Keys to Writing a good StoryKey to writing a good story
Key to writing a good story
1 ) It's about the character. History says that someone has divided all kinds of conspiracies into 36 different conspiracies, and I have also listened to 7 and 3 (man against man, man against man and man against nature). You have to concentrate on your character. It' s the people and their interaction that make most of the story telling uniquely, not their idea or unbelievable storylines.
Players are the only competitive edge every author has, because no one out there has exactly your own experience of living, and it's those stories you'll use to create your own people. Chekhov and his weapon are the keys to writing in a structure. Writing well is a question of structure and payment.
And when a person gets starved, he makes it. Those are dull things, but the cause and effect is still there, and that's what writing is about - cause and effect. A is in Iove with B, so A is in Iove with B. C is in Iove with B, so C is in Iove with B. A and C are both in Iove with B, so they really loathe each other.
We' ve got a story! When you start things in history, you have to be prepared to handle these things, otherwise history will fizzle out. Use the example above - If you are introducing the B+B+C romance trilogy, but then you have to talk about B's romance to your pet, why did you even implement the B+C romancetrilogy?
Don't present story items you don't want to use if they're not story-related, why are they there? 3) Challenge - It does a story good. This is an interesting story when you see how players use their own skill to get through barriers. There is nothing more tedious than to watch the character hand everything over to them by the author, and Deus ex Machinamust is used economically.
Challenging your personalities. It' gonna make winning all the cuter, and the crowd will like you for it. This is my general recipe for writing adventurous tales - heaps as many issues as possible on a single personality and then they have to do wise (or sometimes brave) things to get out of it.
The part of the challenge that I have just spoken about depends - it must be problems that are not easily resolved and must be resolved with the character's own capabilities. What made us need more than one of these persons in a certain story? Good characters are characterized both by what they cannot do and what they can do.
It' s observing the guy that is shit when repairing automobiles, repairing a potentially fun vehicle, not observing the ass scurrying through the game. That'?s my last point, that I challenge your personalities. This doesn't mean that you always have to hold the worse one in the worse possible position, but you should try to confront the players with positions where they have to deal with their weak points whenever possible.
It' s about getting the right character in the right situation to find the right mixture. All that happens, all that folks say, every part of the story is a well managed structure, and the more controll you have over it, the more controll you have over how your audiences will respond to it.
Things, which are good tasting like seaweeds and sugars, have to be used in the right equilibrium, not too much, not too little. The same goes for story items - more is not necessarily better and can often be even inferior. Try to be as short as possible when writing. It is not your task to fill up the story (unless you are compensated by the word), it is to tell the story in the minimal amount of room it needs to tell that story.
Somebody once said that a good story is made when nothing else can be taken away that I share with all my heart. When you have a sound story, your profession will try to save it from balloon flying, not try to make it bigger. It will be very helpful in this area, so it is good if someone else edits your work or at least puts it aside for a long while and then goes back and edits it to download it.
You can go back and work on it even if you mess it up, but the point is that you are completing and producing a work of fantasy that, no matter how good or poor it is, belongs to you. It' much simpler to rewrite and rewrite than the first one, so don't let the detail stop you from writing - just try to write it as well as possible and as quickly as possible.
While writing, I often like to recall a militaristic sentence that I took up some while ago - "FIDO", which is spoken like a dog's name and an abbonym for "F*ck It, Driver On! You' re not going to achieve anything if you spent all your hard-earned minutes dealing with every little thing.