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Writing Advice - Blog Posts

4 years ago

Lost

I lost the hunger but still have the love.

Split between the two.

Who I was and who I am.

Trying to find a common, that area filled with caution.

Is that trauma or am I just hiding ?

Hiding from the fact I can’t reach certain heights.

Is this lack of preparation or perspective ?

Im destined but my story is still being written.

I can choose any path but I don’t have no sense of direction.

I am lost.




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6 years ago

What is a Script Consultant - and do you need one!

This is part of a new series in which I reveal my ugly mug and give writing advice, talking about my experience as a Script Consultant and work on reading and editing screenplays.

If anyone has any thoughts, questions or suggestions please do let me know! Would love to have some feedback on this series, and know what people might be interested in me covering in the future.


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4 years ago

TO EVERYONE SAYING THEY'RE INSECURE ABOUT THEIR WRITTING:

I've been seeing a lot of people reposting their insecure about their writting and its really sad because ik for a FACT most of you write BEAUTIFULLY. So I just wanted to send some motivation because writting is hard, and writers deserve love. You guys are literally creating ENTIRE REALITIES with your imaginations . Wether it be fan ficts, short story writers, etc., You are giving us a key into experiencing the world from a different perspective. Your craft is an escape, your craft is inspiring. Its always good to want to be better, but please appreciate the work you're doing RIGHT NOW. It may not seem like much, but your stories are so much more than just words in a page. Its the adventure we never experienced, its the worlds we never got to see. Writers please, whatever you write, I want to assure you today it IS good enough. Because you bled your thoughts into the page, because you were brave enough to create. Writting doesnt have to be perfect, for perfection is nothing but a myth, writting just needs to exist. Insecurity is normal but let me tell you today, your writting is worth it, your ideas are worth it, your work is worth it.

Writers, keep your heads high, continue to poor your soul into your words and know you never have to punish yourself for creating

Much love for all of you


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4 years ago

5 frustrating workshop rules that made me a better writer

Throughout the 15 workshops I joined in college and grad school, I encountered two types of writing rules.

First, there were the best-practice guidelines we’ve all heard, like “show don’t tell.” And then there were workshop rules, which the professor put in place not because they’re universal, but because they help you grow within the context of the workshop.

My college’s intro writing course had 5 such rules:

No fantasy, supernatural, or sci-fi elements.

No guns.

No characters crying.

No conflict resolution through deus ex machina.

No deaths.

When I first saw the rules, I was baffled. They felt weirdly specific, and a bit unfair. But when our professor, Vinny, explained their purpose (and assured us he only wanted us to follow the rules during this intro workshop, not the others to come), I realized what I could learn from them.

1. No fantasy, supernatural, or sci-fi elements.

Writers need to be able to craft round characters, with clear arcs. While you can hone those skills writing any type of story, it can be more difficult when juggling fantastical elements, because it’s easy to get caught up in the world, or the magic, or the technology, and to make that the focus instead of the characters. So Vinny encouraged us to exclude such elements for the time being, to keep us fully focused on developing strong, dynamic characters.

2. No guns.

Weapons have a place in many stories, but when writers include a gun, they often use it to escalate the plot outside of the realm of personal experience and into what Vinny called “Hollywood experience.” He wanted us to learn how to draw from our own observations and perceptions of life, rather than the unrealistic action, violence, and drama we’d seen in movies, so he made this rule to keep us better grounded in our own experiences.

3. No characters crying.

When trying to depict sadness, writers often default to making characters cry. While there’s nothing inherently wrong with that, tears are just one way to show grief, and they aren’t always the most subtle or emotionally compelling. That’s why Vinny challenged us to find other ways to convey sadness — through little gestures, strained words, fragile interactions, and more. It was difficult, but opened us up to depicting whole new gradients of grief and pain.

4. No conflict resolution through deus ex machina.

This is the only one of the rules I’d say is generally universal. Meaning “God from the machine,” deus ex machina is a plot device where a character’s seemingly insurmountable problem is abruptly resolved by an outside force, rather than their own efforts. These endings are bad for various reasons, but Vinny discouraged them because he wanted us to understand how important it was for our characters to confront their struggle and its consequences.

5. No deaths.

Death is inherently dramatic and can be used to good effect, but many writers use death as a crutch to create drama and impact. Writers should be able to craft engaging, meaningful stories, even without killing off their characters, so this rule challenged us to find other methods of giving weight to our stories (such as through internal conflict).

How these rules helped me grow as a writer

First things first, I’ll say it again: apart from #4 (deus ex machina), these rules were never meant to be universally applied. Instead, their purpose was to create temporary barriers and challenges to help us develop key skills and write in new, unfamiliar ways.

For me, the experience was invaluable. I liked the way the rules challenged and stretched my abilities, driving me to write stories I’d have never otherwise attempted. They made me more flexible as a writer, and while I don’t follow the rules anymore (I LOVE me some fantasy), I’ll always be thankful for how they shaped my writing.

My recommendation to you?

Give some of these rules a shot! Follow them temporarily while writing 2-4 short stories — but remember to always keep their purpose in mind, because the rules themselves will only help if you understand what they’re trying to achieve.

Write with purpose, and you’ll always be growing.

— — —

For more tips on how to craft meaning, build character-driven plots, and grow as a writer, follow my blog.


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1 month ago

Ideas of fatal character flaws? :3

Hi :)

Fatal character flaws

Aristotle calls this ‘Hamartia’ - a tragic flaw or error. It can be anything happening to good or bad characters, even otherwise good character traits and with good intentions that ultimately lead to the character’s demise. They are often traits that don’t neccessarily lead to someone’s downfall, but can if they’re done to an extreme. So think of these otherwise normal ‘flaws’ as extremes.

ignorance - not seeking helpful knowledge

selfishness - not thinking about others

curiosity - getting involved in things they shouldn’t get involved in

impetuousness - being too passionate/ not thinking before acting

pride - not giving in/ not taking help from others 

hubris - exaggerated opinion of oneself/ thinking nothing can get to them

lack of self-control - can’t help/stop themself

indecisiveness* - not being able to make decisions

confirmation bias - only taking in information that supports one’s own belief 

arrogance -  thinking they are superior

Have fun!

- Jana

*Interesting example: Chidi from The Good Place. A morally great character who is so extreme in always trying to make the right choice and therefore not being able to make a decision until it is proven to be right, it basically lands him in hell.


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1 month ago

how to write creepy stories

over describe things

under describe things

short sentences in rapid succession build tension

single sentence paragraphs build dread

uncanny valley = things that aren't normal almost getting it right

third person limited view

limited expressions

rot, mold, damage, age, static, flickering, espsecially in places it shouldn't be

limited sights for your mc - blindness, darkness, fog

being alone - the more people there are, the less scary it is

intimate knowledge, but only on one side

your reader's imagination will scare them more than anything you could ever write. you don't have to offer a perfectly concrete explanation for everything at the end. in fact, doing so may detract from your story.


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1 month ago
I've Had This Little Idea In My Head For A While Now, So I Decided To Sit Down And Plot It Out.
I've Had This Little Idea In My Head For A While Now, So I Decided To Sit Down And Plot It Out.
I've Had This Little Idea In My Head For A While Now, So I Decided To Sit Down And Plot It Out.
I've Had This Little Idea In My Head For A While Now, So I Decided To Sit Down And Plot It Out.

I've had this little idea in my head for a while now, so I decided to sit down and plot it out.

Disclaimer: This isn't meant to be some sort of One-Worksheet-Fits-All situation. This is meant to be a visual representation of some type of story planning you could be doing in order to develop a plot!

Lay down groundwork! (Backstory integral to the beginning of your story.) Build hinges. (Events that hinge on other events and fall down like dominoes) Suspend structures. (Withhold just enough information to make the reader curious, and keep them guessing.)

And hey, is this helps... maybe sit down and write a story! :)


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1 year ago

How to create an atmosphere: Supermarket

Sight

advertisements for products

big signs showing discounts

aisles full of colorful products

fresh produce

employees in matching uniforms

all different kinds of costumers

with shopping carts

with children running around

with a stroller or toddlers sitting in the shopping cart

with a service dog by their side

Hearing

the sound of shopping carts being pushed and bumping into shelves

parents calling for their children

people talking on the phone

a man asking his wife if they still have enough toilet paper at home

someone asking the employee where they can find something

music interrupted by announcements about promotions the store is doing

the surring and beeping sound of the cash register belt

the sound of the electronic doors opening and shutting again

Touch

the stickiness of the floors

the differents textures of each item they think about buying

the coldness and often stickiness of the handle of the shopping cart

the sudden wetness from some products that are either fresh produce or where the package is leaking

Smell

the smell of spilled drinks that someone dropped and left for the employees to clean up

the smell of cleaning products from them having to sweep it up

the smell of hand sanitizer

the smell of different products the costumer holds up to their face and smells to decide if they like it

the horrendous smell of deposit machines where you return your not quite empty beer bottles to and the leftover liquid spills everywhere

Taste

different samples offered at the supermarket

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1 year ago

Scott Pilgrim is, I think, the best example I can think of for establishing a setting's Nonsense Limit. The setting's Nonsense Limit isn't quite "How high-fantasy is this". It's mostly a question of presentation, to what degree does the audience feel that they know the rules the world operates by, such that they are primed to accept a random new element being introduced. A setting with a Nonsense Limit of 0 is, like, an everyday story. Something larger than life, but theoretically taking place in our world, like your standard spy thriller action movie has a limit of 1. Some sort of hidden world urban fantasy with wizards and stuff operating in secret has a nonsense limit around 3 or 4. A Superhero setting, presenting an alternate version of our world, is a 5 or 6. High fantasy comes in around a 7 or so, "Oh yeah, Wizards exist and they can do crazy stuff" is pretty commonly accepted. Scott Pilgrim comes in at a 10. If you read the Scott Pilgrim book, it starts off looking like a purely mundane slice of life. The first hint at the fantastical is Ramona appearing repeatedly in Scott's Dreams, and then later showing up in real life. When we finally get an explanation, it's this:

Scott Pilgrim Is, I Think, The Best Example I Can Think Of For Establishing A Setting's Nonsense Limit.

Apparently Subspace Highways are a thing? And they go through people's heads? And Ramona treats this like it's obscure, but not secret knowledge. Ramona doesn't think she's doing anything weird here. At this point, it's not clear if Scott is accepting Ramona's explanation or not, things kind of move on as mundane as ever until their Date, when Ramona takes Scott through subspace, and he doesn't act like his world was just blown open or anything, although I guess that could have been a metaphor. there's a couple other moments, but everything with Ramona could be a metaphor, or Scott not recognizing what's going on. Maybe Ramona is uniquely fantastical in this otherwise normal world. And then, this happens

Scott Pilgrim Is, I Think, The Best Example I Can Think Of For Establishing A Setting's Nonsense Limit.

Suddenly, a fantastical element (A shitty local indie band finishing their set with a song that knocks out most of the audience) is introduced unrelated to Ramona, and undeniably literal. We see the crowd knocked out by Crash and The Boys. but the story doesn't linger on the implications of that, the whole point of that sequence is to raise the Nonsense Level, such that you accept it when This happens

Scott Pilgrim Is, I Think, The Best Example I Can Think Of For Establishing A Setting's Nonsense Limit.

Matthew Patel comes flying down onto the stage, Scott, who until this point is presented as a terrible person and a loser, but otherwise is extremely ordinary, proceeds to flawlessly block and counter him before doing a 64-hit air juggle combo. Scott's friends treat this like Scott is showing off a mildly interesting party trick, like being really good at darts. The establish that Scott is the "Best Fighter in the Province", not only are street-fighter battles a thing, Scott is Very Good at it, but they're so unimportant that being the best fighter in the province doesn't make Scott NOT a loser. So when Matthew Patel shows off his magic powers and then explodes into a pile of coins, we've established "Oh, this is how silly the setting gets". It's not about establishing the RULES of the setting so much as it is about establishing a lack of rules. Scott's skill at street-fighter battles doesn't translate to any sort of social prestige. Ramona can access Subspace Highways and she uses it to do a basic delivery job. It doesn't make sense and it's clear that it's not supposed to. So later on, when Todd Ingram starts throwing around telekinesis, and the explanation we're given is "He's a Vegan" , you're already so primed by the mixture of weirdness and mundanity that rather than trying to incorporate this new knowledge into any sort of coherent setting ruleset, you just go "Ah, yeah, Vegans".


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1 year ago
6 Simple Ways to Practice Your Written English Skills
For a lot of language learners, writing in English is often easier than speaking in English—or so they think. Usually, that just means that people…

For a lot of language learners, writing in English is often easier than speaking in English—or so they think. Usually, that just means that people find it easier to get grammar right when writing, but they don’t pay attention to fluency or readability. Those are vitally important if you’re thinking of going on to further education in an English-speaking country, or you want a job that requires English. Here are six ways to improve your written English.

1. Read lots

Even without physically writing, you can improve your writing skills. By reading as much as you can, you’ll develop your vocabulary and understanding of how English is used. We don’t mean that you should be studying syntax and sentence clauses—simply read for pleasure and you’ll pick things up subconsciously! You could start with the English version of your favorite book, or work your way through these classic novels. And by the way, if you need extra encouragement, Joseph Conrad, the author of Heart of Darkness, didn’t speak English until in his twenties and went on to become one of the most celebrated English novelists of all time!

2. Write how you speak

This doesn’t always apply, but generally you can improve the fluency and readability of your writing by simply writing how you speak. That doesn’t mean writing lots of slang words and uh, eh, and er. But think about how people use simple English when they speak and how natural it sounds, and aim to give your writing the same easy flow.

3. Learn new words

It goes without saying that to write with more confidence and fluency, you need to expand your vocabulary. If you haven’t done so already, start a personal dictionary. Any words that you come across that you don’t know, write down and translate, then test yourself on how many of them you can remember, and start using them in your writing and conversations.

4. Make writing a daily habit

As the saying goes: practice makes perfect. So the only way to improve your writing over time is to keep doing it. Even just 5 or 10 minutes a day, if done every day, will really help you improve your written English. You could keep a diary in English, or write a blog about your experiences learning English and living in a new country, or even start writing your social media posts in English.

5. Form follows function

There are lots of different types of written English—diaries, essays, CVs or résumés, poems, short stories, tweets, and so on. It’s important to consider what type of writing you are doing and its purpose (its function). Also, think about who will be reading it and what you want them to do. When you know the function, you can adapt the style.

6. Check for mistakes

The last thing you do when you write something is carefully read it to make sure it makes sense and you haven’t made any mistakes. Always, always proofread your work.


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1 year ago

Places you should add to your little town/city in your fantasy world!!

Post offices. Wild, I know. But give me the unhinged kind. Pingeons and little postal dragons all over the place. You enter. The most disgusting smell fucking assaults your nostrils. You know what it is. Letter in hand, you go up to the counter. The postal worker is just a slightly bigger pigeon. You shed a tear.

PLAYGROUNDS!! Create the most dangerous kinds of playgrounds, the ones suburban moms would TRIP if they ever saw one. Monkey bars that are way too tall, swings that go full circle... The metal slide stays the same, it's already painful enough.

PARKS!! MAKE IT ALIVE!! Show people going on walks, reading beneath trees. C'mon most of them are already hundred years old (And are going to die after that CR 15 creature wrecks the town) anyways!! Show couples and picnics, show a family enjoying the sunday, give me someone picking flowers for their loved ones.

A bakery! Do you know how much these places are underrated? And do you know how much plot potential they have? Every good story starts with food poisoning or granny's recipe! Give me a place your players/readers are going to treat like home and, for once, it's not a tavern or a guild.

Government buildings! Give me a town hall that has a kilometric line in front of it. Give me a registry that is as old as this town. Give me police stations! Give me courtrooms! Make one of your players get arrested and now all of the party has to go through burocracy like a bunch of normal people!

(Who am I kidding? You don't need to make them get arrested. They are going to do that for you.)

Touristic attractions! Give me a full-on statue of the country's leader! Give me museums! Give me streets, ruins and whatnot that attract thousands of tourists everyday! Give me an annoying city guide that tries to get the party's attention everytime!

Magazine stands! Magazines don't exist? Newspaper stands! From the Queen's Journal to the most questionable new piece of Fox's Tailtracker, you have it all! Make your players doubt what's actually happening, sprinkle a little fake news... Or is it fake at all?

...Toy stores. OK HEAR ME OUT. Make magic toys; miniature skyships that actually fly, metal toy dragons that expel fire, little wands that make little light spells, wooden creatures that can move and make noises... Make children happy! And your players too because they will waste their money on these stuff.

Instrument store!! Make your bards happy with special instruments or just weird ones! Give me a battle in one of those that is just filled with funny noises and the worst battle soundtrack ever!!

Not exactly a place but... Cleaning carts!!! Show me people cleaning the streets, picking up the trash, cutting trees!! Make the town look clean!! Give me an old man that is really proud of his work!!!

(or ways to make your players feel even worse when the villain destroys the town later on :) )


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1 year ago

Why the Protagonist Must Be a Problem-solver

Why The Protagonist Must Be A Problem-solver

In some ways, this post's topic sounds obvious, in others . . . not so much. On the surface, the tip seems simple, and yet, it is easily and often overlooked.

Your protagonist must be a problem-solver.

Yup. 

A problem-solver.

I don't care if she's the laziest, most passive, most dimwitted person on the planet, within the context of the plot, she must be a problem-solver (even if a reluctant one).

Otherwise, she'll feel like a weak character.

Otherwise, the plot will feel weak.

Of course, I'm sure you can find rare exceptions to this.

But 99% of the time, your protagonist needs to be a problem-solver.

So let's talk about why.

Why The Protagonist Must Be A Problem-solver

Why it's Important for The Character

Imagine a protagonist who doesn't problem-solve. She encounters the antagonist, reacts emotionally, but doesn't do anything to try to win the conflict, or at least gain the upper hand of the conflict. She won't be interesting for very long. It's hard to care about what happens to her, when she's putting no effort in to resolve it, when she doesn't care enough to try to fix it herself. It may start to feel like she's stuck in a loop--just circling the same internal responses over and over again, never really progressing, never really moving on.

Sometimes writers mistakenly think this makes her more sympathetic, but in reality, as counterintuitive as it may sound, the opposite is true. Audiences lose interest or become annoyed.

We've all met people who talk, and whine, and fume about their problems but don't do anything to better their situation. We may feel sorry for them at first, but eventually, we want them to take action to improve their predicament. Often we may even find ourselves giving advice (or in some cases, doing the problem-solving work for them).

We feel the same way about characters.

Your protagonist doesn't need to be the next Sherlock Holmes or Violet Baudelaire to be a "problem-solver."

At the most basic level, what this means is that when she encounters an antagonistic force (a problem), she's coming up with--or perhaps shifting--goals and plans (however big or small, or grand or modest), and taking action to try to make those a reality.

If she's not doing that, she's probably too passive in the plot and not exercising enough agency. The story is happening to her, but she's not doing anything to make the story happen. She's not influencing the direction of the story.

When the protagonist is the one coming up with goals and plans, and implementing them, the audience becomes more invested in her. They want to stick around to see if she's successful. She also now holds some accountability over what happens--the consequences--and that actually makes her more interesting and more sympathetic. What happens, good or bad, is on her. She holds responsibility. 

If your protagonist isn't problem-solving, it may be a sign that her wants aren't strong enough. Solid stories will showcase the protagonist's deepest desires (however big or small, or grand or modest), what she would sacrifice almost anything to obtain, avoid, or maintain. If the right desire is in jeopardy, the protagonist should naturally be driven to problem-solve. Characters with strong wants are more compelling. And in reality, we all have powerful wants we house deep within our hearts. 

Great stories will test and challenge the deep desires of the protagonist's heart. And if that's not happening, you likely haven't figured out your protagonist's deepest desires or you need to alter the character so that she desires what she desires more deeply. Don't settle on something she kinda wants. Find what she'd be tempted to sacrifice her life for--literally or figuratively (meaning her current lifestyle). What does she want to obtain, avoid, or maintain bad enough, that she'd consider doing things she wouldn't ordinarily do? That's the kind of want you should showcase--whether it be obtaining recognition as employee of the month, avoiding responsibility by taking on a new identity, or maintaining control by offing all rebels.

It's usually helpful to focus on an abstract want--obtain recognition, avoid responsibility, maintain control--that can then manifest into various concrete goals. Most people aren't going to give their "lives" to become "employee of the month," but many have gone to such lengths to obtain recognition; becoming employee of the month is just one way to obtain that. So even if the goal seems modest on the surface, tie it to a deep abstract want. (A bit of a tangent, but it's useful, so I left it in here 😉)

When the protagonist is problem-solving, it conveys to the audience what she cares about. If the rebels are increasing in power, and she doesn't do anything about it, then obviously she doesn't really care about being in control very much. That's not a deep desire of her heart. So we need the protagonist to problem-solve to help convey character.

And finally, if she's not struggling to overcome (problem-solving), she's probably not growing through a character arc. She's stagnant. She's not changing her worldview as she strives for success, nor is she wielding her beliefs, growing in resolve. This can make any attempt at an internal plotline feel repetitive or nonexistent, because the character isn't progressing on an internal journey. She's just stuck in the same spot.

Why The Protagonist Must Be A Problem-solver

Why It's Important for the Plot

Solid stories will showcase the protagonist's deepest desires, and even if those desires are abstract (obtain recognition, avoid responsibility, maintain control), if the character wants them bad enough, they will manifest into concrete goals (employee of the month, new identity, off the rebels) that have specific plans (show up on time to work, move to a new city, locate the rebels' base).

So the protagonist has a goal. The antagonist opposes the goal.

And since there should be an antagonist for nearly every scene, this means there are problems in nearly every scene.

If the protagonist isn't trying to solve those problems, by adjusting his goals and plans, then it's likely the plot isn't properly progressing. Like I mentioned with the internal journey above, the external journey probably feels repetitive, or in some ways nonexistent. It's just circling the same situation over and over, in the toilet bowl.

If you find yourself arguing against this, then it's likely because another character is the one doing most of the problem-solving, in which case, it's also highly likely that character is the true protagonist, and your "protagonist" is really more of a viewpoint character spectating the external plotline.

The plot needs conflict in order to progress properly. If the antagonist shows up, and the protagonist allows himself to just get beaten, it's not strong conflict. Sure, stuff is happening, but if the antagonist is hammering him to the ground without his resistance, it's not much of a conflict. It's passive victimization. And while that might work in a scene or two, it's not going to hold for a whole story, or even a whole act.

A passive victim isn't a problem-solving protagonist. Obviously.

So, suffice it to say, your protagonist needs to be a problem-solver.


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1 year ago

i'm AWARE this is a stupid hill to die on, but like. trope vs theme vs cliché vs motif vs archetype MATTERS. it matters to Me and i will die on this hill no matter how much others decide it's pointless. words mean things


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1 year ago

WEBSITES FOR WRITERS {masterpost}

E.A. Deverell - FREE worksheets (characters, world building, narrator, etc.) and paid courses;

NotionByRach - FREEBIES (workbook, notion template, games, challenges, etc.);

Hiveword - Helps to research any topic to write about (has other resources, too);

BetaBooks - Share your draft with your beta reader (can be more than one), and see where they stopped reading, their comments, etc.;

Charlotte Dillon - Research links;

Writing realistic injuries - The title is pretty self-explanatory: while writing about an injury, take a look at this useful website;

One Stop for Writers - You guys... this website has literally everything we need: a) Description thesaurus collection, b) Character builder, c) Story maps, d) Scene maps & timelines, e) World building surveys, f) Worksheets, f) Tutorials, and much more! Although it has a paid plan ($90/year | $50/6 months | $9/month), you can still get a 2-week FREE trial;

One Stop for Writers Roadmap - It has many tips for you, divided into three different topics: a) How to plan a story, b) How to write a story, c) How to revise a story. The best thing about this? It's FREE!

Story Structure Database - The Story Structure Database is an archive of books and movies, recording all their major plot points;

National Centre for Writing - FREE worksheets and writing courses. Has also paid courses;

Penguin Random House - Has some writing contests and great opportunities;

Crime Reads - Get inspired before writing a crime scene;

The Creative Academy for Writers - "Writers helping writers along every step of the path to publication." It's FREE and has ZOOM writing rooms;

Reedsy - "A trusted place to learn how to successfully publish your book" It has many tips, and tools (generators), contests, prompts lists, etc. FREE;

QueryTracker - Find agents for your books (personally, I've never used this before, but I thought I should feature it here);

Pacemaker - Track your goals (example: Write 50K words - then, everytime you write, you track the number of the words, and it will make a graphic for you with your progress). It's FREE but has a paid plan;

Save the Cat! - The blog of the most known storytelling method. You can find posts, sheets, a software (student discount - 70%), and other things;

I hope this is helpful for you!

☕️ buy me a coffee! ☕️


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1 year ago

me: *writes fic*

me: great! time to post to ao3-

ao3 summary box: *exists*

me: 

ao3 summary box:

me:

ao3 summary box: 

me:


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2 years ago

Writing advice: Describe the surroundings your characters are in as the scene unfolds, you want the picture to dance in your reader’s mind not let it be concrete. Leaving something up to the imagination is always fun too! Background should just be the background. Never forget the background, but remember it is not a building block; it is one of many strokes in your painting.


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7 months ago

This is all really useful

How to Kick Ass at Worldbuilding

How To Kick Ass At Worldbuilding

Worldbuilding. You either love it and spend all your time dreaming up rules rather than writing, or you hate it and try your best to avoid it despite writing fantasy or scifi.

Or you are in the middle, which is where you should be. You have a healthy appreciation for what makes worldbuilding so special, but you also don't obsess over it.

Worldbuilding does not need to be complicated to be effective, as I've harped on a few different times now. So how do you strike the right balance? Let's take a look.

As always, this is just my opinion based on my own efforts creating The Eirenic Verses. You can disagree and that is fine. However, I hope you'll consider thinking about what I offer here as you craft your own world.

A lot of what people focus on when worldbuilding is not what the audience cares about.

Very few people like to read a book littered with random terms they have to keep track of. We want to build a unique world, but we also don't want to throw such an extreme amount of lore at our readers that they tune out.

When worldbuilding, we want to consider the cognitive load on our audience. This is how much information the reader needs to remember throughout your story so that they can follow along.

Cognitive load includes things like:

Character names and appearances

Relationships between characters

Place names, such as cities and countries

Unique mythological creature or fauna

Backstory, including mythology and folklore

Language names

The general plot (who is the protag, who is the enemy, etc)

Magic usage (who has the power, how they acquire it, any conditions it comes with, etc)

Power dynamics between characters, countries, and so on

Political systems, if included

Even in the most barebones fantasy story, this is a lot to remember. As such, we need to consider what is most important for our readers to generally understand the plot and emphasize this, letting the rest serve as background information that is not quite as essential. The more emphasis we put on something, the more we direct a reader's attention.

At the same time, we want to create a world that feels lived-in and interesting so that readers want to know more. How do we do this?

Consider what you think about foreign countries in our world.

Most of us will have a general concept of a country but only will think about the specifics if it is currently relevant.

Let's take Japan for an example. (I'm a bit of a weeabo, okay?) Here is what I personally think about when I imagine Japan, in order of what I consider important.

Japanese cuisine (sushi, ramen, ochazuke, sake, lots of rice dishes, seafood)

What the people are like according to my own stereotypes/cultural perceptions (polite, quiet, respectful, hardworking, punctual)

Climate and geography (temperate, island country, volcanos, mountains, beaches)

Unique flora and fauna (cherry blossoms, flowers, Nara deer, giant salamanders, pretty birds)

General landmarks, but not necessarily specifics (castles, temples, busy cities, red bridges, torii gates)

Clothing styles (kimonos, school uniforms, business suits, kawaii fashion)

Cultural icons (samurai swords, samurai armor, Shinto shrines)

General overview of the history (samurai, daimyo, feudal system, bushido, Meiji restoration)

Language, but not necessarily specifics of the language (Japanese, kanji, hiragana)

Religion (Buddhism and Shintoism)

Folklore (ghosts, kami, tsukumogami, evil spirits)

Any festivals I might know of (cherry blossom festivals, moon viewings, Obon)

Your own list may have these in a slightly different order, but it's probably what you most think about.

Notice that you will likely not think about these things:

Political system

Specifics of the language

Interpersonal hierarchies

International relations

Specific landmarks

Specific historical events

Famous figures

So why do we think like this? Because in real life, we also have a cognitive load that we must balance with things that are more relevant to our everyday lives.

If I tried to memorize specific details of every country in the world, I would go insane. I have better things to do, so I create a general image of a country based on pictures I've seen, people I've met, food I've eaten, and so on. You do the same thing.

To be realistic, you do not need to be specific. You need to approach worldbuilding the same way people generate their world knowledge: basic concepts and visual imagery.

What to emphasize in worldbuilding

So let's break this down on what you want to think about when creating a world.

Food is one of the most accessible elements of a culture.

Food is how many people learn about different cultures for a simple reason: if you have the ingredients, you can cook food from anywhere. You don't need to be introduced to it by a native of that culture.

Plus, humans tend to like food. We kind of need it to exist.

Think about these things when considering national cuisines and eating habits of your fantasy world:

Do they have spicy food? Bland food? Heavy hearty dishes?

Is most food served hot or cold?

What kind of spices and vegetables do they use? Root vegetables, beans, cinnamon? Salt?

What type of meat do people eat (if any)? Seafood, poultry, beef, pork?

How is bread prepared? What is it made of? (Look, nearly every culture has some sort of bread, we love carbs)

What about pasta? Does that exist here?

Are desserts important? What are they made of?

What kinds of drinks do they have? Coffee, tea, milk, lemon water?

Is alcohol a thing? What kind of alcohol? How often do people drink? Are there bars?

How often do people eat, and when? Do they have the typical three square meals, or do people eat kinda whenever they feel like it?

Do people prepare food at home or are there restaurants?

Are communal dinners common?

Cultural stereotypes provide tension and can help craft your characters.

Are people in your culture known for their boldness? Their cunning? Their resilience? Their standoffishness? Their fiery tongues, or their passive-aggressive jabs?

You can play with a lot of this, either confirming or denying the assumptions through your characters.

Landscape gives us an idea of where we are and what to expect.

Landscapes are some of my favorite aspects of worldbuilding rather than intricate magic systems and political concepts. Readers get a good sense of environment when you focus in on landscape and how it impacts the characters. You can also build a culture off your landscape, such as how certain geographic features may influence peoples' attitudes and lifestyles.

For example, a coastal landscape will have beautiful views of the ocean, sparkling beaches, and maybe tall cliffs. Being a fisherman may be seen as an honorable but dangerous profession. People might cliff dive for fun.

Mountainous areas may produce cultural enclaves, especially in a fantasy setting where everyone is more isolated. One mountain town may have a completely different vibe than the town over.

Flat, wide-open plains mean people can spread out, but since moving from one place to another is easier, there may be a more cohesive culture.

An area with caves will have a sense of mystery and fear; there may be a lot of superstitions about the caves.

A swampy area can also be very mysterious as there are so many places to hide out and a lot of dangerous animals.

Climate influences how people behave.

Hot climates make people need to conserve energy, so they may take afternoon naps in the worst of the heat. They might value relaxation and calm over industry and productivity because bro, have you ever tried to even walk outside in the Florida heat? Shut up and get me air conditioning.

Cold climates make people need to stay active to stay warm, but they can also produce a sense of isolation. Think about how outdoorsy the Finnish are but how they looove their personal space.

Temperate climates are probably a bit more even-tempered, but as weather changes get more extreme, people will vary their behaviors based on the seasons: spending more time outdoors during summer but holing up during winter. The culture may emphasize hospitality because people need to rely on one another to survive, and they have time to meet their neighbors during the summer.

I am very partial to temperate climates, being from the American Midwest. We're known for being nice and hardy people. You should come visit.

Flora and fauna help the world feel real.

When I worldbuild, I often base my cultures on a real place and what kinds of animals or plants are there. For example, Breme is based on Mongolia so I have herbivores, big raptors, and a lot of grasses.

A warm climate will have lots of reptiles. Sea life will be important in a coastal area. Swamps might have big predators. Mountains will have hardy creatures that can climb. A savannah area will have huge herbivores and fast, hungry predators.

General cityscapes or villages are great for providing a sense of place.

Do people build low spread-out cities or tall rickety homes? What kinds of building materials do they use? Are there lots of markets, bars, apocetharies, temples or churches? What do homes look like here? What are any unique architectural features?

This gives a sense that we are in a different but specific world that has a rich culture.

Clothing tells us what people prioritize.

Cold places will have lots of layers. Hot places will have soft draping outfits or very skimpy outfits. Natural materials that are easily available will make up the majority of the clothing in a fantasy setting. You wouldn't have people wearing cotton in a place that doesn't grow cotton. If there are lots of sheep, people will wear wool. If there's lots of cattle, people will wear leather.

You can also think about adornment. Is jewelry common? What type? Why is it important? Is it a status symbol, a way to keep wealth, or perhaps ways to honor ancestors?

Cultural icons demonstrate what the society values.

A warlike culture will prioritize weaponry. A pacifist culture will think about art and music. A nomadic culture may have a rich oral tradition. An agrarian society will emphasize farming rituals.

Think of a few things that symbolize your society, whether that's musical instruments, weaponry, textiles, statues, or jewelry. Consider how those traditions could have come about and why.

Folklore and mythology offer an offbeat but important sense of history.

Folklore is often tied up with many other factors of a society, such as their religion, landscape, history, and overall values.

For example, the Japanese believe items survive for over a century gain a kami, or spiritual essence. This shows that the Japanese cherish their long history and their material culture, and it also infuses their Shinto belief into folklore.

You can also think about cryptids or ghost stories. Isolated and difficult terrain often makes people think of monsters lurking in the woods. Areas with lots of caves will have myths about what is down there. Coastal areas develop myths about ghost ships.

Idioms, turns of phrase, and gestural quirks tell us more about the culture without overwhelming readers.

This one can be more challenging (I haven't done much with it) but if you can manage it, you'll have a very rewarding story.

I'm not talking about making a whole new language here, but rather about idioms and turns of phrase. Think about all the fun idioms that English has, like "beating around the bush" or "break a leg." Without cultural context, you can't understand them, so you'll have to incorporate an explanation without actually stating it.

For example, you can have a character say "the horses are running fast" as they look out the window to see a sheet of rain. We can guess from this that the idiom is rain = horses, so lots of rain = fast horses. We'll understand from this that this culture probably loves horses; maybe they're a formerly nomadic race.

Gestures, like whether people give thumbs-up, point with their index, or bow with their hands to their chest all give us a feeling of the culture without being overwhelming.

What not to emphasize

Now that we've gone through some things to focus on, let's talk about what you don't need to make up for your world.

A whole-cloth language

Please, you don't need to create brand new words for things that exist in our world. You can reference a language, but do not make people memorize nouns they don't need.

Don't even make up the language at all. Say there's a language and then write the rest of it in English.

Made-up languages are irritating for readers because they want to focus on the characters and plot, not mysterious words they need to translate.

It's possible to make languages interesting without going into specifics. For example, the Bas-Lag trilogy by China Mieville has a species that communicates in clicks but the species can also learn human languages if necessary. There's a language called Salt that's basically the common tongue blended from everything else.

Do we need to know how Salt works? No. Doesn't matter. We're told someone is talking in Salt, or they're learning it, or they switch to it when meeting someone from a different culture. That's plenty.

Specifics of a magic system

You're not going to instantly summon up all the rules of magical realms when you visit a new country; you might not even know them. And your readers won't be too interested in them either.

For example, in The Eirenic Verses, I have High Poetry. Readers will come to know that this was a magical system where certain people given the power can recite a poem and whatever they speak comes true. Every poem can only be used once.

It was given by the goddess Poesy to a specific woman, Saint Luridalr. It was so successful that the goddess started giving it to more women and a whole religious system arose.

I don't need to explain exactly how it works because no one cares. Someone makes things happen by coming up with a poem: that's about it. We don't need to question whether certain rhyme schemes or meter or punctuation impacts anything. That's too technical.

If you've got pages and pages of notes on all the intricacies of the magical system, you have too much. Pare it down.

Political systems

Unless you're writing a fantasy where politics are absolutely critical to the plot, you can just reference the political system in passing and maybe elucidate a few key elements, like who the leader is, how power is transferred, etc. You don't need to go into all the specifics because most people are not going to care.

Hierarchies

Please don't lay out the entirety of an army's ranking system or how someone is promoted. Make up something consistent and stick with it, but don't go into exhaustive detail. People aren't going to sit and question whether a captain is above a lieutenant or how long it takes to become a general.

We'll know that a general is a big deal if the characters make it a big deal. We'll know who the head of the army is but we don't need to know how they got to that position.

Exact city layouts

You do not need to tell us where everything is in relation to one another. Tell us characters are moving from one landmark to another. You could say "this is across a bridge, this is up in the mountains, these buildings are right next to one another, these two buildings are in opposite ends of the city." That's plenty.

If somewhere is very far away, just show them travelling there and how long it takes. You don't need to measure it in miles or leagues or whatever. We will guess that if it takes them a week to walk there, it's pretty distant.

Economic systems

We just need the basics here: mercantile, capitalist, bartering, etc. We don't need to know if the coinage is pegged to a certain precious metal or if people invest their money or how people are paid. That's boring.

In my world, I have two currencies: quillim for Breme and barnals for Sina. What's the exchange rate? I don't know and don't care. How much is one quillim worth? One quillim is not a lot but 2,500 quillim is. How much is the average person paid? Doesn't matter. Do people keep lots of coins on them? No one is asking that. It's not important.

Transit systems

Tells us if the roads are cramped, spread out, nonexistent, poorly maintained. Tell us if there are road blocks or toll booths. Tell us if there are roving bandits. The more physical and sensory you can get, the more real it feels.

Few people care about the specifics of even their own transportation system. I know highways are fast, I know tollroads are expensive, I know parkways are pretty, I know some cities have weird turnabouts and dead ends. That's exactly what I need and what I care about.

That's what I've got for you today. If you liked this, maybe you'll consider checking out The Eirenic Verses series, which follows most of these principles.

I've been told that my fantasy writing is very approachable, even for those who don't usually like fantasy, specifically because I don't get too insane with my worldbuilding. So maybe you'll enjoy it too!

How To Kick Ass At Worldbuilding
amazon.com

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1 month ago

For all the writer's tips and tricks I've read advising not to head hop, it's very irritating to read a bestseller novelist do it. Here I was thinking that I'd imagined it or misunderstood as a child, but here it is!

Clearly, the lesson here is to do what you want!


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1 year ago

I love this advice!

Perfectionism (most common)

Things that can help:

Give yourself permission to suck

Write with a pen to reduce temptation to erase

These two have helped me improve my writing the most. I used to spend hours trying to perfect a paragraph because even though I knew I was writing a rough draft, I wanted to capture everything on the first try.

When I was in high school, I used to write in a notebook between (and during classes), so I went back to that. My rough drafts are full of lines moving paragraphs or telling me to substitute words (and are probably only readable to me), but it's definitely improved. Instead of getting so lost in "perfecting" a paragraph, I can capture the whole feeling of a scene and remember what I intended rather than lose track of what I intended to do.

You're basically building a skeleton and subsequent drafts allow you to add the muscle, skin, etc., and smooth out the details.

Intimidation/Procrastination (often related to perfectionism, but not always)

Things that can help:

Follow the 2 min rule (or the 1 paragraph rule, which works better for me): whenever you sit down to write, tell yourself that you are only going to write for 2 minutes. If you feel like continuing once the 2 mins are up, go for it! Otherwise, stop. Force yourself to start but DO NOT force yourself to continue unless you feel like it. The more often you do this, the easier it will be to get started

Commit to a routine that will work for you. Baby steps are important here. Go with something that feels reasonable: every day, every other day, once a week, twice a week, and use cues to help you remember to start. If you chose a set time to write, just make sure that it's a time that feels natural to you- i.e. don't force yourself to writing at 9am every morning if you're not a morning person

I've expanded this to 30 min a day, but I do it consistently and I include research time in that period, so if I don't feel like writing or I'm uninspired, I have still contributed to the story in some manner and I don't end up guilting myself into continuing.

Alternatively, I've seen people choose a word count - 200, 300, etc. - and you can break it down however you like to accomplish that goal. I try to do my 30 min in one sprint, but I can't always do that, so I'll do 5 or 10, and even if that's all I can do for the day, I make sure I forgive myself for not always making that goal.

If you're not gentle with yourself and your writing, you end up resenting it. This is a hobby and you should enjoy it!

Things That May Be Causing Your Writer's Block- and How to Beat Them

I don't like the term 'Writer's Block' - not because it isn't real, but because the term is so vague that it's useless. Hundreds of issues all get lumped together under this one umbrella, making writer's block seem like this all-powerful boogeyman that's impossible to beat. Worse yet, it leaves people giving and receiving advice that is completely ineffective because people often don't realize they're talking about entirely different issues.

In my experience, the key to beating writer's block is figuring out what the block even is, so I put together a list of Actual Reasons why you may be struggling to write:

(note that any case of writer's block is usually a mix of two or more)

Perfectionism (most common)

What it looks like:

You write one sentence and spend the next hour googling "synonyms for ___"

Write. Erase. Write. Rewrite. Erase.

Should I even start writing this scene when I haven't figured out this one specific detail yet?

I hate everything I write

Cringing while writing

My first draft must be perfect, or else I'm a terrible writer

Things that can help:

Give yourself permission to suck

Keep in mind that nothing you write is going to be perfect, especially your first draft

Think of writing your first/early drafts not as writing, but sketching out a loose foundation to build upon later

People write multiple drafts for a reason: write now, edit later

Stop googling synonyms and save that for editing

Write with a pen to reduce temptation to erase

Embrace leaving blank spaces in your writing when you can't think of the right word, name, or detail

It's okay if your writing sucks. We all suck at some point. Embrace the growth mindset, and focus on getting words on a page

Lack of inspiration (easiest to fix)

What it looks like:

Head empty, no ideas

What do I even write about???

I don't have a plot, I just have an image

Want to write but no story to write

Things that can help:

Google writing prompts

If writing prompts aren't your thing, instead try thinking about what kind of tropes/genres/story elements you would like to try out

Instead of thinking about the story you would like to write, think about the story you would like to read, and write that

It's okay if you don't have a fully fleshed out story idea. Even if it's just an image or a line of dialogue, it's okay to write that. A story may or may not come out of it, but at least you got the creative juices flowing

Stop writing. Step away from your desk and let yourself naturally get inspired. Go for a walk, read a book, travel, play video games, research history, etc. Don't force ideas, but do open up your mind to them

If you're like me, world-building may come more naturally than plotting. Design the world first and let the story come later

Boredom/Understimulation (lost the flow)

What it looks like:

I know I should be writing but uugggghhhh I just can'tttttt

Writing words feels like pulling teeth

I started writing, but then I got bored/distracted

I enjoy the idea of writing, but the actual process makes me want to throw my laptop out the window

Things that can help:

Introduce stimulation: snacks, beverages, gum, music such as lo-fi, blankets, decorate your writing space, get a clickity-clackity keyboard, etc.

Add variety: write in a new location, try a new idea/different story for a day or so, switch up how you write (pen and paper vs. computer) or try voice recording or text-to-speech

Gamify writing: create an arbitrary challenge, such as trying to see how many words you can write in a set time and try to beat your high score

Find a writing buddy or join a writer's group

Give yourself a reward for every writing milestone, even if it's just writing a paragraph

Ask yourself whether this project you're working on is something you really want to be doing, and be honest with your answer

Intimidation/Procrastination (often related to perfectionism, but not always)

What it looks like:

I was feeling really motivated to write, but then I opened my laptop

I don't even know where to start

I love writing, but I can never seem to get started

I'll write tomorrow. I mean next week. Next month? Next month, I swear (doesn't write next month)

Can't find the time or energy

Unreasonable expectations (I should be able to write 10,000 words a day, right????)

Feeling discouraged and wondering why I'm even trying

Things that can help:

Follow the 2 min rule (or the 1 paragraph rule, which works better for me): whenever you sit down to write, tell yourself that you are only going to write for 2 minutes. If you feel like continuing once the 2 mins are up, go for it! Otherwise, stop. Force yourself to start but DO NOT force yourself to continue unless you feel like it. The more often you do this, the easier it will be to get started

Make getting started as easy as possible (i.e. minimize barriers: if getting up to get a notebook is stopping you from getting started, then write in the notes app of your phone)

Commit to a routine that will work for you. Baby steps are important here. Go with something that feels reasonable: every day, every other day, once a week, twice a week, and use cues to help you remember to start. If you chose a set time to write, just make sure that it's a time that feels natural to you- i.e. don't force yourself to writing at 9am every morning if you're not a morning person

Find a friend or a writing buddy you can trust and talk it out or share a piece of work you're proud of. Sometimes we just get a bit bogged down by criticism- either internal or external- and need a few words of encouragement

The Problem's Not You, It's Your Story (or Outline (or Process))

What it looks like:

I have no problems writing other scenes, it's just this scene

I started writing, but now I have no idea where I'm going

I don't think I'm doing this right

What's an outline?

Drowning in documents

This. Doesn't. Make. Sense. How do I get from this plot point to this one?!?!?! (this ColeyDoesThings quote lives in my head rent free cause BOY have I been there)

Things That Can Help:

Go back to the drawing board. Really try to get at the root of why a scene or story isn't working

A part of growing as a writer is learning when to kill your darlings. Sometimes you're trying to force an idea or scene that just doesn't work and you need to let it go

If you don't have an outline, write one

If you have an outline and it isn't working, rewrite it, or look up different ways to structure it

You may be trying to write as a pantser when you're really a plotter or vice versa. Experiment with different writing processes and see what feels most natural

Study story structures, starting with the three act structure. Even if you don't use them, you should know them

Check out Ellen Brock on YouTube. She's a professional novel editor who has a lot of advice on writing strategies for different types of writers

Also check out Savage Books on YouTube (another professional story editor) for advice on story structure and dialogue. Seriously, I cannot recommend this guy enough

Executive Dysfunction, Usually From ADHD/Autism

What it looks like:

Everything in boredom/understimulation

Everything in intimidation/procrastination

You have been diagnosed with and/or have symptoms of ADHD/Autism

Things that can help:

If you haven't already, seek a diagnosis or professional treatment

Hire an ADHD coach or other specialist that can help you work with your brain (I use Shimmer; feel free to DM me for a referral)

Seek out neurodiverse and neurodiverse writing communities for advice and support

Try body doubling! There's lot's of free online body doubling websites out there for you to try. If social anxiety is a barrier, start out with writing streams such as katecavanaughwrites on Twitch

Be aware of any sensory barriers that may be getting in the way of you writing (such as an uncomfortable desk chair, harsh lighting, bad sounds)

And Lastly, Burnout, Depression, or Other Mental Illness

What it looks like:

You have symptoms of burnout or depression

Struggling with all things, not just writing

It's more than a lack of motivation- the spark is just dead

Things that can help:

Forget writing for now. Focus on healing first.

Seek professional help

If you feel like it, use writing as a way to explore your feelings. It can take the form of journaling, poetry, an abstract reflection of your thoughts, narrative essays, or exploring what you're feeling through your fictional characters. The last two helped me rediscover my love of writing after I thought years of depression had killed it for good. Just don't force yourself to do so, and stop if it takes you to a darker place instead of feeling cathartic


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I accept that

I love science fiction and fantasy.

I’ve always chosen science fiction and fantasy first when I had a choice about what literature I read, and growing up almost all of the characters I identified with were in some kind of speculative setting. An obvious consequence of that is identifying with a fair number of nonhumans.

Here’s the complicated part. I’ve spoken before on the dangers of writing asexual and aromantic characters as “less human” because of these orientations, and I’ve warned against using sexual and romantic relationships as shortcuts to “humanize” characters whose humanity is in doubt. But unless misleading messages come with the stories, I’m more than okay with aliens, robots, fey creatures, and monsters being written as ace or aro. In fact, I want to see it there, because those are the genres I read.

It can become a problem when, under the blanket of science fiction and fantasy, we offer ace and/or aro characters who are simply naturally ace or aro because of their nonhuman status and use that quality to distinguish themselves from humans. You see it a lot when aliens who don’t have sexual reproduction or don’t form similar social relationships will laugh at and condescend to humans over what’s assumed to be a universal urge among them. This is an issue because

a) it suggests there are no asexual or aromantic humans;

b) it implies that a person who identifies with asexuality or aromanticism believes themself superior;

c) it creates a misleading connection between sexual and/or romantic attraction and “really” being human, having emotions, being functional, and having meaningful relationships;

d) it encourages a tendency to see humans without these qualities as more alien/less human or perhaps potentially evil. (How often do you see a SF villain scoffing at “human love” and have them not only be portrayed as robotic or  hateful because they don’t do love, but also be defeated by something related to love?)

I want SF/Fantasy to continue including ace and aro characters, and I’m not offended if they’re sometimes nonhumans, even if that’s how that whole race is and even if they sometimes react with bafflement toward some humans’ relationships. (I sure do.) I will happily take that representation. I want to see perspectives I relate to, even if they come from a robot or an alien or a mystical creature. And I think, if done right, nonhuman ace and aro characters can still get those orientations on the radar for fans who may not have been looking for such things, even if they might have initially questioned and rejected the validity of human characters being ace or aro.

However, when I say “if done right,” I mean they need to avoid these tropes:

Writing robots or aliens to “really understand” humanity by learning to love/having a romantic relationship or sexual experience

Writing nonhuman creatures to “become” more human through the act of falling in love or having sex

Portraying sex, sexual attraction, love, or romantic attraction as the major defining factor of who is human

Writing sex, sexual attraction, love, or romantic attraction as the central explanation in a human character explaining to nonhumans what makes humans human

Creating situations where a character’s humanity is in doubt and it is “proved” or “disproved” through a test that incorporates sex, sexual attraction, love, or romantic attraction (e.g., “if he’s a lizard person, he won’t be able to show love! Oops he failed the test, we found him out!”)

Assigning any nonhumans a lack of understanding about this specific aspect of so-called human relationships and associating this with innocence, superiority complexes, or evil

Having aliens or other nonhumans able to engage in or enjoy virtually every other human experience EXCEPT love or sex, which is on some pedestal they just can’t reach or comprehend

Inventing nonhuman societies that pair-bond or mate in very similar ways to “typical” humans, but having their ways portrayed as more hygienic or less messy than humans’, yet have them still somehow baffled by minor differences in how humans do it

Having alien societies that are as diverse as human societies in most ways EXCEPT that they have only One Way of mating/dating/reproducing, and humans’ heterosexual two-person pairing is presented as the “human” equivalent that they find disgusting

Having nonhumans all be gay, all be polyamorous, or all be asexual, but “learn” from humans that monogamous heterosexuality both exists and is better

Creating characters in the nonhuman world that don’t have physical sex/gender or only have one sex/gender, and never experience love or romantic relationships–portrayed as a Direct Consequence of their gender situation (while having an ace and aro sexless species is fine, just don’t portray it as if lol obvi the reason they wouldn’t have relationships is they don’t have boys and girls lol)

Having nonhuman characters fall in love with human characters and having the experience attached to a moral of This Is What Life Is Supposed To Be About

Having a nonhuman defeated because they Don’t Have Love (and therefore cannot comprehend the deepest and most strength-inspiring emotion in the universe, which can always be defeated by a protagonist who Has Love)

So, while it’s sometimes aggravating to have to find representation in nonhuman characters whose aro or ace status is portrayed as integral to their nonhumanness, I would rather have that than not see my orientations in SF at all. I have also seen plenty of aliens whose romantic and sexual habits are similar to non-ace and non-aro humans’ without the story suggesting those elements of their lives are uniquely human, so I’d like to see some ace/aro humans and nonhumans who just happen to be so. It isn’t automatically insulting to our orientations if a nonhuman character is ace/aro, but I’d like authors to think about how they’re portraying those qualities and whether they are sending negative messages about real ace/aro people through their inclusion in fiction. I’d also like to ask authors to seriously consider why they’re making the choice to attach those qualities to their nonhumans, and if “to make them distinct from humans” and “to make them more alien” and “to make them seem oblivious or innocent or empty or robotic” comes up, do some serious questioning and at least consider including counterexamples.

You can actually move away from and avoid cementing negative messages much more easily if there is more than one ace/aro character in your story. Maybe one of your nonhumans is just like that and you don’t want to change them? Well, great. But maybe have another character from that race, or a human, also be ace or aro and not be like that, or have the nonhuman character say or do something that confirms ace and aro status aren’t uniquely alien.

I say all this because I DO NOT WANT people thinking nonhuman characters can’t have sexual diversity, up to and including asexuality and aromanticism. I want to see them! I just don’t want to feel like my orientations are considered science fiction themselves, or that the only place I can see people like me are in books about things that aren’t possible or are definitively inhuman.


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Trope of the Week: Aliens are Blue-Skinned Humans

There are two types of aliens in science-fiction: the monstrous of mind and body who only wish to destroy, and the incredibly human who are sentient and sly. Rarely do we find a race that is somewhere between. Sentience and intelligence is almost a guarantee of a human-like body, and the lady aliens? They will definitely have boobs.

Why this can be bad: There are several things at work here when we’re crafting an alien species. We have a tendency to think ourselves the top of the food chain and therefore the most intelligent species. Anything on par with or superior to us must therefore look similar to ourselves. As species of organisms on earth grow more advanced in neurology, they come to have a very specific pattern: major sense organs all located around the brain and in the head, two arms, two legs, tendency for bipedalism, et cetera. And, of course, there are the influences of pop culture such as earlier seasons of Star Trek, which lacked the budget and technology to create intricate unhuman characters capable of being on screen for more than a couple minutes.

Put this all together and it culminates in many uninspired alien designs. The sentient beings end up closely resembling us, if not being nearly identical. Some of this can amount to laziness, but a lot of it has to do with the factors I listed above. While we can’t exactly argue whether or not this is realistic, it nevertheless becomes tiresome when aliens devolve into humans with strange skin colors and maybe a few other “exotic” features. While fantasy can have this issue (dwarves, elves, and humans are all pretty much the same as far as special variation go), they at least tend to exist on the same planet and therefore go through the same evolutionary process. Aliens do not have this excuse.

How you can fix it: To ask you to create a dozen completely unique alien species for your science-fiction novel/game/movie would be insane. It’s very hard for us to think of creatures uninspired by ourselves or the world we see, and similarities to humans make it easier for the audience to envision or connect. However, I would challenge you to make your sentient aliens more diverse. Octavia Butler does a fantastic job in her Lilith’s Brood series. The oankali, a sentient and highly-advanced alien race, only resemble humans because they take on the traits of the species they are preparing to make first contact with it. In truth, they’re covered in sensory tentacles, have three reproductive sexes, and have a greater range of perception than humans. While similar to humans, they are also highly different and incredibly unique, which makes them much more interesting to read about than most other aliens I’ve seen.

Creating an unparalleled alien race is not easy, and it’s hard to expect a writer to make each species he or she creates entirely unique. Nevertheless, there is still a want for more diversity and otherness to our aliens. It shows a real effort has been put in to the world building, rather than the writer slapping on some black eyes and hooves in an attempt to make them different.

Bottom Line: Not every sentient alien has to be incredibly unique, but put a concerted effort into your world building to avoid making boring human clones.


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1 year ago

HOW TO GIVE PERSONALITY TO A CHARACTER

Giving personality to a character is an essential part of character development in storytelling, whether you're writing a novel, screenplay, or creating a character for a role-playing game. Here are some steps and considerations to help you give personality to your character:

Understand Their Backstory:

Start by creating a detailed backstory for your character. Where were they born? What were their childhood experiences like? What significant events have shaped their life? Understanding their past can help you determine their motivations, fears, and desires.

2. Define Their Goals and Motivations:

Characters often become more interesting when they have clear goals and motivations. What does your character want? It could be something tangible like a job or a romantic relationship, or it could be an abstract desire like happiness or freedom.

3. Determine Their Strengths and Weaknesses:

No one is perfect, and characters should reflect this. Identify your character's strengths and weaknesses. This can include physical abilities, intellectual skills, and personality traits. Flaws can make characters relatable and three-dimensional.

4. Consider Their Personality Traits:

Think about your character's personality traits. Are they introverted or extroverted? Shy or outgoing? Kind or selfish? Create a list of traits that describe their character. You can use personality frameworks like the Myers-Briggs Type Indicator or the Big Five Personality Traits as a starting point.

5. Give Them Quirks and Habits:

Quirks and habits can make a character memorable. Do they have a specific way of speaking, a unique fashion style, or an unusual hobby? These details can help bring your character to life.

6. Explore Their Relationships:

Characters don't exist in isolation. Consider how your character interacts with others. What are their relationships like with family, friends, and enemies? These relationships can reveal a lot about their personality.

7. Show, Don't Tell:

Instead of explicitly telling the audience about your character's personality, show it through their actions, dialogue, and decisions. Let the reader or viewer infer their traits based on their behavior.

8. Create Internal Conflict:

Characters with internal conflicts are often more engaging. What inner struggles does your character face? These can be related to their goals, values, or past experiences.

9. Use Character Arcs:

Consider how your character will change or grow throughout the story. Character development is often about how a character evolves in response to the events and challenges they face.

10. Seek Inspiration:

Draw inspiration from real people, other fictional characters, or even historical figures. Study how people with similar traits and backgrounds behave to inform your character's actions and reactions.

11. Write Dialogue and Inner Monologues:

Writing dialogue and inner monologues from your character's perspective can help you get inside their head and understand their thought processes and emotions.

12. Consider the Setting:

The setting of your story can influence your character's personality. For example, a character who grows up in a war-torn environment may have a different personality than one raised in a peaceful, affluent society.

13. Revise and Refine:

Don't be afraid to revise and refine your character as you write and develop your story. Characters can evolve and change as the narrative unfolds.

Remember that well-developed characters are dynamic and multi-faceted. They should feel like real people with strengths, weaknesses, and complexities. As you write and develop your character, put yourself in their shoes and think about how they would react to various situations. This will help you create a compelling and believable personality for your character.


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3 years ago

Writers, get yourselves a tarot or oracle deck (or use one you already have). Ask it questions about your writing and your stories. Feeling stuck? Pull some cards! Need to rethink a scene? Ask your deck!

I just started doing this and it has worked wonders for beating writer’s block and helping me keep forward momentum. I hope it can work for you too!

It could also work for visual art!


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1 year ago

Touch Starved Prompts

It was strange to touch each other without one of them dying, but maybe touch was also something for the living.

Like magnets they moved together, pressing into each other's warmth.

There always needed to be a reason, an excuse for their bodies to touch.

Being touch-starved and needy was really starting to mess with their reputation as a tough guy.

It was like their skin was calling out for the other's gentle touch.

They didn't like to be touched by just anyone. But that didn't mean they didn't also crave it sometimes.

A coldness took over their body that only the warmth of another person could erase.

They wanted to be touched, to be missed, to be loved. Was that too much to ask for?

Leaning onto each other, just being close, was enough.

Their bodies fitting together like they always were intended to become one.


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1 year ago

HOW TO GIVE PERSONALITY TO A CHARACTER

Giving personality to a character is an essential part of character development in storytelling, whether you're writing a novel, screenplay, or creating a character for a role-playing game. Here are some steps and considerations to help you give personality to your character:

Understand Their Backstory:

Start by creating a detailed backstory for your character. Where were they born? What were their childhood experiences like? What significant events have shaped their life? Understanding their past can help you determine their motivations, fears, and desires.

2. Define Their Goals and Motivations:

Characters often become more interesting when they have clear goals and motivations. What does your character want? It could be something tangible like a job or a romantic relationship, or it could be an abstract desire like happiness or freedom.

3. Determine Their Strengths and Weaknesses:

No one is perfect, and characters should reflect this. Identify your character's strengths and weaknesses. This can include physical abilities, intellectual skills, and personality traits. Flaws can make characters relatable and three-dimensional.

4. Consider Their Personality Traits:

Think about your character's personality traits. Are they introverted or extroverted? Shy or outgoing? Kind or selfish? Create a list of traits that describe their character. You can use personality frameworks like the Myers-Briggs Type Indicator or the Big Five Personality Traits as a starting point.

5. Give Them Quirks and Habits:

Quirks and habits can make a character memorable. Do they have a specific way of speaking, a unique fashion style, or an unusual hobby? These details can help bring your character to life.

6. Explore Their Relationships:

Characters don't exist in isolation. Consider how your character interacts with others. What are their relationships like with family, friends, and enemies? These relationships can reveal a lot about their personality.

7. Show, Don't Tell:

Instead of explicitly telling the audience about your character's personality, show it through their actions, dialogue, and decisions. Let the reader or viewer infer their traits based on their behavior.

8. Create Internal Conflict:

Characters with internal conflicts are often more engaging. What inner struggles does your character face? These can be related to their goals, values, or past experiences.

9. Use Character Arcs:

Consider how your character will change or grow throughout the story. Character development is often about how a character evolves in response to the events and challenges they face.

10. Seek Inspiration:

Draw inspiration from real people, other fictional characters, or even historical figures. Study how people with similar traits and backgrounds behave to inform your character's actions and reactions.

11. Write Dialogue and Inner Monologues:

Writing dialogue and inner monologues from your character's perspective can help you get inside their head and understand their thought processes and emotions.

12. Consider the Setting:

The setting of your story can influence your character's personality. For example, a character who grows up in a war-torn environment may have a different personality than one raised in a peaceful, affluent society.

13. Revise and Refine:

Don't be afraid to revise and refine your character as you write and develop your story. Characters can evolve and change as the narrative unfolds.

Remember that well-developed characters are dynamic and multi-faceted. They should feel like real people with strengths, weaknesses, and complexities. As you write and develop your character, put yourself in their shoes and think about how they would react to various situations. This will help you create a compelling and believable personality for your character.


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1 year ago

How to show emotions

Part I

How to show annoyance

slightly shaking their head

rolling their eyes

looking to the side

closing their eyes for a moment

sighing

taking a deep breath

clucking their tongue

huffing

crossing their arms in front of their chest

tapping their foot

How to show hurt

turning away

avoiding eye contact

closing eyes

lips pressed together

eyes filled with tears

breathing deeply

How to show anger

clenching their fists

pressing their lips on each other

breathing loudly through their nose

eyes getting smaller

clenching their teeth

clenching their jaw

looking away to calm themselves

speaking with clenched teeth

whole body is tense

screaming

throwing things around

stomping

moving around a lot, can’t keeping still

open body language, like they are ready to attack

frown wrinkles on their forehead

prominent veins

grabbing someone they are angry with to get them to understand why they are angry

becoming violent

non-stop talking, ranting

shaking their head

throwing their arms in the air

eyes either going from one point to another while ranting or completely fixating on the person they are angry with

How to show excitement

jumping up and down

not being able to stand still

clapping their hands

bright eyes

grinning

squealing

giggling

flushed face

bouncing

dilated pupils

tapping their foot

How to show boredom

biting nails

leg bouncing

sighing

playing with everything close by

twiddling your thumbs

spinning around

grumbling

staring into the distance

propping your head on your hand

Part II + Part III

If you like my blog and want to support me, you can buy me a coffee or become a member! And check out my Instagram! 🥰


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1 week ago

I raise you: Actual good person whose circumstances lead them into an unethical lifestyle. They’re dangerous because you can’t see through their manipulation—there isn’t one. The concern they show for others is genuine, and the things they do are because they actually want to help. But when push comes to shove, they will betray you (they won’t like it, they do care for you) because they have to in order to survive. The betrayal hits harder because it wasn’t a ruse.

I am, as always, talking about Kate Austen.

10 Traits That Make a Character Secretly Dangerous

❥ Disarming Humor. They’re the life of the party. Everyone’s laughing. No one’s noticing how much they aren’tsaying.

❥ Laser-Sharp Observation. They see everything. Who’s nervous. Who’s lying. Who would be easiest to break. And they don’t miss.

❥ Unsettling Calm. Even in chaos, they stay still. Smiling. Thinking. Calculating.

❥ Weaponized Empathy. They know how to make people trust them. Because they know exactly what people want to hear.

❥ Compartmentalization. They can do something brutal, then eat lunch like nothing happened.

❥ Controlling Niceness. The kind of kindness that’s sharp-edged. You feel guilty for not loving them.

❥ Mirroring Behavior. They become whatever the person in front of them needs. It's not flattery. It’s survival—or manipulation.

❥ Selective Vulnerability. They know how to spill just enough pain to make you drop your guard.

❥ History of “Bad Luck”. Ex-friends, ex-lovers, ex-colleagues… they all left under “unfortunate” circumstances. But the pattern says otherwise.

❥ Unshakeable Confidence in Their Morality. They don’t think they’re the villain. That makes them scarier.


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4 months ago

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9 months ago

Does anyone know how to tell if your work is ok, I know constructive criticism can be helpful but I want to make sure the draft I give people to criticize is at least decent. I’m taking mainly about writing in this case as I can spot visual oddities in my artwork more easily than I can notice clunkiness in my writing. I’d love any advice anyone may have.


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1 month ago

guys im losing it because how the fuck do u make ur oc lore make sense Like I have a oc that runs away from a lab and then looses their memory abt it and i have NO IDEA how to actually do it- like how did it happen? how did they escape? why hasnt the lab found them yet? SOMEONE HELP ME


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