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"Ah, but here’s the trick: where some stories are fast and others come slow, one thing I believe to be true: the writer needs time to age. Authors need time and experience to reach fruition — and so you must have the patience to develop a voice, to train your skill and hone your talent, to practice the craft of writing and foster the art of storytelling (for that’s how I see them: writing is the craft, storytelling the art)."

— Chuck Wendig

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"If I’m writing something and somebody is going to see it, I don’t want it to suck. I pretty much live in terror, constant terror of public humiliation. But it’s that constant fear that makes me somewhat meticulous."

— Joss Whedon (via joss-a-day)

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"No, outlining and structure is a pain, it’s pain and bricklaying. And to me is completely essential. There have been two things I’ve ever written without an outline. One of them worked so I tried the other one. On Buffy, nobody ever went to script without an outline, so nobody ever came back with a script where we had to rewrite the story. The structure is god to me. But the fun is when you first get the idea, or you’re just floating in, ‘Oh, what if this, what if that?’ That’s amazing joy. And then once you have the structure the fun is getting the meat of the scenes and finding the voices and actually writing it. That in-between part that takes the longest, that’s some rough sledding."

Joss Whedon (via joss-a-day)

Notes: This is so true. The structure is so important outlining is key and while it is a pain… it also can be fun to play around with an idea and play what if.

(via beerosie)

(via mrgregfrancis)

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catnelian:

In the words of the man himself, writing advice for all writers (particularly of fiction) that I found useful from Chuck Palahniuk.

“In six seconds, you’ll hate me.
 But in six months, you’ll be a better writer.

From this point forward—at least for the next half year—you…

(via ladislaws)

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"Write it. Shoot it. Publish it. Crochet it, sauté it, whatever. MAKE."

— Joss Whedon (via thesearepeopleyouknow)

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Don’t get it right, get it written.

-James Thurber

(via irinaf)

(via mrgregfrancis)

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"We found out this really simple rule… We can take these beats… of your outline and if the words ‘and then’ belong between those beats, you’re fucked. You’ve got something pretty boring. What should happen between every beat you’ve written down is the word ‘therefore’ or ‘but.’"

— Matt Stone and Trey Parker interview (via @gointothestory)

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"There is a muse, but he’s not going to come fluttering down into your writing room and scatter creative fairy dust all over your typewriter or computer station. He lives in the basement. You have to descend to his level, and once you get down there you have to furnish an apartment for him to live in."

— Stephen King (via prioriteyes)

(Source: 1ftheseascatchf1re, via mrgregfrancis)

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1. Stasis

This is the “every day life” in which the story is set. Think of Cinderella sweeping the ashes, Jack (of Beanstalk fame) living in poverty with his mum and a cow, or Harry Potter living with the Dursley’s.

2. Trigger

Something beyond the control of the protagonist (hero/heroine) is the trigger which sparks off the story. A fairy godmother appears, someone pays in magic beans not gold, a mysterious letter arrives … you get the picture.

3. The quest

The trigger results in a quest – an unpleasant trigger (e.g. a protagonist losing his job) might involve a quest to return to the status quo; a pleasant trigger (e.g. finding a treasure map) means a quest to maintain or increase the new pleasant state.

4. Surprise

This stage involves not one but several elements, and takes up most of the middle part of the story. “Surprise” includes pleasant events, but more often means obstacles, complications, conflict and trouble for the protagonist.

Surprises shouldn’t be too random or too predictable – they need to be unexpected, but plausible. The reader has to think “I should have seen that coming!”

5. Critical choice

At some stage, your protagonist needs to make a crucial decision; a critical choice. This is often when we find out exactly who a character is, as real personalities are revealed at moments of high stress. This has to be a decision by the character to take a particular path – not just something that happens by chance.

In many classic stories, the “critical choice” involves choosing between a good, but hard, path and a bad, but easy, one.

In tragedies, the unhappy ending often stems from a character making the wrong choice at this point – Romeo poisoning himself on seeing Juliet supposedly dead, for example.

6. Climax

The critical choice(s) made by your protagonist need to result in the climax, the highest peak of tension, in your story.

For some stories, this could be the firing squad levelling their guns to shoot, a battle commencing, a high-speed chase or something equally dramatic. In other stories, the climax could be a huge argument between a husband and wife, or a playground fight between children, or Cinderella and the Ugly Sisters trying on the glass slipper.

7. Reversal

The reversal should be the consequence of the critical choice and the climax, and it should change the status of the characters – especially your protagonist. For example, a downtrodden wife might leave her husband after a row; a bullied child might stand up for a fellow victim and realise that the bully no longer has any power over him; Cinderella might be recognised by the prince.

Your story reversals should be inevitable and probable. Nothing should happen for no reason, changes in status should not fall out of the sky. The story should unfold as life unfolds: relentlessly, implacably, and plausibly.

8. Resolution

The resolution is a return to a fresh stasis – one where the characters should be changed, wiser and enlightened, but where the story being told is complete.

(You can always start off a new story, a sequel, with another trigger…)

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