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A road to insanity

@flarenight / flarenight.tumblr.com

This is a blog of Random things that has nothing to do with each other.
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We are always told to use body language in our writing. Sometimes, it’s easier said than written. I decided to create these cheat sheets to help you show a character’s state of mind. Obviously, a character may exhibit a number of these behaviours. For example, he may be shocked and angry, or shocked and happy. Use these combinations as needed.

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skidar

This is really good for art too, trying to get a specific emotion across? This has great examples that are easily seen and relatable to the emotion and body language of said emotion

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Plotting Methods for Meticulous Plotters

A Guide for the Seasoned and the Not-So-Plot Savvy

This is a subject that a lot of writers tend to struggle with. They have ideas, great ideas, but are uncertain how to string them together into a solid plot. There are many methods that have been devised to do so, and most seem to be based on something you might remember:

The 5 Point Method

This is your basic plot diagram:

  • Exposition – This is the beginning of your story. This is where you introduce your character (s), establish a setting, and also present your main conflict.
  • Rising Action – Your story now begins to build. There are often multiple key events that occur where your main character may be faced with a new problem he has to solve or an unexpected event is thrust at him.
  • Climax – Everything you’ve been writing has been leading up to this moment. This is going to be the most exciting part of your story where your main character faces the main conflict and overcomes it.
  • Falling Action – This is mostly tying up loose ends after your main conflict is resolved. They are minor things that weren’t nearly as important as the main conflict, but still needed to be dealt with.
  • Resolution –The end of the story.

This is probably the easiest way to remember how to string together a single (or multiple) plots. It may be easier for some to define the main plot as the central conflict, or the thing that’s causing your main character a huge problem/is his goal.

The 8 Point Method

This method is used to write both novels and film scripts, and further breaks down the 5 Point Method. From the book Write a Novel and Get It Published: A Teach Yourself Guide by Nigel Watts:

  • Stasis – The opening where the story takes place. Here you introduce your main character and establish a setting (Watts defines it as an “everyday” setting, something normal, but it can be whatever you want).
  • Trigger or Inciting Incident – The event that changes your character’s life an propels your story forward. This is where you introduce the main conflict.
  • The Quest – The result of the event. What does your character do? How does he react?
  • Surprise – This section takes of the middle of the story and involves all of the little setbacks and unexpected events that occur to the main character as he tries to fix the problems he’s faced with and/or achieve his goal. This is where you as an author get to throw complication, both horrible and wonderful, at your protagonist and see what happens.
  • Critical Choice –At some point your character is going to be faced with making a decision that’s not only going to test him as individual, but reveal who he truly is to the audience. This cannot be something that happens by chance. The character must make a choice.
  • Climax – This is the result of the main character’s critical choice, and should be the highest point of tension in the story.
  • Reversal – The consequence of the choice and climax that changes the status of your protagonist, whatever that may be. It could make him a king, a murderer, or whatever else you like but it has to make sense with the rest of the story.
  • Resolution – The end of the story where loose ends are tied up. You’re allowed to leave things unresolved if you intend to write a sequel, but the story itself should be stand alone.

Three Act Structure

While this method is usually for screenplays, it is also used in writing novels (for instance The Hunger Games novels are split up into three acts). From the The Screen Writer’s Workbook by Syd Field: Acts 1 and 3 should be about the same length while Act 2 should be double. For instance if you were writing a screenplay for a two hour film Acts 1 and 3 would be 30 minutes each while Act 2 would be 60 minutes.

  • Act 1, Set Up – This contains the inciting incident and a major plot point towards the end. The plot point here leads into the second act and is when the protagonist decides to take on the problem he’s faced with.
  • Act 2, Confrontation – This contains the midpoint of the story, all of the little things that go wrong for the protagonist, and a major plot point towards the end that propels the story into the third act. This is the critical choice the character must make.
  • Act 3, Resolution – This is where the climax occurs as well as the events that tie up the end of the story.

Another way to look at this method is that there are actually three major plot points, or disasters, that move the plot forward. The first is at the end of Act 1, the second is in the middle of Act 2, and the third is at the end of Act 2.

The Snowflake Method

A “top-down” method by Randy Ingermanson that breaks novel writing down into basic parts, building upon each one. You can find his page on the method here. His ten steps:

  1. Write a single sentence to summarize your novel.
  2. Write a paragraph that expands upon that sentence, including the story set up, the major conflicts, and the ending.
  3. Define your major characters and write a summary sheet corresponding to each one that includes: the character’s name, their story arc, their motivation and goal, their conflict, and their epiphany (what they will learn).
  4. Expand each sentence of your summary paragraph in Step 2 into its own paragraph.
  5. Write a one page description of your major characters and a half page description of less important characters.
  6. Expand each paragraph in Step 4 into a page each.
  7. Expand each character description into full-fledged character charts telling everything there is to know about the characters.
  8. Make a spreadsheet of all of the scenes you want to include in the novel.
  9. Begin writing the narrative description of the story, taking each line from the spreadsheet and expanding the scenes with more details.
  10. Begin writing your first draft.

Wing It

This is what I do. I tend to keep in mind the basic structure of the 5 Point Method and just roll with whatever ideas come my way. I’ve never been a fan of outlines, or any other type of organization. According to George R.R. Martin, I’ve always been a gardener, not an architect when it comes to writing. I don’t plan, I just come up with ideas and let them grow. Of course, this may not work for some of you, so here are some methods of organization:

  • Outlines
  • Notecards
  • Spreadsheets
  • Lists
  • Character Sheets

And if all else fails, you can fall on the advice of the great Chuck Wendig: 25 Ways to Plot and Prep Your Story.

Remember, none of the methods above are set in stone. They are only guidelines to help you finally write that novel.

-Morgan

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In Which Diversity Isn't a Myth

Ok. I’m tired of the typical vampire, werewolf and fairy.I’m also tired of the occidental-centrism in mythology. Hence, this list. 

I tried to included as many cultural variants as I could find and think of. (Unfortunately, I was restricted by language. Some Russian creatures looked very interesting but I don’t speak Russian…) Please, add creatures from your culture when reblogguing (if not already present). It took me a while to gather all those sites but I know it could be more expansive. I intend on periodically editing this list. 

Of note: I did not include specific legendary creatures (Merlin, Pegasus, ect), gods/goddesses/deities and heroes.

  • Dragons

The Ancient Dragon (Egypt, Babylon and Sumer)

Of the Cockatrice (creature with the body of a dragon)

  • Little creatures (without wings)

Chanaque /Alux (the equivalent of leprechauns in Aztec/Mayan folklore)

  • Creatures with wings (except dragons)

Bendith Y Mamau (Welsh fairies)

Peri (Persian fairies)

Yü Nü (Chinese fairies)

Garuda (Bird-like creature in Hindu and Buddhist myths)

Bean Nighe (a Scottish fairy; the equivalent of a banshee in Celtic mythology)

  • Spirited Creatures

Jinn (Genies in Arabic folklore)

Oni (demons in Japanese folklore)

Mahaha (a demon in Inuit mythology)

Flying Head (a demon in Iroquois mythology)

  • Ghosts

Toyol (a dead baby ghost in Malay folklore)

Yuki-onna (a ghost in Japanese folklore)

The Pontianak (a ghost in Malay mythology)

Funayurei (a ghost in Japanese folklore)

Zagaz (ghosts in Moroccan folklore)

  • Horse-like mythical creatures

The Kelpie (Could have also fitted in the sea creatures category)

Hippocamps (sea horses in Greek mythology)

Karkadann, more on the Karkadann (a persian unicorn)

Ceffyl Dwfr (fairy-like water horse creatures in Cymric mythology)

  • Undead creatures

Asanbosam and Sasabonsam (Vampires from West Africa)

  • Shape-shifters and half-human creatures (except mermaids) 

Satyrs (half-man, half-goat)

Sirens in Greek Mythology (half-woman and half-bird creatures)

The Kumiho (half fox and half woman creatures)

Scorpion Men (warriors from Babylonian mythology)

Domovoi (a shape-shifter in Russian folklore)

Aatxe (Basque mythology; red bull that can shift in a human)

Yech (Native American folklore)

Ijiraat (shapeshifters in Inuit mythology)

  • Sea creatures

The Kraken (a sea monster)

Nuckelavee (a Scottish elf who mainly lives in the sea)

Lamiak (sea nymphs in Basque mythology)

Bunyip (sea monster in Aboriginal mythology)

Apkallu/abgal (Sumerian mermen)

The Encantado (water spirits in Ancient Amazon River mythology)

Zin (water spirit in Nigerian folklore)

Qallupilluk (sea creatures in Inuit mythology)

  • Monsters That Don’t Fit in Any Other Category

Myrmidons (ant warriors)

Giants: The Mystery and the Myth (50 min long documentary)

Inupasugjuk (giants in Inuit mythology)

Fomorians (an Irish divine race of giants)

The Orthus (two-headed serpent-tailed dog)

Rakshasa (humanoids in Hindu and Buddhist mythology)

Yakshas (warriors in Hindu mythology)

Taqriaqsuit (“Shadow people” in Inuit mythology)

  • References on Folklore and Mythology Across the Globe
  • References on writing a myth or mythical creatures

(I have stumbled upon web sites that believed some of these mythical creatures exist today… Especially dragons, in fact. I just had to share the love and scepticism.)

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wigmund

Fearsome Critters - creatures of American frontier lore

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Helpful things for action writers to remember

  • 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. 

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ave-aria

How to apply Writing techniques for action scenes:

- Short sentences. Choppy. One action, then another. When there’s a lull in the fight, take a moment, using longer phrases to analyze the situation–then dive back in. Snap, snap, snap. - Same thing with words - short, simple, and strong in the thick of battle. Save the longer syllables for elsewhere. - Characters do not dwell on things when they are in the heat of the moment. They will get punched in the face. Focus on actions, not thoughts. - Go back and cut out as many adverbs as possible. - No seriously, if there’s ever a time to use the strongest verbs in your vocabulary - Bellow, thrash, heave, shriek, snarl, splinter, bolt, hurtle, crumble, shatter, charge, raze - it’s now. - Don’t forget your other senses. People might not even be sure what they saw during a fight, but they always know how they felt. - Taste: Dry mouth, salt from sweat, copper tang from blood, etc - Smell: OP nailed it - Touch: Headache, sore muscles, tense muscles, exhaustion, blood pounding. Bruised knuckles/bowstring fingers. Injuries that ache and pulse, sting and flare white hot with pain. - Pain will stay with a character. Even if it’s minor. - Sound and sight might blur or sharpen depending on the character and their experience/exhaustion. Colors and quick movements will catch the eye. Loud sounds or noises from behind may serve as a fighter’s only alert before an attack. - If something unexpected happens, shifting the character’s whole attention to that thing will shift the Audience’s attention, too. - Aftermath. This is where the details resurface, the characters pick up things they cast aside during the fight, both literally and metaphorically. Fights are chaotic, fast paced, and self-centered. Characters know only their self, their goals, what’s in their way, and the quickest way around those threats. The aftermath is when people can regain their emotions, their relationships, their rationality/introspection, and anything else they couldn’t afford to think or feel while their lives were on the line.

Do everything you can to keep the fight here and now. Maximize the physical, minimize the theoretical. Keep things immediate - no theories or what ifs.

If writing a strategist, who needs to think ahead, try this: keep strategy to before-and-after fights. Lay out plans in calm periods, try to guess what enemies are thinking or what they will do. During combat, however, the character should think about his options, enemies, and terrain in immediate terms; that is, in shapes and direction. (Large enemy rushing me; dive left, circle around / Scaffolding on fire, pool below me / two foes helping each other, separate them.)

Lastly, after writing, read it aloud. Anyplace your tongue catches up on a fast moving scene, edit. Smooth action scenes rarely come on the first try.

More for martial arts or hand-to-hand in general

What a character’s wearing will affect how they fight.  The more restricting the clothes, the harder it will be.  If they’re wearing a skirt that is loose enough to fight in, modesty will be lost in a life or death situation.

Jewelry can also be very bad.  Necklaces can be grabbed onto.  Bracelets also can be grabbed onto or inhibit movement.  Rings it can depend on the person.

Shoes also matter.  Tennis shoes are good and solid, but if you’re unused to them there’s a chance of accidentally hurting your ankle.  High heels can definitely be a problem.  However, they can also make very good weapons, especially for someone used to balancing on the balls of their feet.  Side kicks and thrusting kicks in soft areas (like the solar plexus) or the feet are good ideas.  They can also (hopefully) be taken off quickly and used as a hand weapon.  Combat boots are great but if someone relies more on speed or aren’t used to them, they can weigh a person down.  Cowboy boots can be surprisingly good.  Spin kicks (if a character is quick enough to use them) are especially nasty in these shoes.

If a character is going to fight barefoot, please keep location in mind.  Concrete can mess up your feet quick.  Lawns, yards, etc often have hidden holes and other obstacles that can mess up a fighter.  Tile floors or waxed wood can be very slippery if you’re not careful or used to them.

Likewise, if it’s outside be aware of how weather will affect the fight.  The sun’s glare can really impede a fighter’s sight.  A wet location, inside or outside, can cause a fighter to slip and fall.  Sweat on the body can cause a fighter to lose a grip on an opponent too.

Pressure points for a trained fighter are great places to aim for in a fight.  The solar plexus is another great place to aim for.  It will knock the wind out of anyone and immediately weaken your opponent. 

It your character is hit in the solar plexus and isn’t trained, they’re going down.  The first time you get hit there you are out of breath and most people double over in confusion and pain.  If a fighter is more used to it, they will stand tall and expand themselves in order to get some breath.  They will likely keep fighting, but until their breath returns to normal, they will be considerably weaker.

Do not be afraid to have your character use obstacles in their environment.  Pillars, boxes, bookshelves, doors, etc.  They put distance between you and an opponent which can allow you to catch your breath. 

Do not be afraid to have your character use objects in their environment.  Someone’s coming at you with a spear, trident, etc, then pick up a chair and get it caught in the legs or use it as a shield.  Bedsheets can make a good distraction and tangle someone up.  Someone’s invading your home and you need to defend yourself?  Throw a lamp.  Anything can be turned into a weapon.

Guns often miss their targets at longer distances, even by those who have trained heavily with them.  They can also be easier to disarm as they only shoot in one direction.  However, depending on the type, grabbing onto the top is a very very bad idea.  There is a good likelihood you WILL get hurt.

Knives are nasty weapons by someone who knows what they’re doing.  Good fighters never hold a knife the way you would when cutting food.  It is best used when held against the forearm.  In defense, this makes a block more effective and in offense, slashing movement from any direction are going to be bad.  If a character is in a fight with a knife or trying to disarm one, they will get hurt. 

Soft areas hit with hard body parts.  Hard areas hit with soft body parts.  The neck, stomach, and other soft areas are best hit with punches, side kicks, elbows, and other hard body parts.  Head and other hard parts are best hit using a knife hand, palm strike, etc.  Spin kicks will be nasty regardless of what you’re aiming for it they land.

Common misconception with round house kicks is that you’re hitting with the top of the foot.  You’re hitting with the ball.  You’re likely to break your foot when hitting with the top.

When punching, the thumb is outside of the fist.  You’ll break something if you’re hitting with the thumb inside, which a lot of inexperienced fighters do. 

Also, punching the face or jaw can hurt. 

It can be hard to grab a punch if you’re not experienced with it despite how easy movies make it seem.  It’s best to dodge or redirect it.

Hitting to the head is not always the best idea.  It can take a bit of training to be able to reach for the head with a kick because of the height.  Flexibility is very much needed.  If there are problems with their hips or they just aren’t very flexible, kicks to the head aren’t happening.

Jump kicks are a good way to hit the head, but an opponent will see it coming if it’s too slow or they are fast/experienced.

A good kick can throw an opponent back or knock them to the ground.  If the person you’ve hit has experience though, they’ll immediately be getting up again.

Even if they’ve trained for years in a martial art, if they haven’t actually hit anything before or gotten hit, it will be slightly stunning for the person.  It does not feel the way you expect it too.

Those yells in martial arts are not just for show.  If done right, they tighten your core making it easier to take a hit in that area.  Also, they can be used to intimidate an opponent.  Yelling or screaming right by their ear can startle someone.  (Generally, KHR fans look at Squalo for yelling)

Biting can also be used if someone’s grabbing you.  Spitting in someone’s eyes can’t hurt.  Also, in a chokehold or if someone is trying to grab your neck in general, PUT YOU CHIN DOWN.  This cuts off access and if they’re grabbing in the front can dig into their hand and hurt.

Wrist grabs and other grabs can be good.  Especially if it’s the first move an opponent makes and the character is trained, there are simple ways to counter that will have a person on their knees in seconds..

Use what your character has to their advantage.  If they’re smaller or have less mass, then they’ll be relying on speed, intelligence, evasion, and other similar tactics.  Larger opponents will be able to take hits better, they’re hits may be slower depending on who it is but will hurt like hell if they land, and size can be intimidating.   Taller people with longer legs will want to rely on kicking and keeping their distance since they have the advantage there.  Shorter people will want to keep the distance closer where it’s easier for them but harder for a taller opponent.  Punching is a good idea.

Using a person’s momentum against them is great.  There’s martial arts that revolve around this whole concept.  They throw a punch?  Grab it and pull them forward and around.  Their momentum will keep them going and knock them off balance. 

Leverage can used in the same way.  If used right, you can flip a person, dislocate a shoulder, throw out a knee, etc.

One note on adrenaline:  All that was said above is true about it.  But, in a fight, it can also make you more aware of what’s going on.  A fight that lasts twenty seconds can feel like a minute because time seems to almost slow down while moving extremely rapidly.  You only have so much time to think about what you’re doing.  You’re taking in information constantly and trying to adjust.  Even in the slow down adrenaline gives you, everything is moving very rapidly. 

Feelings will be your downfall even more so than adrenaline.  Adrenaline can make those feelings more intense, but a good fighter has learned not to listen to those feelings.  A good fighter may feel anger at being knocked down or in some way humiliated - their pride taken down.  Yet they will not act on the anger.  Acting on it makes a fighter more instinctive and many will charge without thinking.  Losing control of anything (adrenaline rush, emotions, technique, etc) can be a terrible thing in a fight.

Just thought I’d add in here.

YES. YES.

Such good writing tips! @myebi

@jmlascar you’ve probably seen this already, but in case you haven’t, it’s got some good info on fight scenes :)

Pretty important for the scenes I’m focusing on right now. Thanks for the writing tips!!

This has crossed my dash before, but I forgot to reblog it.

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reblogged

I am having trouble getting characters to sound distinctive. Even when I know their personalities, even when I'm writing fan fiction, they all sound the same. Thanks for reading

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The thing is, to you, they will all read the same because it’s natural as a writer to think the worst of what you have written. However, there are ways to soothe this worry. Try this checklist:

Word Choice

In everyday conversation, you should notice that not everybody has the same vocabulary. You may know people who speak entirely colloquially, using all of the abbreviations and slang terms their dialect has to offer, or people who never use contractions and speak very ‘properly’, or even people who don’t use many words at all…! This is the same for fictional characters - consider what type of words they are more likely to use.

The best way to catch yourself with this is, as you’re writing a piece of dialogue, stop yourself to make sure you’re not just putting your words into the character’s mouths. If you have a character that would not usually say more than a few words in a sentence, be sure to make him say what you want him to say, in the way he would say it.

For example, ‘Well, I wouldn’t say that he did do that; I was there and could see everything, so -’ versus, ‘He didn’t do it. I was there.’

Mannerisms & Tone

It’s not always about the words. Sometimes, character comes forth in the way people say things as opposed to what they’re saying. Does your character talk with their hands? Do they mumble, or always sound stern? Short descriptors like these can help the reader gain a sense of who is who, even if the dialogue in certain scenes isn’t very distinctive.

Bring Their Personality Out!

Since you know their personality, then let it show in what they choose to say! To give a very basic example, a pessimist versus an optimist.

Someone might say, ‘What do you think of this situation?’

The optimist: Well, it could be worse! I’m sure we’ll make it out of here soon.The pessimist: This is terrible. We’re stuck. We’re going to be stuck here forever.

What is your character’s personality like, and how does it affect what they say? Maybe they’re very dry and sarcastic, or bubbly and easily excited; the person they are will show in how they communicate, because that is how we gain a sense of character in real life. Over time, the conversations we have form an image of our friends and family in our minds, alongside the general ‘flavour’ of the interactions, and their overall behaviour.

Don’t worry too much as you’re drafting because you can edit dialogue later if necessary. If you’re really unsure, just write what you want to write initially, then go back and put some thought into how you can personalise it a bit more.

Resources

I hope this helps!

- enlee

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reblogged
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altf4pls

004. SCHEMA THERAPY

Schema therapy is part of cognitive behavioural therapy, most used in the treatment of personality disorders. However, every person on the planet has schemas, and to know your schemas is to know some very crucial information about yourself; this is no different for your character. With this guide, I give you another means of developing your character by way of psychology. Schema therapy, however, is not too well-known outside of those specialised in the diagnosis and treatment of personality disorders, so I’ll give you a good idea of what schemas are and how you can find out what your character’s (or even your own) are.

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reblogged

The way I build worlds is by collecting cool stuff from the history, myth and people around me. I blend these details with my own imagination, and create my own cultures.

Normally there are a few particular cultures that interest me at a given time. I read whatever I can find about them, their environment, their traditions and their myths. The interesting details filter into the new world I’m creating (example: at one time, Venetian widows could only remarry on the stroke of midnight).

In the long term, there is nothing more inspiring and challenging than visiting foreign cultures yourself (especially if you can get far beyond your comfort zone to do it). This is the truest way to experience culture, and I really believe it shows in your writing.

But reading (non-fiction, myth/legend/fairytales, as well as the classics like Dune and Lord of the Rings) and watching documentaries/films can get you a long way toward filling up on your inspiration tank.

It’s important to remember: Culture in fiction isn’t a rod to get a point across. At its best, it is something beautiful, otherworldly, amusing, and sobering. The more layers and contradicts your culture has, the more real it will be.

Some questions you might ask yourself are:

  1. What is the most important ideal to this culture as a whole? What would other countries say is the stereotype? (Brutally simplistic examples: America = freedom, French = romance) BONUS: How is this ideal positive, and how is it negative?
  2. What is the setting of the culture? (History, myth and geographical location are huge huge huge players in the formation of culture.)
  3. How did this culture come into being? How has it changed between then and the start of the novel?
  4. How does the culture influence my protagonist? In what ways is the culture antagonistic? In what ways is it beautiful?
  5. What are three detailed, specific things about this culture that I love? What are three that I hate?
  6. What are exterior influences on the culture? Who’s living next door? What are relationships like between nations?
  7. What does your culture look like to a native, and what does it look like to an outsider? (Place a native from your novel in an intensely cultural part of your world (for instance, a market place). Describe the scene. Then place a foreign character in the same setting, and describe it again.)
  8. What is one yearly ceremony or celebration that is important to the culture (and your main character)?
  9. What is one specific action/ritual/habit this culture has (and why)? How would they react to someone who breaks it? (Example: The Pashtun don’t throw away bread crumbs, they put them outside so the birds can eat them. If you brush off your shirt over a trashcan, they will take the trashcan and try to sweep the crumbs onto the ground outside.)
  10. What things are you passionate about? (Example: books, dancing, music) What things do you not understand, or wish you understood? (Example: child marriages, rednecks, monasteries, the “brotherhood of soldiers” trope) Writing about these things will help fuel your diligence, but will also force you into a sort of seeking—and when you’re seeking, your culture will become more vivid.
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Beginning Your Story Without Info Dumps

I have a story that I dropped for a little while, but I want to pick it back up. The reason I dropped it was because I was having a problem with too much information. I have so much information that needs to go into the story for people to understand, that I’m having trouble starting it. I tried to cut out some info, but most of it absolutely necessary. I can write other parts of the story, but I can’t write the beginning–I don’t know how. Any tips or suggestions? Thanks. - anonymous

Beginnings are hard for mostly everyone. Many published authors state that the beginnings they initially thought of rarely ever end up being the beginnings in the finished work. 

It’s perfectly normal to feel like you have dumped too much information when you start your story, and it’s also perfectly normal to feel like some of that information needs to go. However, if that information is crucial for people to understand your plot, you don’t have (and shouldn’t!) cut it. Below, you’ll find some suggestions about how to begin your story, and how to do it without feeling like you’re delivering too much information at once. 

  • What is your conflict? The first step before you start writing anything should be identifying your conflict. After this, ask yourself what characters are affected the most by your conflict? When you sit down to write the beginning of your story, keep both things in mind. 
  • Start with action. I’m sure you’ve heard this before, but this is one of those writing-tips clichés I can’t avoid. Your story should start with the event that triggers the whole conflict. Whether this event is a teenage couple’s first kiss or a robbery, this event should set the tone to the rest of your book. If you’re writing a horror novel, you wouldn’t start with rainbows and butterflies, would you? 
  • Introduce your characters. In the beginning of your novel, you should introduce the characters that are going to be affected by your conflict, and leave out those who aren’t going to be as important. By doing this, you’re allowing your readers to start getting to know your protagonists better and have a better notion of who’s going to be relevant and who isn’t. 
  • Back story? Yes. In the right amount.  Start introducing the readers to your characters’ lives before you started telling their story. The amount of back story you give your readers should be kept to a minimum. Give them just the amount they need to start connecting with your characters. This is when you can start giving out some of the important information on your characters. However, don’t dump information. On the course of your story, you’ll have plenty of time to add other information about your characters. In your beginning, write only the back story that is going to be crucial right away. If something isn’t going to be relevant until a few chapters down the line, wait to give it away. 
  • Setting? Yes. In the right amount. Start introducing the readers to your setting. Again, you shouldn’t give away too much. Explain the relevant aspects of your setting, the aspects that are going to influence your characters’ behavior and the ways they deal with the conflict. If the color of the flowers isn’t relevant, don’t write it. At least, not in the beginning. 
  • Get your readers hooked. Get a great first line. Find a sentence that captures the basic essence of your book, something that is memorable and that gets your readers interested. Keep your action to a maximum, and your descriptions to a minimum. There are ways of presenting information to your readers through the way your characters act, so take advantage of that. Try to identify in what ways you can show the information you need your readers to know instead of simply telling them. 
  • Outline what information is absolutely necessary right in the beginning. The reason why many writers often get stuck with their beginnings is that they try to say everything at once. There’s no rush. If you get your readers interested within the first chapter, they’re likely to keep reading. Take your time to let the information flow, and say things when they need to be said. 

Remember that your beginnings should flow effortlessly. Your readers should be able to get an overall view of what your story is going to revolve around, but your shouldn’t give too much away yet. The trick is to give them little, while leaving them thinking you gave them a lot. 

Your beginning should ask the questions “Who?”, “Why?”, “When?”, “Where?” and “How?”. By doing this, you have all the ingredients ready for your readers to start wondering. And a beginning that leaves readers wondering, is a great beginning!

For further reading:

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ms-mazarin

Words to replace said, except this actually helps

I got pretty fed up with looking for words to replace said because they weren’t sorted in a way I could easily use/find them for the right time. So I did some myself.

IN RESPONSE TO Acknowledged Answered Protested

INPUT/JOIN CONVERSATION/ASK Added Implored Inquired Insisted Proposed Queried Questioned Recommended Testified

GUILTY/RELUCTANCE/SORRY Admitted Apologized Conceded Confessed Professed

FOR SOMEONE ELSE Advised Criticized Suggested

JUST CHECKING Affirmed Agreed Alleged Confirmed

LOUD Announced Chanted Crowed

LEWD/CUTE/SECRET SPY FEEL Appealed Disclosed Moaned

ANGRY FUCK OFF MATE WANNA FIGHT Argued Barked Challenged Cursed Fumed Growled Hissed Roared Swore

SMARTASS Articulated Asserted Assured Avowed Claimed Commanded Cross-examined Demanded Digressed Directed Foretold Instructed Interrupted Predicted Proclaimed Quoted Theorized

ASSHOLE Bellowed Boasted Bragged

NERVOUS TRAINWRECK Babbled Bawled Mumbled Sputtered Stammered Stuttered

SUAVE MOTHERFUCKER Bargained Divulged Disclosed Exhorted

FIRST OFF Began

LASTLY Concluded Concurred

WEAK PUSY Begged Blurted Complained Cried Faltered Fretted

HAPPY/LOL Cajoled Exclaimed Gushed Jested Joked Laughed

WEIRDLY HAPPY/EXCITED Extolled Jabbered Raved

BRUH, CHILL Cautioned Warned

ACTUALLY, YOU’RE WRONG Chided Contended Corrected Countered Debated Elaborated Objected Ranted Retorted

CHILL SAVAGE Commented Continued Observed Surmised

LISTEN BUDDY Enunciated Explained Elaborated Hinted Implied Lectured Reiterated Recited Reminded Stressed

BRUH I NEED U AND U NEED ME Confided Offered Urged

FINE Consented Decided

TOO EMO FULL OF EMOTIONS Croaked Lamented Pledged Sobbed Sympathized Wailed Whimpered

JUST SAYING Declared Decreed Mentioned Noted Pointed out Postulated Speculated Stated Told Vouched

WASN’T ME Denied Lied

EVIL SMARTASS Dictated Equivocated Ordered Reprimanded Threatened

BORED Droned Sighed

SHHHH IT’S QUIET TIME Echoed Mumbled Murmured Muttered Uttered Whispered

DRAMA QUEEN Exaggerated Panted Pleaded Prayed Preached

OH SHIT Gasped Marveled Screamed Screeched Shouted Shrieked Yelped Yelled

ANNOYED Grumbled Grunted Jeered Quipped Scolded Snapped Snarled Sneered

ANNOYING Nagged

I DON’T REALLY CARE BUT WHATEVER Guessed Ventured

I’M DRUNK OR JUST BEING WEIRDLY EXPRESSIVE FOR A POINT/SARCASM Hooted Howled Yowled

I WONDER Pondered Voiced Wondered

OH, YEAH, WHOOPS Recalled Recited Remembered

SURPRISE BITCH Revealed

IT SEEMS FAKE BUT OKAY/HA ACTUALLY FUNNY BUT I DON’T WANT TO LAUGH OUT LOUD Scoffed Snickered Snorted

BITCHY Tattled Taunted Teased

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dayst-ffxiv

A nice reference list for those that can’t just think of what word they are looking for. But remember that using “said” isn’t a bad thing. “Said” is universal and versatile and each of these words have their own meaning, so it isn’t always interchangeable.

Source: msocasey
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Quick Contents

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So You Want To Make a Character..

I’ve got a few generators you can use.

Need some clothes?

Try Here Here or Here Definitely here Steam punk clothing Char Style preference Dress

Need an Appearance idea?

Humanoid generator? check Non-Humanoid? Got that too and this and maybe this Need Monsterpeople?  I’ve got you. Maybe you need Cats?

Need some details and shit like that?

Bam Backgrounds and stuff? yep Personality. you need that shit Need something fandom related? World-building? location? got ya City generator hell yeah make your own god damn laws Oh shit someone died Landscape. CHAR DEVELOP QUESTION GEN Profile Thingy Have some dates Quirks

You thought I was done? Nope. Motha. Fuckin. Names.

So many fuckin names MOTHERLOAD OF NAMES
Plant Names Magic Book title
Just search ur ass up some names man

Items. Yeah. You heard me.

Medicine? got it Items out the ass more items wow

Other shit.

Wow Yep Plots More writing stuff This site has everything so fucking go for it Need AUs? How the shit did these two meet? Fanfic plots. you bet your ass. (tag me in the shit u write i wanna see what you get) What does it do thing (you come up with a better name for this one. fuckin fight me.

You bet your ass I will continue to update this. If you’ve got something I should add to this hmu. Now, go forth! Make characters and live yo life. UPDATE: Added more shit everywhere.

reblog to save a life

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I was looking for a sort of ‘database’ for colour names, and found that paint brands have hundreds of colours and are generally super useful. Here are a few of my favourites! At the end, there are a few other sites with colour names as well. Hope this helps.

godavari paints — [ url ]
Benjamin Moore [ url ]
Behr [ url ]
Dulux [ url ]
The wiki! [ url ]
ETC.
  • colorhexa - you can even type in the colour’s hexcode and it will give a lot of information on that colour! This site is great, and it even provides colour schemes and alternatives. Very handy.
  • design-seeds - a blog that has tons and tons of pretty palettes, generated from images. You can click on a colour, and it will give you other palettes containing that same colour!
  • colorcombos - crap ton of palettes and colours. You can input a website’s URL and it will spit back all of the colours used! Handy for making blog pages match the main theme!
  • colornames.facts.co - really strange site and terribly formatted/designed, but has hundreds of colour names. You can also choose a specific base colour and see all the variants of it (red, blue, etc.) I would use adblock when going to this site.
  • paletton - really, really neat palette generator. To me, it seems very intimidating because of all the options, but it’s very useful.
I hope this mini impromptu colour name guide helps when describing your protag’s love interest’s eye colour B) Just please don’t describe them as orbs…
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So You Want To Write… Magic

This entry’s is a big one, friends and neighbours. You can put magic in a lot of roleplays, in a lot of different ways. We’re going to have to talk about why you use magic in the first place, then how it interacts with themes, and then all the varieties and philosophies of magic. There is going to be distillation. I hope this inspires a conversational thread. Why Am I Using Magic? There are four reasons to use magic - actually, three, but we’ll pretend two of them aren’t the same for the moment. Plot Device magic; when you need magic to enable or justify a plot. Setting magic; when you need magic to reinforce an element of the setting, or enable the setting to exist. Thematic magic; when you need magic to underline and support a theme of your narrative. Mechanical magic; when you want a magical option for characters to take, expanding on your mechanical choices. Plot Device magic is, say, Excalibur. The One Ring is PDM. You could argue The Force (oh, oh just you wait until I get the entry explaining sci-fi, faithful readers) is PDM. It’s usually vague, big magic or alternatively, very specific small magic with only one or two appearances in the story and setting. It enables a plot point, serves as lynchpin in a pivotal scene. Importantly, it largely informs the plot, not the setting. This is especially the case where the magic in question hasn’t been logically extended to include uses, economic and social impacts, etc. Setting magic is magic that either enables or permeates the setting. Bending from the Avatar series is setting magic. Magic in Dragon Age is setting magic. Setting magic tends to be logically extended into the rest of the setting - it informs technological and social development. When the fact a character uses magic is regarded as significant by other characters, it’s usually setting magic - especially where the kind of magic or the application thereof is significant. Thematic magic is very closely linked to setting magic. This is magic which reinforces a theme in terms of plot, character, or setting. Psychic powers and Warp Sorcery in Warhammer 40k are thematic. Vampiric Disciplines in Vampire: The Requiem are thematic. Magic that corrupts or transforms, magic that communicates something about a character or society, is very much thematic magic. Mechanical magic can technically be any of the other three, but will usually exist with a system of some kind. Magic in videogames is always mechanical magic. In roleplays, any time you mention terms like tank, rogue, healer etc. you’re referencing a very light system, and that makes the relevant magic mechanical. How Do I Use Magic? Plot Device Magic is the easiest kind to use, because you can use it to pre-empt or fill in plot holes, enable specific scenes, and justify happily-ever-afters. It tends to be utilitarian, lacking in much personality or flavour, often just specific enough to make sense or justify its use. It catalyzes, ends, or changes plots. The One Ring is an excellent example - though it’s also a good example of thematic magic. You need to foreshadow plot-device magic; have a character use a simple spell or item early on, or discover such a thing. The payoff comes when they use it cleverly or even just luckily to resolve a plot point, whether to escape an enemy or losing it to an enemy, forcing the characters to a new location or situation. Setting Magic is, to me, a vital cornerstone of good fantasy. You use setting magic to justify things you want in your setting, which then enables your plot. Avatar: The Last Airbender or Legend of Korra are heavily supported by the setting magic of Bending. Korra in particular makes some great use of this, but I only know that from second-hand sources. Dragon Age’s magic helps to shape the socio-political climate of Thedas, though it doesn’t go quite as far as it might (not yet, anyway), and allows for some of plotlines and character interactions of the game to happen. Setting Magic is closely linked to Thematic Magic, and the two strongly inform the tone of your narrative. Thematic Magic is most prevalent in RPGs, but it’s also apparent in some fantasy fiction. You use thematic magic to underline elements of character, society, and setting. Is there a cult that uses blood-magic to achieve their ends? That’s thematic; it communicates something about the society, its members, and carries a lot of interesting implications. Is your character being slowly killed by their use of magic? That, too, is a statement - precisely how you implement it determines whether it’s about responsibility, or power, or mortality, or duty. Mechanical Magic is best exemplified in D&D and Skyrim. It allegedly impacts the setting and world - but how often can a player character reproduce the feats mentioned in the fiction? This is magic-as-toolkit most of the time. It can impact playstyle, which is important and in a way implies personality and theme, but mechanical magic tends to be even more lacking in personality than plot devices. Magic A is Magic A There are a number of different kinds of magic, under those four umbrellas. I’m going to try and distill it to some core forms from which everything else is derived. There are two broad categories to be aware of - internally consistent magic, and general magic. Internally consistent magic abides by thematic rules and restrictions, which can run from having as complex a set of laws as mundane physics, to ‘dark magic must be fueled by blood’. General magic is magic where we don’t have to care about the hows or whys. If you see characters in, for example, an anime casually tossing little magical effects around, that’s general magic. Vancian Magic: Magic as toolkit, employed most notably in D&D. Magic which is prepared in advance, from a set list of spells, and has only the broadest thematic consistency. Tends to have uses consumed on cast, a limited number of times per day or between rests. Mechanical magic, through and through, usually. Ritual Magic: Magic which is often thematic or plot relevant; requiring resources, time, and expertise to perform. If it’s powerful, far-reaching, and long-lasting, it’s probably involved in a climactic scene and a fairly standard high-fantasy world. If it’s subtle and not that powerful, you’re probably in a low-fantasy setting which might also be pretty grim and/or dark to boot. May have a terrible, terrible price - especially if there’s an option to empower or speed normal rituals with a bit of blood sacrifice. Importantly, Ritual Magic can be learned.Examples: Fullmetal Alchemist, Dresden Files, The Lovecraft MythosWorks nicely for setting, theme, and plot. Alchemy: Often magic-as-science, Alchemy can overlap with other magical forms. Usually slow, requiring reagents and expertise. May also involve transformative or philosophical elements, such as mutagens or a search for enlightenment through understanding of the physical world. Like ritual magic, Alchemy can be learned by almost anyone. Frequently abides by rules which can be tested and verified. In contrast to Ritual Magic, Alchemy is not dogmatic, less reliant on particular locations, times, and incantations. Works well for setting, theme, and plot. Rule Magic: May involve true-names, incantations, magical music, or even mathematics. Tends to be comparatively limited in scope and may overlap with Theurgy. Often imparts control over something, or is linked to specific objects in a way that resembles Device Magic. Harry Potter features Rule Magic with a splash of Device - given that spells are activated by speaking the correct words and using the correct gestures, with a tool but are not otherwise limited. Works well for theme and plot. Force MagicThe Force. The Fade. The Warp. Chi. When calling on a power in the world, or near the world, this is what you use. The practitioner bends the magic to do what they want, from a ‘raw’ state or other resource. Sometimes reliant on a gift, or training, or focus. Kung-fu fantasy and Star Wars are probably exemplars of this form. Works best for setting and theme. Gift Magic: Mutations. Superpowers. Divine blessings. Magic inherent in the characters, often limited to one power or a small suite of thematically linked powers. Often hereditary, frequently a sign of being a protagonist, often the gift is the ability to use magic at all, which may then be focused through one of the other listed forms. Works well for theme, setting, and plot.

Device Magic: This can often be great Setting-Magic - magic from devices, possibly even made on an industrial scale. Alchemical magical potions, pre-charged wands of fireball, Green Lantern Rings. The magic comes from devices which have been made. In low fantasy, the art of making these may be lost. In high fantasy, it might be a booming trade. Great for setting and plot. Wild Magic: Magic as a living thing that will do as it damn well pleases. Great for plot device and setting. You can maybe influence this magic, or take advantage of it, but remains like a force of nature. It may even have motive and personality of its own, however inscrutable to mortal minds. Theurgy: Calling upon a powerful entity to intercede on your behalf. Whether a shugenja calling on the Kami to shake the earth, or a Cleric beseeching her god for healing, or a Demonologist summoning up an imp, that’s theurgy. The caster has no power, but they may have faith, or excellent negotiating skills, or a contract written in blood in some infernal ledger. Tends to be mechanical, plot, or thematic magic, but can inform setting well too. Probably the broadest kind of magic you’ll meet. How Do I Construct Magic? First, you need to decide why you want magic at all. Then where magic comes from. This will help you choose the form you’ll use. You can layer more interesting themes and mechanisms on top of the form with flavour - divination, necromancy, elemental magic, whatever you like. Often those can communicate something about the character, but depending on the form might be largely aesthetic. Once you’ve decided why you’re using magic, and where it comes from, you can choose a form. You can then modify that form to suit what you’re doing, and blend forms to get the precise kind of magic you want. A lot of where you go from there is personal opinion. I prefer to keep my magic internally consistent and tightly woven into the setting, but maybe you’d like something a bit more off-the-wall. As an example, when I built Crucible’s magic system, I wanted it for three reasons: To reinforce theme and tone. To enrich the setting. To offer interesting mechanical and narrative choices. I ended up going with multiple forms of magic (ask if you want me to talk about it in more detail), but the primary Magic is essentially Force Magic, enabled by a Gift, with a potentially terrible price. This allowed me to make it tempting, but dangerous and rare reinforcing the verisimilitude of the setting, the dark tone, and importantly the themes of responsibility and sacrifice.

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