just fanfic,” which is code for “let’s not look at this too deeply because i’m basically just making action figures kiss in text form” and “this awkward follow-up question is exactly why i don’t call myself a writer in public.”
he said, “you have to stop doing that.”
“i know, i know,” because it’s even more embarrassing to be embarrassed about writing fanfic, considering how many posts i’ve reblogged in its defense.
but i misunderstood his original question: “fanfic is just the genre. i asked what you’re writing about.” 
i did the conversational equivalent of a spinning wheel cursor for at least a minute. i started peeling back the setting and the characters, the fic challenge and the specific episode the story jumps off from, and it was one of those slow-dawning light bulb moments. “i’m writing about loneliness, and who we are in the absence of purpose.”
as, i imagine, are a lot of people right now, who probably also don’t realize they’re writing an existential diary in the guise of getting television characters to fuck. 
“that’s what you’re writing. the rest is just how you get there, and how you get it out into the world. was richard iii really about richard the third? would shakespeare have gotten as many people to see it if it wasn’t a story they knew?”
so, my friends: what are you writing about?
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witteawrites · 5 years ago
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Reblog the writers’ fortune cookie for luck!
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witteawrites · 6 years ago
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64 Sensory Prompts
Watching a meteor shower
Digging your fingers into fresh dirt
Snow being shoved down the back of your coat
Napping in sunshine
Trying to walk on ice
Walking through the woods
Raindrops on eyelashes
The way cold glass fogs when you press your hand against it
A perfectly brewed cup of tea
The taste of Vodka at the back of your throat
Blood at the corner of your mouth
Cloying sweetness on the back of your tongue
The first glass of fresh water
Stale breath when you wake up
The taste of salt on the tip of your tongue
The taste of almonds
Your bed after travelling
Red wine stained lips
Satin in candlelight
Reflections in glass
Thigh-high stockings and garter belts
Neon lights at 1.30am
Darting shadows in the corner of your eye
Dust floating in golden sunlight
The smell of ozone during a storm
The smell of Cologne/Perfume on warm skin
The musty smell of an abandoned home
The bitter tang of acetone
The smell of burning wood
The smell of freshly baked bread
The cold, sharp smell of the first frost
The smell of blood
The feel of fingertips trailing over a bare shoulder blade
The feel of fingers brushing together by accident
Blowing a raspberry against someone’s skin
Being so close that you can feel your lips brush when you whisper 
The tender ache when you press against bruises
A person’s weight as they lie on top of you
Stepping in something squishy
Gritty eyes when you stare into fire too long
A door closing
A ticking wristwatch
Your favourite song on repeat for the hundredth time
Distant traffic
The creak of leather
The waver in a person’s voice when they’re stressed
Singing badly as loud as you can
A quiet sigh as they turn away
Trying to pull on clothes with damp skin
The empty space that can’t be breached between you in bed
The jittery, sick feeling when you can’t do anything
Exhausted numbness after crying
The relief of fatalistic recklessness
The moment when reality starts to make sense again
Finding old photographs you’d forgotten about
Someone accepting the bad parts of you without judging
Brown iodine stains on skin
Rust red dirt
Orange sunsets
Yellow halogen lights
Green wine bottles
Fingertips smudged in blue ink
Indigo skies just before dawn
Violet bruised eyes
Feel free to use in writing and art - I’ll be tracking the tag ‘sensory prompts’ if you want to share :)
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witteawrites · 6 years ago
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Write down everything that happens in the story, then in the second draft, make it look like you knew what you were doing all along. -Neil Gaiman
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witteawrites · 6 years ago
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Things to Consider when Creating a Magic System
What are the drawbacks of using magic? Does it have mental, physical, and/or emotional consequences for the user?
What tools are needed to harness magic? Wands? Spells? Magical artifacts?
How do people learn magic? Instinct? In school? From family members?
Can everyone use magic or are only certain people capable of using it?
Is the capability to use magic hereditary? What about different ways of using magic (transformation powers, teleportation, etc.)?
What is impossible for magic to do?
How long does it take to master different magical skills?
Can creatures other than humans learn magic? Are different creatures better at using different kinds of magic?
Does it require spells to be spoken, written, or thought?
Is it possible for someone to lose their magical abilities?
How do characters’ emotions affect their ability to use magic? Do their emotions affect the magic’s intensity or controllability? 
How does the strength of a person’s magical abilities change as they age?
Can people normally perform any kind of magic or can they only perform things that fall under their specialty? Are their exceptions?
What rules restrict magic use in society?
How do people’s magical abilities impact their career prospects?
What kinds of magic are the most feared or seen as the most powerful? Which are seen as mere jokes?
How do people use magic to help with everyday tasks?
Can magical energy be stored for later use?
What objects or other factors can amplify someone’s magical powers?
When do magical abilities initially manifest? From birth? At a certain age? Under certain conditions?
What is the first spell a character is likely to learn?
What happens if a spell is performed incorrectly? Nothing at all? A weaker version of the intended results? Pain?
Can different spell casting methods be used to obtain the same result? What are their advantages and disadvantages?
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witteawrites · 6 years ago
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not sure what should happen next in your story?
Embarrass your protagonist. Make them seem weak and vulnerable in some way.
Shoot someone. That always takes the reader by surprise. 
In relation, kidnap someone. Or, rather, make it seem to your protagonist like someone has been kidnapped. 
Have one of your side characters disappear or become unavailable for some reason. This will frustrate your protagonist.
Have someone kiss the wrong girl, boy, or person, especially if you’ve been setting up a romance angle. It’s annoying.
If this story involves parents, have them argue. Push the threat of divorce, even if you know it won’t ever happen. It’ll make your readers nervous.
Have someone frame your protagonist for a crime they didn’t commit. This could range from a dispute to a minor crime to a full-blown felony.
If this is a fantasy story involving magic or witchcraft, create a terrible accident that’s a direct result of their spell-casting. 
Injure your protagonist in some way, or push them into a treacherous scenario where they might not make it out alive. 
Have two side characters who are both close to the protagonist get into a literal fist-fight. This creates tension for the reader, especially if these characters are well-developed, because they won’t know who to root for.
Make your protagonist get lost somewhere (at night in the middle of town, in the woods, in someone else’s house, etc.) 
Involve a murder. It can be as in-depth and as important as you want it to be. 
Introduce a new character that seems to prey on your protagonist’s flaws and bring them out to light.
If it’s in-character, have one of your characters get drunk or take drugs. Show the fallout of that decision through your protagonist. 
Spread a rumor about your protagonist. 
If your protagonist is in high-school, create drama in the school atmosphere. A death of a student, even if your protagonist didn’t know them personally, changes the vibe. 
If your story involves children, have one of them do something dangerous (touch a hot stove, run out into the road, etc.) and show how the protagonist responds to this, even if the child isn’t related to them. 
In a fantasy story, toss out the idea of a rebellion or war between clans or villages (or whatever units you are working with). 
Add a scenario where your protagonist has to make a choice. We all have watched movies where we have screamed don’t go in there! at the top of our lungs at the main character. Make them go in there. 
Have your protagonist find something, even if they don’t understand the importance of it yet. A key, a document, an old stuffed animal, etc. 
Foreshadow later events in some way. (Need help? Ask me!)
Have your protagonist get involved in some sort of verbal altercation with someone else, even if they weren’t the one who started it. 
Let your protagonist get sick. No, but really, this happens in real life all the time and it’s rarely ever talked about in literature, unless it’s at its extremes. It could range from a common cold to pneumonia. Maybe they end up in the hospital because of it. Maybe they are unable to do that one thing (whatever that may be) because of it.
Have someone unexpected knock on your protagonist’s door. 
Introduce a character that takes immediate interest in your protagonist’s past, which might trigger a flashback.
Have your protagonist try to hide something from someone else and fail.
Formulate some sort of argument or dispute between your protagonist and their love interest to push them apart. 
Have your protagonist lose something of great value in their house and show their struggle to find it. This will frustrate the reader just as much as the protagonist.
Create a situation where your protagonist needs to sneak out in the middle of the night for some reason.
Prevent your character from getting home or to an important destination in some way (a car accident, a bad storm, flat tire, running out of gas, etc.)
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witteawrites · 6 years ago
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hey, fantasy and historical writers!! Just a quick thing but uh, you know your blacksmiths? yeah? okay, so,they don’t just make weapons. Like, the  general village blacksmith was a person who made kitchen utensils, latches for gates, pots, cauldrons, candle holders — lots of stuff! 
Your blacksmith can make some awesome swords, yeah, but swords were generally useful for like, people with armouries, travellers, knights, etc. And swords weren’t the most important thing that blacksmiths made! Door hinges, horseshoes, spurs, sickles, axels for horse-drawn carts, iron bands for wheels, kettles, hooks to hang stuff on… that’s where most of their work would come from. It was vital! Blacksmiths, along with many other crafting professions, literally made the stuff that held society together, right down to the tiny steel loop fastenings on a shirt. 
Just remember that next time you’re doing worldbuilding for your story. 
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witteawrites · 6 years ago
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A Guide To Exploring Abandoned Churches
If you go alone, don’t bring a flashlight. You’ll see things you don’t want to.
Don’t bring groups bigger than 12.
Bring water and some snacks, but no wine.
If you have to sleep there, sleep in the sanctuary, but not on a pew.
If you try to read the hymnal, the words won’t be english anymore.
The Bibles will be blank until you confess.
Don’t go into the confession booth. The man talking to you is not the priest, and you don’t want to know what he really is.
The cross on the wall changes locations, don’t look at it for too long.
If you see someone praying at the altar, don’t approach them. If they approach you, don’t talk to them. Leave immediately.
If you hear the organ playing while you’re in the basement, know that your time is running out.
If it plays while you’re in the sanctuary, your time is up.
Take whatever you want, but if you find that one of your possesions is missing, don’t look for it. Let them have it. It’s not worth your life.
If you find a rosary, don’t put it on. It won’t help.
The water isn’t holy anymore. Throwing it on the demons in the shadows won’t work.
Drink the wine if you wish to never leave.
Don’t get seperated from your friends.
If you spend the night, leave at sunrise otherwise you’ll enter another plane of reality with no way back.
If you don’t spend the night, leave through the doors you came in.
You might look behind you after leaving and see that the church isn’t there anymore. It means that they took what they wanted.
Never enter the same abandoned church twice. Even (especially) if you forgot something inside. That’s a lure. On your second tour through, they will know enough about you to keep you there.
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witteawrites · 6 years ago
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