reblog to give prev some of that good writing mojo
somehow all these good vibes have washed back on me and it's great. y'all are manifesting writing mojo for each other and me and I love it. keep going. don't stop.
i don't do bad sauce passes
Show & Tell
Game of Thrones Daily
$LAYYYTER
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shark vs the universe
Misplaced Lens Cap
Today's Document
ojovivo

Origami Around
hello vonnie
cherry valley forever

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Love Begins

Product Placement

izzy's playlists!
wallacepolsom
Acquired Stardust

blake kathryn
almost home

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@miriamctaylor
reblog to give prev some of that good writing mojo
somehow all these good vibes have washed back on me and it's great. y'all are manifesting writing mojo for each other and me and I love it. keep going. don't stop.
i dont consider myself a 'fashion guru' by any means but one thing i will say is guys you dont need to know the specific brand an item you like is - you need to know what the item is called. very rarely does a brand matter, but knowing that pair of pants is called 'cargo' vs 'boot cut' or the names of dress styles is going to help you find clothes you like WAAAYYYY faster than brand shopping
this also goes for aesthetic or -core titles. 'y2k tank top' is going to get you resellers and fast fashion brands advertising to people looking to meet a current trend. 'thin strap crop tank top' is going to get you a diverse group of results and not upcharge you to hell and back
additionally, shop second hand when you can, second hand and thrift sites typically organize clothes by the cut and color. theyll be more affordable than a depop seller curating you a style to sell you
useful terminology for different kinds of clothing shapes :)
The Causal Chain And Why Your Story Needs It
The most obnoxious thing my writing teacher taught me every story needed, that I absolutely loathed studying in the moment and that only later, after months of resisting and fighting realized she was right, was something called the causal chain.
Simply put, the causal chain is the linked cause-and-effect that must logically connect every event, reaction, and beat that takes place in your story to the ones before and after.
The Causal Chain is exhausting to go through. It is infuriating when someone points out that an event or a character beat comes out of nowhere, unmoored from events around it.
It is profoundly necessary to learn and include because a cause-and-effect chain is what allows readers to follow your story logically which means they can start anticipating what happens next, which is what is required for a writer to be able to build suspense and cognitively engage the audience, to surprise them, and to not infuriate them with random coincidences that hurt or help the characters in order to clumsily advance the author's goals.
By all means, write your story as you want to write it in the first draft, and don't worry about this principle too much. This is an editing tool, not a first draft tool. But one of the first things you should do when retroactively begin preparing your story to be read by others is going step by step through each event and confirming that a previous event leads to it and that subsequent events are impacted by it on the page.
When your character is standing knee-deep in literal or metaphorical shit with a weapon in one hand and their last hope of surviving evaporating around them, and they’re wondering how their simple smuggling job/adulthood ritual/simple morning in an ordinary village led to ALL OF THIS, both they and the reader need to be able to backtrack through every single choice, mishap, attempt at fixing earlier problems and panicky flight or fib led them unerringly to this moment. That chain cannot have breaks in it, or you lose the whole impact.
This hit home, and I think it will resonate hard with all my creative friends, here. You are amazing and brilliant and I BEG YOU to keep creating!! ❤️❤️❤️
This is true for so many things as well. Especially creative endeavors. The only way out is through. Make some meh stuff.
“If you are hoping to find your self-worth and fulfillment in other peoples’ opinion of your writing, you will never find it.”
— Anne Lamott
ID: “Finish something. Anything. Stop researching, planning, and preparing to do the work and just do the work. It doesn’t matter how good or how bad it is. You don’t need to set the world on fire with your first try. You just need to prove to yourself that you have what it takes to produce something. There are no artists, athletes, entrepreneurs, or scientists who became great by half-finishing their work. Stop debating what you should make and just make something.”
I just wrote 8 pages when I haven't written in months and was beginning to think I'd never be able to again. Idk what it is, but I am sharing and manifesting this energy for every writer who sees this. May you write 8 quality pages effortlessly and find joy writing once more
woop there it is
a collection of my favorites of my aa reactions, jfa edition!
first game here
Probably the single hardest lesson for me to internalize in writing was that you don’t design a character you design a character arc.
One reason you as a writer might end up stuck with a flat or boring character, or one that just isn’t doing the things you need to create a vibrant plot, despite working out all the details of their life for hours, is because you’ve made the mistake I always do. You’ve made a character who is a blend of all the characteristics you envision for them, rather than saving some characteristics for the end of their journey.
What do I mean by this? Maybe you envision a character who is a handsome prince, honest, brave, and true. In your plot, though, he’s going to be an antagonist for a bit but you don’t really want him to be seen as a bad guy, necessarily. But when you drop him into your story, he’s just… there. Being honest, brave, and true.
That’s because the prince has no character arc. He is a static figure, a cardboard cutout.
Let’s go a little deeper with a great example of one of the best character arcs in YA animation: Prince Zuko. He is, objectively, honest, brave, and true (to his cause of finding the Avatar) from the outset. But he’s also a dick. He’s a privileged, imperialist brat, who is rude to his uncle and vicious to our protagonists.
By the end of the series, though, Prince Zuko is still honest, brave, and true, but he’s also a good person who has learned many lessons over the course of his trials and obstacles. He has failed over and over again at his initial goal of capturing the Avatar. He has failed at winning his father’s regard. He has failed at numerous smaller goals of day to day adventures. He has learned from all of these. We have seen his journey. But, if you started your vision of how to write Zuko from who he ends up being, he’s got nowhere to go as a character.
It’s not just about what flaws he has corrected though. It’s about what lessons about life he has internalized. What flawed views of the world he has corrected and how.
Rather than saying, “The character starts out a dick and learns to be nice,” be more specific. “This character starts out believing the empire he is loyal to is morally in the right for its conquests, but over the course of working for that empire’s ruler and seeing his cruelty first hand, not to mention fighting the empire’s enemies and mingling with its civilian victims, he becomes a better person and learns the error of his ways.”
Already, right there, you have more than a cardboard character. You have a character who has an arc that molds to your plot.
Helpful Questions to Ask:
What flaws does the character possess?
How do these flaws influence the character’s mindset, perspective, intuition, and behavior?
What variables emerge, in the course of the story, that expose these flaws to the reader, to the character in question, or to other characters?
How does the character react to these inevitable conflicts? What are the consequences for how the character reacts to these conflicts or contradictions?
What are the stakes for staying the course? What are the consequences for thinking about change? What are the consequences for actually pursuing change? What are the consequences for pursuing change and failing (or succeeding) publicly (or in secret)?
Reassess: What flaws does the character possess?
How has the character’s experience(s) in confronting these flaws influenced the character’s role and interaction with the primary conflict set in the story?
How does the story change as a result?
whats that defunct land quote again? every part of the film making process is awful, but not making film is even worse? idk something like that. anywah im being completely normal about art rn ::))
found it
traits turned sour
honest - insensitive
persuasive - manipulative
caring - overprotective
confidence - arrogance
fearless - cocky
loyalty - an excuse
devotion - obsession
agreeable - lazy
perfectionism - insatisfaction
reserved - aloof
cautious - skeptical
self loved - selfish
available - distractible
emotional - dramatic
humble - attention-seeking
diligent - imposing
dutiful - submissive
assertive - bossy
strategic - calculated
truthful - cruel
Baroque fantasy
a collection of aa5 textposts i made over the past few weeks. i am a certified dual destinies liker.
thebluebird:
A professional script reader read 300 screenplays for five different studios, all the while tracking the many recurring problems. The infographic he made with the collected data offers a glimpse at where screenwriting goes wrong.
pay attention to this
this is important even if you don’t write scripts
This is exceedingly important to all storytellers
Some critical rules for writing coherent genre fiction, courtesy of my writing teacher, who is very wise. I don't pretend to have mastered all of these, but their application can do wonders for a story, their lack can cripple it:
Employ the causal chain - every action must be connected to what comes before and after. Each action and beat needs to have impact. They don't all need to be shown but the author needs to know what they are. It is impossible to build suspense without this principle. Things can't happen "just because" or there's no reason for the audience to become engaged with your sequence of events or do things like make predictions. All subsequent rules follow from this principle.
When showing a new type of fictional magic or science, you must show it work before you can show it break. For example, if a character has the ability to summon objects into their hand, we need to see them do so successfully and see how it works, before we see it break at a critical moment during the climax. Otherwise, the audience can't be expected to follow why this situation is unusual because they don't know how it works during normal circumstances.
When claiming a character is good at something, you must show them succeeding at it before you show them failing at it during a moment of pressure. Otherwise, we don't believe you when you establish your character's competence or badassery. For example, when saying your character is an excellent military commander, we need to see them win a fight using those skills and tactics. We can't open with a fight they lose, or else the character and author lose credibility. By all means, show the experienced hero/military leader/ruler/assassin/mage etc break down during a moment of intense pressure, fall down sobbing in terror at a truly insurmountable foe, or otherwise fail to meet the moment, but don't do this before we've seen them succeed at least once, or the moment loses impact.
During the build-up of tension, coincidences should hurt the hero and help the antagonist. This plays into the causal chain rule. Coincidences that help the hero feel cheap. Coincidences that help the villain raise the tension.
Every beat, whenever possible, should be connected to conscious action by central characters (hero, love interest, or villain). The more events are connected to purposeful action by key characters, the more satisfying the causal chain for the reader.
Avoid things that happen "just because" whenever possible. You can have one or two, sure, but the more often things happen "just because" the less interesting the story is, especially if those "just because" moments are core to the story. Fiction is not real life. Audiences are drawn to stories where purposeful actions dictate the success or failure of the characters.
The 5 Commandments of Storytelling According to The Story Grid
The Five Commandments of Storytelling come from The Story Grid approach to writing, which was created by Shawn Coyne, who has worked in the publishing industry for over thirty years now and has edited hundreds of books. Drawing from the influence of Robert McKee (best known for writing Story) as well as from his vast experience, Coyne came up with concrete ways to measure and understand story. His work has helped thousands of writers find success, and I've personally turned to his approaches several times.
Which brings me to today's article. I recently had some questions that led me back to his work, and specifically to The Five Commandments of Storytelling. Now, I admit, I don't love the name "Five Commandments of Storytelling" because all five elements have to do mainly with plot and structure, and not the other elements of storytelling. But as I've talked about time and again on here, what we call it doesn't really matter, as long as you understand the concept. Coyne also says on his site that it's comparable to the ten commandments Moses got, in that, when boiled down, these are the five things you absolutely need to guide you when getting started in storytelling.
Some of these items will sound familiar because we've talked about them from other angles before, but I'm covering them from Coyne's angle today, while also throwing in my own thoughts and approaches (don't worry, I communicate which is which).
First off, these five elements are structural elements, and like most structural elements, they work within any structural unit: scene, sequence, act, or the global story. Each of these units really have the same basic parts. For an explanation of how that works, read my post, "Scene vs. Sequence vs. Act."
1. Inciting Incident
I've talked about the inciting incident numerous times on here, but as a quick recap, the inciting incident is either an opportunity or a problem that disrupts the established normal. The protagonist is going on, living in his Ordinary World until bam an opportunity or a problem comes up that will (at least eventually) change the direction of the story--within the narrative arc it essentially kicks off the story. Harry gets a letter from Hogwarts and later learns he's a wizard and can attend a magic school (opportunity). Nemo gets kidnapped in Finding Nemo (problem). Two love interests meet in a romance (opportunity).
In a smaller unit (such as an act, sequence, or scene, as opposed to the whole story) this will be a smaller disruption.
"No matter the unit of story (beat, scene, sequence, act, or global Story) what the inciting incident must do is upset the life balance of your lead protagonist/s. It must make them uncomfortably out of sync…for good or for ill." - Shawn Coyne
While I prefer dividing these into "opportunity" or "problem," Coyne divides this into two different types:
a. Causal
This happens from an active choice. The example he gives is a wife leaving her husband.
b. Coincidental
This happens (you guessed it) from a coincidence, such as a plane crashing and forcing the protagonist to survive in the wilderness.
For what it's worth, the reason I prefer dividing the incident into "opportunity" or "problem" over "causal" or "coincidental" is because I feel that whether it's an "opportunity" or a "problem" affects the story and protagonist more (and helps you better infer how to write what happens next), whereas many inciting incidents that are causal could be changed to coincidental or vice versa without much effect. For example, Harry could have just as well coincidentally found out about Hogwarts, Charlie in Charlie and the Chocolate Factory could have just as well been given the Golden Ticket, Frodo could have just as well stumbled upon the Ring, and the stories would largely be the same. However, if Hogwarts or Willy Wonka's Chocolate Factory were viewed as a problem or Frodo getting the Ring was viewed as an opportunity, that would be a very different protagonist with a very different story.
Nonetheless, I admit that "causal" or "coincidental" can make a significant difference in some stories--a wife choosing to leave a husband is different than one "leaving" after happening to get hit by a car. And there is no reason you can't use both types of categories, and label Harry's as "opportunity, causal" or someone stuck in the wilderness after a plane crash as "problem, coincidental."
Coyne also reflects what I've read K. M. Weiland and a few others say: "the inciting incident of a global story must make a promise to the reader…the ending. The ending must be a perfectly reasonable and inevitable result of the inciting incident."
The inciting incident will give rise to a new desire or goal within the protagonist--or at least a more specific or refined one.
Learn more about Coyne's perspective of the inciting incident.
2. Progressive Complication
This is what we call the rising action, where the conflict escalates. The protagonist faces opposition from antagonistic forces. And the struggles should get more difficult, the stakes should get higher, and the costs bigger.
Coyne suggests giving each complication a number 1 - 10 for how serious the conflict is. A one means it's not that big of a problem and a ten means it will bring the protagonist to her knees. If you find most of them score pretty low, then the stakes aren't big enough in your story. (For what it's worth, I feel like this approach relates to and complements James Scott Bell's three types of death--the stakes need to get big enough to feel like death in some form or another.) This is also a good way to check that, overall, the story is escalating, not de-escalating.
Keep an eye out for "Points of No Return"--this is when a decision or an action cannot be undone (like death). "Ask yourself the simple question…how difficult would it be for my character to reverse his decision?" Coyne suggests. If most of your character's decisions can be easily reversed, and without significant ramifications, your complications and stakes aren't strong enough. "You’ve hit the Point of No Return when no matter what decision the character makes, he will be irrevocably changed by the experience." Either his world, life, or himself will not be the same.a. The Turning Point
While Coyne actually doesn't talk about it in the above article (though it's talked about here and here), the complications will hit a turning point. Like the inciting incident, we've talked about this a few times on my blog. A turning point can only be one of two things (well, or both of them):