15 posts
hey do you have any tips on plot development? how to do come up with relevant but dramatic things to keep the plot going? i also don’t want to make it too intense?
I actually have quite a lot of resources that I’ve created over the years surrounding plot development. I’ve linked as many as I could find for you:
Resources For Plot Development
Useful Writing Resources
Useful Writing Resources II
31 Days of Plot Development
Novel Planning 101
How To Write A Good Plot Twist
How To Foreshadow
What To Cut Out Of Your Story
Tackling Subplots
Things A Reader Needs From A Story
A Guide To Tension & Suspense In Your Writing
How To Turn A Good Idea Into A Good Story
Planning A Scene In A Story
21 Plot Shapes and the Pros and Cons Of Each
How To Outline Effectively
Tips On Writing Intense Scenes
Writing The First Chapter
Tips On Starting A Scene
Plot Structures
Finding & Fixing Plot Holes
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Masterlist | WIP Blog
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Do heist stories still work in the modern world, especially the developed world? More and more wealth these days seems to be intangible and electronic, and more and more of the physical stuff that's still valuable is marked and traceable so that even if you take, it's hard to spend or unload it anywhere. What are macguffins that a thief in today's world could still physically steal today and realistically hope to profit from (without the profiting getting him caught)?
Heists still happen in the modern world. Hell, the entire NFT “economy” crashed last year as a result of a multiple heists. The Axie Infinity hack last year saw over $600 million worth of crypto tokens stolen. There have been many, many, famous heists, and there is no sign of them slowing down anytime soon.
So, in the vague sense of, “is it realistic?” It happens today, in the real world.
What gets stolen? Anything of sufficient value is a potential target. Art is one of the classic examples, and it remains a tempting target. Any liquid asset is tempting, and no matter how good the tracking is, chances are, someone will find a way to defeat it. In theory, crypto tokens are impossible to scrub, as the entire history of that token will be publicly logged on the block chain... so, thieves were using places like Tornado Cash to launder their cryptocurrency. (Incidentally, the US Treasury has sanctioned Tornado Cash, as of August last year.)
How realistic is it to get away with a heist? There are a lot of unsolved heists. Both, of physical items, and also with a lot of crypto thefts in the last few years. Some of the latter are believed to have been the product of state actors (read: Hacker groups believed to be working for authoritarian states with few extradition treaties.)
Art theft is alive and well. Now, I'm not an expert on laundering stolen paintings, however, from the ones that have been found, a lot find their way into private collections. Art collectors, and brokers who aren't particularly bothered with the legality of a given piece will move stolen art. It's not going to command the prices it would on the open market. (If someone estimates a stolen painting as worth four million dollars, expect that the thieves will get considerably less than that when they fence it, and while the fence will make enough to justify their risk, they're probably not going to be raking in millions either. Once it's made its way to a new owner, it will likely go up on a wall in a private gallery, or get carefully stored in a vault, and never seen again by the outside world for decades (or longer.)
Of course art theft can also be sculptures, books, or really anything else.
When it comes to other things, any liquid asset is a potential target for a heist. Cash, precious metals, and gem stones, are probably the most obvious examples, though, certainly not the only options.
The heist is, generally, a fairly consistent (if modular) structure.
It starts with identifying a vulnerable asset. The reason for the vulnerability may be important for the story, but not for the genre itself. This may be as simple as, “the asset exists,” and the PoV character learns of it, or it could be a situation where an exploitable flaw in the electronic tracking for the item is identified.
Once that's happened, then the ringleader starts assembling a team of specialists (and, amusingly, it is almost always specialists), to fill necessary roles in the heist. Usually this is a mix of technical specialists, social specialists, and at least some muscle.
So, assembling the team is something very specific to the formula, and not reflected in reality. A lot of real world heists simply need bodies, and prefer to have as few people as possible involved. The reasons are twofold. First, the less people involved, the less ways the resulting cash has to be split. Second, the fewer people involved, the fewer people that can lose their nerve and screw up, or rat their partners out to the police.
Once the team has assembled and they have a plan (this is usually hammered out along with the recruitment phase of the story, though that doesn't make a lot of sense when you step back and think about it), then they identify the preceding steps that need to be completed before executing the heist. This involves prepwork, sometimes smaller thefts to obtain the resources they need, and other necessary activities. (Again, this is more of a formula consideration, than a strictly realistic one. Especially the perpetration of earlier crimes. Those crimes can easily result in errors that would lead law enforcement to identify the heist before it occurred, and also help with identifying the thieves. To be fair, this is sometimes handled intelligently while staying within the formula to build tension. As the police close in on the team before they've even gotten started.)
After this, the team goes to execute the heist. Expect several things to fail simultaneously, with members of the team scrambling to salvage the heist. So, I don't want to harp on this too much, but this is another one of those places where the formula structure is extremely unrealistic. When looking at real heists, these kinds of fumbles will usually either botch the heist on the spot or provide the police with the threads they need to find the perpetrators. From a narrative perspective, it makes sense, it help build tension moving into the climax. So, while it's not realistic, that's not the point.
Once the team has the item, then they need to extract with it. Sometimes you'll see this skimmed over, but, getting the thing you're stealing away from the people trying to arrest the thieves is a somewhat important consideration. Generally speaking, yeah, a loud extraction with gunfights and car chases is going to end with the police response scaling to the point where escape is impossible. Also, generally speaking, most writers have a difficult time keeping stealth sequences tense, especially when their instinct is to transition into action.
Once they're out, lot heist stories end. The thieves, “won,” and the climax has played out. From a writing perspective, this makes sense. They won, and everything from here is going to be downhill. The team will break up. The actual process of fencing the stolen goods are going to be fairly dry, and, alternately, the process of laundering any cash they may have stolen isn't going to be that interesting either. There might be some lingering character threads to resolve, but the story is over, at least until you start another.
The main purpose for dragging a story beyond the heist is if you're setting up a tragedy. Probably with the police hunting them down for whatever errors they made along the way. I know I've cited it before, but Michael Mann's Heat (1995) is an excellent example of how the heist structure can be turned into a tragedy. (It's also a rare case that reworks a lot of the formula into something more realistic.)
On the whole, I'd say the heist genre is as relevant today as it's ever been. The specific stumbling blocks your characters will encounter are different. That always changes, and your ability to tune your story to your setting is always important. From a strictly mechanical perspective, there's no difference from your character accidentally leaving his driver's license behind at the scene of the heist, and failing to identify a tracker concealed in the stolen object. Both of them create a direct line from the crime back to that character. In a very real sense, a lot of the particulars for how this plays out is simply flavor. If you want your heist to be a techno-thriller, then you can absolutely do that, though you will probably have to spend quite a bit of time studying modern security methods and technology, but you can do that.
-Starke
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1.) Commaful – a friendly and supportive writing community, smaller but denser than Wattpad, and far more active and engaging.
2.) FictionPress – original fiction’s answer to FanFiction.net. If you’re familiar with that format, you’ll be familiar with this.
3.) Smashwords – an ebook publishing platform that also welcomes short stories, and collections thereof.
4.) WritersCafe – old-school but solid, with an active community and plenty of contests/challenges to get the creative juices pumping.
5.) Medium – a place where you can post, essentially, anything and everything. Articles and non-fiction are its biggest market, but fiction is welcome as well.
6.) Booksie – less community-based, with fewer interactions and comments. However, it still attracts great talent, and can be great for authors who are shy and don’t want to get bombarded with interaction.
7.) RoyalRoad – a rich community, with a strong emphasis on mutual support between authors. Focuses on web novels, fanfiction, and original stories.
8.) FanStory – an oldie but a goody. Don’t be fooled by the name – it seems to be predominantly original fiction, and offers contests with cash prizes.
9.) Young Writers Society – as the name suggests, oriented towards writers in their teens and twenties, but is by no means exclusive to authors of this age bracket.
10.) Wattpad – Wattpad provides users with the opportunity to post original fiction and gain a loyal following. It’s not for everyone, but some people swear by it.
On that note, you can also post original fiction to AO3 and FanFiction, but as they are predominantly for fan works, I decided not to include them on this list. What’s your favorite way to post original fiction?
Happy writing, everybody!
Content: Defiant whumpee, blindfolded, restrained, dehumanisation, physical violence.
The heel of Whumper's shoes tapping on the ground with every step they take. A blindfolded whumpee having nothing but the sound of Whumper's steps to go off in terms of where they are.
Whumper placing their foot on a stool/chair as they examine/admire Whumpee.
The frantic kicking Whumpee does as their arms and legs are tied up.
Caretaker gently kicking doors shut as they cradle a sleeping whumpee in their arms.
Dragging an unconscious whumpee by the feet.
Whumper using their foot to position Whumpee as they like.
Whumper lazily nudging Whumpee with their foot to make sure they're still alive/awake.
Pressing the ball of their foot into a defiant Whumpee's neck to stop them from talking/to cut off their airflow.
A caretaker kicking their feet up as they patiently wait for Whumpee to wake up.
Forcing Whumpee to kiss/clean Whumper's shoes.
Whumper doing that tiny skip/run up right before they kick Whumpee in the stomach (hoping someone knows what I mean by this)
A defiant whumpee sticking their foot out to trip Whumper as they walk past them.
Caretaker anxiously bouncing their foot as they wait for news on Whumpee.
Feel free to reblog and add on if you think of something :)
FAINTING
Whumpee examined by the doctor, listening to their lungs and checking their temperature
Whumpee stripped down so others can help them change their clothes, leaving whumpee bare and vulnerable and unable to sit up by themselves
Loose white nightgowns and white shirts
Pale, ashen skin, eyes ringed with dark circles, sunken cheeks
Long, damp hair plastered to a feverish forehead
A dim bedroom, curtains closed, a single candle or lamp burning
Whumpee lying on their back in a large, ornate bed, surrounded by white sheets
Feverish mumbling in their sleep, head jerking from side to side with delirium
BLOODLETTING
Being spoon-fed broth or gruel that they’re barely able to eat
Whumpee being bathed because they’re too weak to do it themselves
Various medicines perched on the sidetable
Hushed voices in the sickie’s bedroom, trying not to disturb them
Coughing fits, muffled by a white handkerchief
COUGHING UP BLOOD
Fevered nightmares
Whumpee lying silent and still under the bedclothes, while others keep vigil
Whumpee venturing out of their room for the first time, leaning on the banister as they try to get down the long staircase
Whumpee unable to sleep because they’re uncomfortable, wandering through the big house and empty rooms, slightly delirious
Slow meandering walks through the garden as they convalesce
my favorite ship dynamic is betrayal. not when they betray each other but when one or both of them turn against their cause, their principles and/or loved ones for the other. bonus points if the person they're abandoning everything for didn't remotely expect it. ultimate declaration of love. "you mean more to me than everything i ever believed in. i am more loyal to you than my conscience. i love you more than the thing i would die for."
THINKING ABOUT the merging of sailors and ship that takes place in the act of sailing & how the ship becomes more and more human and the sailors become more and more mechanism until at some point it perfectly evens out & their bodies are enmeshed to the point there’s one great seamless living Body with many parts. thinking about how if it’s a warship the wood of the ship is absorbing the blood and sweat and tears of the sailors and the sailors are likewise absorbing elements of the ship. thinking about how they’ve both got ribs
I've got a protagonist and an antagonist who are part of small rival kingdoms with their own armies. Guns and other such items don't exist (and I have a plausible explanation). They want to kill each other. How can I allow them to enter in combat with each other multiple times and have both of them walk away alive and able to fight another day (even if it takes a few months of recuperation) and still make it realistic? They're both trained in combat, one uses a spear and the other uses a sword. I need to keep them alive for Plot but also need them to fight for Plot and I don't know how to write them realistically fighting without dying. Also there's magic involved so healing is slightly less of a problem but necromancy doesn't exist.
So, something useful to remember about most feudal societies: There are much larger pressures acting upon the individual participants. You could have two kingdoms who want to eradicate one another, but, aren't able to because it would result in fatal reprisals from other powers.
Narratively, stories like this tend to operate in a bipolar structure (in this case, bipolar literally means that there are two relevant powers, your protagonist's faction or alliance, and those who they're arrayed against.) However, in many historical cases like this, there would be a wide array of other competing states (or kingdoms, if you prefer.)
The entire system maintained (relative) stability, because any aggressive action by one participant would leave them weakened and vulnerable to other nearby powers. In European history, this stability was further, “encouraged,” by the Roman Catholic church, whose scribes were often responsible for reading and writing the diplomatic missives sent between lords, with those communications not always, completely reflecting the original intent of their illiterate kings.
So, while full mobilization against a rival kingdom is an option, it's a very dangerous one, even if your king feels they're in a relatively strong position with their other neighbors.
And then they want to kill each other. This is pretty reasonable. However, it's very dangerous for your character.
There a lot of social structures in Medieval Europe were designed to keep anyone from killing the nobility. A bit part of that is the risk of reprisal from your neighbors, or a larger power. Defeating a hostile king on the battlefield would often see them captured and ransomed back to their relatives (or in some cases, simply held hostage for years because their relatives were happy with their new throne, and didn't want to cough up the cash to recover their lost lord.)
If your king wants to kill their rival, they're going to need a very good cover for that slaying, or they'll be branded as a kingslayer, and may face serious consequences, up to and including the loss of their title, excommunication, or a coalition of the dead king's relatives coming for them, with the assistance of other kings who aren't eager to be the next name on your character's hypothetical climb to the top.
Also, again, if we're using Medieval Europe, there are a lot relatives spread around. The nobility in Europe mingled and intermarried, creating a fairly complex web of different blood relations. So, while your character's rival may not have any relatives at home, it's quite possible that he'd have siblings and cousins in dozens of other nearby kingdoms, and potentially even be a blood relation of your characters as well.
There are exceptions to this, such as if they're a non-royal usurper, but in that case, they wouldn't have any protections, and your character would probably have a pretty easy time forming an impromptu alliance to stomp them out, before “restoring” someone with a legitimate claim to that throne. In that case, if their rival really was a peasant usurper, your character could probably get away with executing them on the battlefield with little fanfare. However, if they're actual nobility, even if their claim is shaky, that kind of a killing could have serious consequences.
So, the short version is, your character probably can't politically afford to kill their rival. It really is that simple, and they'd need to find a way to politically insulate themselves against the consequences, or make sure that their rival's death in battle looked like a normal casualty, and not a directed murder.
-Starke
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Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters. (CLICK ME)
If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME)
If you want a more in-depth medical chart, try this one. (CLICK ME)
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
I struggle coming up with hobbies for my medieval characters to have. Is there a list or something out there? How many are characters expected to have?
A quick google search brought me here. That might help?
There’s no minimum or maximum number of hobbies for a character to have, just like there isn’t for any actual person. Look at yourself, your friends, your family. What seems typical to you?
Also, how big a part are hobbies actually going to play in your fic? Do they need to be mentioned at all?
I was getting pretty fed up with links and generators with very general and overused weapons and superpowers and what have you for characters so:
Here is a page for premodern weapons, broken down into a ton of subcategories, with the weapon’s region of origin.
Here is a page of medieval weapons.
Here is a page of just about every conceived superpower.
Here is a page for legendary creatures and their regions of origin.
Here are some gemstones.
Here is a bunch of Greek legends, including monsters, gods, nymphs, heroes, and so on.
Here is a website with a ton of (legally attained, don’t worry) information about the black market.
Here is a website with information about forensic science and cases of death. Discretion advised.
Here is every religion in the world.
Here is every language in the world.
Here are methods of torture. Discretion advised.
Here are descriptions of the various methods used for the death penalty. Discretion advised.
Here are poisonous plants.
Here are plants in general.
Feel free to add more to this!
Violence: A Writer’s Guide: This is not about writing technique. It is an introduction to the world of violence. To the parts that people don’t understand. The parts that books and movies get wrong. Not just the mechanics, but how people who live in a violent world think and feel about what they do and what they see done.
Hurting Your Characters: HURTING YOUR CHARACTERS discusses the immediate effect of trauma on the body, its physiologic response, including the types of nerve fibers and the sensations they convey, and how injuries feel to the character. This book also presents a simplified overview of the expected recovery times for the injuries discussed in young, otherwise healthy individuals.
Body Trauma: A writer’s guide to wounds and injuries. Body Trauma explains what happens to body organs and bones maimed by accident or intent and the small window of opportunity for emergency treatment. Research what happens in a hospital operating room and the personnel who initiate treatment. Use these facts to bring added realism to your stories and novels.
10 B.S. Medical Tropes that Need to Die TODAY…and What to Do Instead: Written by a paramedic and writer with a decade of experience, 10 BS Medical Tropes covers exactly that: clichéd and inaccurate tropes that not only ruin books, they have the potential to hurt real people in the real world.
Maim Your Characters: How Injuries Work in Fiction: Increase Realism. Raise the Stakes. Tell Better Stories. Maim Your Characters is the definitive guide to using wounds and injuries to their greatest effect in your story. Learn not only the six critical parts of an injury plot, but more importantly, how to make sure that the injury you’re inflicting matters.
Blood on the Page: This handy resource is a must-have guide for writers whose characters live on the edge of danger. If you like easy-to-follow tools, expert opinions from someone with firsthand knowledge, and you don’t mind a bit of fictional bodily harm, then you’ll love Samantha Keel’s invaluable handbook
Don’t base them exclusively on physical and/or sexual attraction. While these kinds of attraction can certainly strengthen relationships, they can’t create anything but a weak foundation for a relationship on their own.
Know how your characters like to show and be shown affection. Not everyone shows their interest in others the same way. Some people like to give gifts. Others like to cuddle. Still others like giving compliments. Different people like to receive different kinds of affection as well.
Remember that love at first sight is a myth. You can have lust at first sight and romantic interest at first sight, but true love takes time to develop.
Show the characters interacting and getting to know each other. This should be obvious, but it is all to common for a character to be given a love interest at the last minute or to be paired off with someone the reader hasn’t seen them interact with much. Remember, the reader doesn’t have to see every little thing they do together, but the relationship will feel forced to the reader if they don’t see the characters interacting and establishing that they genuinely care about each other in a significant way. If the reader views your character’s significant other as little more than a stranger, then you’re doing something wrong.
Have both characters do things for each other and contribute to the relationship in meaningful ways. Relationships are two way streets. While you don’t need to keep score of exactly who does what for who (Relationships are not a competitive sport!), the relationship should seem fairly balanced or, if it’s not, then the characters should be working to change that.
Don’t give your characters completely incompatible traits. While it’s healthy for people to differ from each other, there are some differences that even people that are otherwise perfect for each other probably can’t overcome. For example, a environmental activist would have a hard time having a healthy relationship with someone who wants to chop dow a forest. Basically, know your characters’ deal breakers so that you won’t try to match up characters who are simply incompatible with each other.
Have them share interests. This is a great way to add substance to relationships outside of physical attraction and compatible personalities. Maybe they both like fishing. Maybe they share a passion for baking. Whatever you decide to have them like, don’t be afraid to use your characters’ shared interests as opportunities for them to bond. Also, if your characters don’t share a lot of interests/hobbies, consider having one character introduce the other to their hobby or have one character take initiative to try something the other likes. This is a great way to show how much your characters care about each other because it demonstrates your characters’ genuine interest in what makes their partner happy.
Let the relationship experience at least a few bumps in the road. No relationships are perfect. Let your characters disagree, argue, and maybe even have a full on fight. Relationships that withstand obstacles seem stronger to readers, especially if the characters grow as people because of these hardships.