Plotting is Fun! How to keep your story from getting hung up somewhere between 300 pages of eloquently worded sentences and what might very well be the.

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Presentation transcript:

Plotting is Fun! How to keep your story from getting hung up somewhere between 300 pages of eloquently worded sentences and what might very well be the next Great American novel.

Discovery Writer or Meticulous outliner. Every author must plot. Meticulous Outliner: Lays their entire story out ahead of time. They plan all the pitfalls their characters will fall into and determine which chapter that will best happen in. They research and know all the intricate details of whatever it is they need to know intricate details on. Discovery Writer: Takes a fly-by-night approach to writing. Sit down in front of the keyboard, set your fingers on the keys, close your eyes and just let the story flow down from your brain, out your fingers and on into the computer.

Every great story is made up of a set of compelling chapters The Four Basics every chapter needs: One: Focused, Concise storyline that is consistently moving forward. Beware of detailed backstory and/or flashbacks Two: Character Development. Show the reader something new about the character(s). Beware of reshowing/retelling what the reader already knows.

Every great story is made up of a set of compelling chapters. Three: Introduce new information New characters New perspective New dilemma Four: End each chapter with a Twist: What once had been is no more 1. Cliffhanger 2. Scooby-Doo moment

String all those compelling chapters together using the Hero’s Journey

Hero’s Journey First stop: The ordinary world. The hero is shown in his or her natural environment though a source of stress or polarity may be pulling him or her into the unfamiliar. A world that is both familiar and alien to the hero. This stage in the story is important because in order to show growth, we have to show the ordinary.

Hero’s Journey Second Stop: Call to Adventure Either from external pressures or from something rising up from deep within, the hero’s Ordinary World is shaken up. Beginning of when the hero is forced to face change. Hero is presented with a problem, a challenge, or faced with striking out on an unexpected adventure.

Hero’s Journey Stop Three: Refusal of the Call Fear of the unknown has the hero turning away from the call of adventure. This stop may be brief. May also be shown by another character’s expression of uncertainty and danger.

Hero’s Journey Stop Four: Meeting with a Mentor Hero crosses paths with a seasoned traveler who gives him/her advice, training or equipment needed to complete the journey. Or the hero reaches deep within to a source of courage and wisdom.

Hero’s Journey Stop Five: Crossing the First Threshold The hero commits to leaving the Ordinary World behind by entering a new region or condition with unfamiliar rules and values. Hero enters the new world for the first time. Story picks up the pace as the adventure really takes off.

Hero’s Journey Stop Six: Tests Allies and Enemies The hero is tested The hero is forced to determine allies and enemies. The hero passes certain tests and challenges that are a part of his/her training.

Hero’s Journey Stop Seven: Approach a Dark Place Using lessons learned, the hero and newfound allies prepare for a challenge. The hero reaches a dangerous place. Often this dangerous place is deep underground. A deep internal place the hero never visits or has been able to avoid or has never been required to visit.

Hero’s Journey Stop Eight: The Supreme Ordeal Near the middle of the story, the hero confronts death or faces his/her greatest fear. The Black moment or the point in the story when the hero hits bottom. Reader is standing outside the action, waiting for the hero to emerge victorious. Out of death comes life. From fear comes courage.

Hero’s Journey Stop Nine: The Reward Having survived the Ordeal, the hero takes possession of the treasure won. May be a magical sword, Holy Grail or some elixir that heals a wounded land.

Hero’s Journey Stop Nine: Reward Hero reconciles with a love interest. May be a love scene or sacred marriage. There may be celebration while also the threat of losing the treasure again. May be a return to the Ordinary World though that World now looks different.

Hero’s Journey Stop Ten: The Road Back to the Ordinary World The hero is not out of the woods yet. About three fourths of the way through the story, the hero is driven to complete the journey, to ensure the treasure is brought home. Often shown through a chase scene where the hero is pursued by vengeful forces. One last call to complete the adventure.

Hero’s Journey Stop Eleven: The Resurrection or Rebirth The climax of the story where the hero reaches the threshold of home and is tested for the last time. The hero is purified by one last sacrifice. A moment of death and rebirth only on a higher, more complete level. The polarities in conflict at the beginning are finally resolved.

Hero’s Journey Stop Twelve: Return of the Elixir Hero returns to the Ordinary World with the elixir, treasure, knowledge or lesson learned. Hero holds the power to transform the Ordinary World as he/she had been transformed. May be a temporary return or stop as the hero must continue on his/her journey. A comedic or foolish hero might refuse to learn from his/her adventure and be doomed to repeat the journey. Sometimes the lesson is simply that the adventure can be survived and/or will yield a good story to tell.

Pacing Killers If done improperly, this may stop your plot dead in its tracks. Plots that are constantly shifting between the past and present.

Pacing Killers If done improperly, this may stop your plot dead in its tracks. Alternating between multiple plotlines that don’t intersect, in any way, shape or form, until well into the book or at the very end.

Last but in no way least Be creative Don’t be afraid to stretch your imagination. Go where ever you story takes you. Have fun!

For a Complete Syllabus, Talking Points and PowerPoint, visit JulieNFord.com