How to Create a novel

Creating a novel

A technique used successfully by many authors is to create a character profile for the main characters of the novel. First, create a timeline or plot skeleton with your plot ideas. To create a map for your novel. In this tutorial you will learn step by step how to create a map and has a map as an example. As shown, a writer can make miniature sketches of cane figures.

Creating a flexible structure for your novel

You are a novelist who craves an outlines that doesn't make you captive, nailed down or cautious? You' ll like this funny and versatile way to plan the turns of your novel. There is too much and it may seem as if all of your whole being has been absorbed from history.

Not enough and you flail in the darkness, no idea where your novel is going (some authors live from it and, if you do it, you rock). Can a way to draw an outlines that will guide the action without compelling it to adapt? It' calling itself the slot map technique, and I'm guiding you through the six stages today.

Stage 1: Here we go back to the basic handwriting. Get a pile of indexes ( "notepad" or Post-It Note works just as well if you don't have any). Those are your'plot cards'. Stage 2: Now we come to the point. Note all (and I mean all) your suggestions for scenarios in 1-2 movements, one sequence on a chart.

Irrespective of whether you do not yet know how these sequences match or where they will go in the film. Drop all the scenic inspirations you have on the maps. It' easy to get acquainted with this humble history. There are five important landmarks I try to capture in a sketch before I do anything else: Before I begin to use these words arbitrarily, let's try defining them.

I' m using the system K.M. Weiland is teaching in your novel structuring: The Essential Keys for Creating an Outstanding Story* to represent my narratives, so it is their definition that I will use for each of these mileposts. It' happening right at the beginning of the narrative, and if it does its work right, it will make your reader read on to find out the answers.

It' falling around the 25% level and is the point in the history that changes everything. It ( "surprise, surprise") is at the centre of your storyline. Consider it the point around which the whole saga is hanging, a heart and centre where the tide begins to spin.

They stop responding and begin to act. It drops around the 75% level and is the point that gets your character on his way to the climax. They' ve reached their deepest point in history and from this desolate place they must ascend to peak.

Almost all authors know what the climax of the tale is - the point at which the reader sits at the edges of their seat when the character comes to a life-changing apiphany. As a rule, the peak begins around the 90% level and encompasses the last part of the history. Now that you are aware of what the five most important landmarks are, let's begin to position these chart.

Do you need to quickly generate a new design? Stage 4: I suggest you grab a clear bottom or a desk to set up your time line, because this thing can get long according to how many slot maps you have. Here is the order in which I place my slot cards: I' ve almost always had an image of my Hook and Climax sequences from the beginning, so I begin by placing the chart with these landmarks at the opposite ends of my time line.

But if you don't know exactly what your Hook and Climax scenarios are, but have plots that describe scenarios near these points, place them instead. Next, when I know what sequence I want at the center, I place it in the center, between the Hook and Climax boards (make sure you allow a lot of room between your milestones).

Again, if you do not know exactly what is happening at the center, place slot maps you know near this point. It is now the right moment to fill in the first and third grid points. When I have plots that describe these scenarios, I place them at the quarters or three-quarters of the times.

When you have enough plots to map the five most important landmarks, your time line should now look much more organized. But if not, don't be worried - as you fill in the remainder of the time line with your other slot maps, you will begin to close the gap between the already scheduled scenarios.

By the way, it's timeto get the remainder of your scene in place. Stage 5: A great deal will go on between the check mark and the first plot point, between this point and the center point, and so on. Grab your leftover slots and put them in your timescale where they would naturally make history.

Like when your character is in a cafe in Paris at First Pot Point, then at a bazar in Cairo at Midpoint, you need sequences that take them from one to the other. It is a good way to collect some idea if you have any gap between the slot maps - what could possibly occur between the slot maps that you need to take from A to A?

If you can't include all your slot maps in the time line? You may have some moments after the brainstorm in stage 2 that just don't match the design you made. Revise your history to match these slot maps. There may be some great reorientation of the action to make this work, so I would suggest it only if you believe that these exuberant moments are very important for the storyline.

Have these maps ready, but do not (yet) record them in history. They may emotion these area, but they may not be abstraction for that part book, at that part. While writing the storyline, you may find new ways to incorporate the scene into the storyline, or it might be best to save the scene for another one.

One way or another, keep the replacement tickets safely, just in case. Stage 6: When you have placed all the slot maps on the time line, go back one stage and marvel at your work. You have just finished the design for your novel. Make a durable copy of the order of your scene, tap on the back and begin making this up!

You know what I used to call that a flex sketching technique? No. His real strength comes into the game when you begin to type. Things are bound to be different when you research your history through the words you type and not through the things you imagine - and that's okay. With your plotter card you are protected. As your silhouette develops as you type, pick up your slot maps, put them back in your time line and move around the moving scene, replacing the scene that has altered, and removing the scene that has vanished.

Revise your time line, add new slot maps if necessary, then make a persistent copy of your new contour and keep it up. Do you have too many bright lights? Transform these rabbits into something magic in Don't Panic! So what to do if you have too many stories to tell.

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