How to Write a great PlotWriting a great plot
Writing a good plot (with examples)
A good notebook can be the best way to get your idea flow. It is useful to use long phrases, words or whole clauses, because they can all be useful when tackling the real game. I... Ignore what you want to be writing about. Consider whether it should be to be a drama, adventure, action, enigma, romanticism or non-fiction.
Begin to combine the concept and idea. As soon as you think you have enough idea to begin construction of the property, you can join the idea. Charts are very useful in this work. Draw the outlines of your character. Players at this state are very basic and very similar. They should not care as much about their origin now as about their role in history.
Has there been a scoundrel in this thing? Select your land area. Though not released, some of them are non-linear, which means that they can go back and forth in history without things like timemachines being needed. When deciding to post such an action, make sure that each section is in chronological order with the remainder.
For nonlinear representations, it is better to ignore temporal relations until the end of the volume to prevent disorientation. It has to take place somewhere, and as such the place where it is placed is as important as the person it contains. When you plan to place your storyline in an already existent location, it will be simpler because you only have to introduce small parts and don't have to concentrate on the big picture, as this is taken over by the real world, and you can skip the next one.
If, on the other hand, it is a narrative that takes place in a completely fictionalised framework, read on. Don't monitor small things like where you want to work or how you want to get down the road, because they can be of great value in the near to you. Complete your character. You can really build your character here without saying anything.
Again, a notebook will do a lot to develop the personality as much as possible. Also, keep in mind that a good personality develops over a period of development, so try to make it as agile as possible (don't exaggerate or you won't seem sure of your own choices). Attempt to visualize possible interaction between personalities and connections such as friendships or families.
All actions have a response, and as such no incidents are accidental (unless it is a matter of illustrating the chance nature of everything). You should probably have begun to write by now, although it's not necessarily mandatory, and as such you should get the major clash or other idea that will get the character to do what they're going to do.
You' re going to get the knack. Increasing storyline is the succession of occurrences that eventually culminates. He is usually longer than his companion, the fall act, and shows the evolution of the character's character. That should be the part of the story you should be most worried about, as it will lead to a faint culmination if it is not spelled well.
In this way, your character faces several challenging situations in which they can either be shown to their full capacity or even expanded. Make the highlight. It' the time when your character will take on their final front-run. At some point all fictional tales have a high point, except for the somewhat funny ones that dissolve into anti-climaticxes (usually a dissolution that is too easy and therefore sounds unsatisfactory):
Usually it affects all protagonists and appears at the end of the storyline (except when the action is non-linear, allowing it to appear almost anywhere, even in the first few lines) and is a time when the character seems to be conquered and undergoes an almost wondrous convalescence.
Generate the dropping operation. If you' re interested, before the end of the story you should take it a little easier and tell the reader what has been happening to the character since the heyday. At this point you should have the floor plan of the entire story.
Well, if so, it's a good idea to get your thoughts back on track (I just hopefully you've kept the notepad, because it's often useful). When you are this kind of individual, make outlines, cards, timescales or even compose poetry about your history, as it puts you in the frame of mind to fully enjoy what you have made.
They just have the layout, that's all. That part where the base grid becomes a good grid is in the next step. These range from sophisticated storylines to familiar tricks such as the weapon of Chekov (when an apparently unimportant item later solves the conflict) to the less valued Deux Ex Machina (a solution that seems to come out of nowhere):
By combining these with many metaphor, parables and personification, you will get the most out of your action. Have a little break while you look at the final shape. It' now it is timeto rework what you have written. Ensure that there are no anachronism, inconsistencies with your own set of precepts and law, and that your character remains coherent (they can develop in relation to your character, but must remain coherent with themselves because they have the same colour of your own skin or the same height).
When you find a major issue and find that it will ruin your whole action, you are not worried about changing everything. A mistake can be the distinction between a good and an outlines plan. So if you haven't begun to write yet, now is probably the right moment.....