Rules for Writing FictionFiction writing rules
There are 11 rules for writing fiction that you need to know
Ah, rules. Belletrists have a tendency to crawl for ideas. And who wants to think about smelly rules when your fantasy is free and you're hunting people? Let's think of the hints for writing a novel. As the thing is, these bits really make penenning fiction simpler for you and provides the texture so that your fancy can fly up.
It doesn't make any difference in which category you write - these rules are valid for all fictions. Who' s history is this? While it'?s good to have an company, someone else has to take the helm. Put in simple terms, the protagonist, the protagonist, the protagonist is the one your readers settle in with to journey through the game.
When you have identified it, a few rules will help you to concentrate and not drop into gaps where you need to excavate before you can do so. Cause he' back to being our man - the one we wanna go over the novel with. Thirdly, she is the one who has the greatest influence on history.
Who' re the side actors? They may have a large line-up, but the side actors are few, as they all need to have their own plot bows, which then blend into the whole. Every minor figure thinks the script is about him. What personalities get points of view?
Some subrules are also useful here: Use only 1 view point char. As a result, the sequence loses some of its focal point and your readers become puzzled as to what the sequence is all about and for whom it is most important. Just 2 maj (including the hero) and 2 minority view points.
Which is the novel's primary subject? These are not the conspiracy details: So what's the basic plan? However, at some point, even if this point is undergoing a larger review, the action itself must be clearly identified and recorded. Action is more than the above phrase "value of existence".
Which are the plot points? Majestic plot points are vital, indispensable and come at certain time. These are the most important motions in history. The first one will take your characters from everyday lives on the trip of this game. The second one will bring your characters into the depth of themselves as they prepare to battle the enemy.
Negotiate your way through to each of the big ones in a consistent, credible sequence. And even if you have a few turns (good!), you still want your readers to believe that these things can happen, so they believe the next storyline that moves the storyline in a new way.
It is about forming personalities, forming an alliance, enemies, acquiring new skills, unexpected incidents, etc. It is you who really keep your history running so that you don't get stuck in hanging mids.
So what would be the storyline issue? Stories cover both the subject and the action and link them together. There is something the protagonist must do to get from beginning to end. And every sequence needs a play of this issue. This also means that this internal/external dynamism has been reflected throughout history.
Our goal is to make a universe, to make personalities and to give the readers the feeling of being there instead of telling them a tale. What the readers just need to know, you use a bridge over which you tell these things. It is the point of pulling yourself together to go through all the unnecessary things, whether prosaic or characterful, to just left behind what is really important for the readers.
It is not you, the writer, but history and reading. Cause you want your readers to focus on the essentials, don't you? Use caution when putting your readers on a side street that is not so important. In order to make your history and your strokes glow. Create fabulous characters!