Plotting is Fun! How to keep your story from getting hung up somewhere between 300 pages of...

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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.

Transcript of Plotting is Fun! How to keep your story from getting hung up somewhere between 300 pages of...

Page 1: 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.

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.

Page 2: 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.

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.

Page 3: 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.

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.

Page 4: 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.

Every great story is made up of a set of compelling chapters.

Three: Introduce new informationNew charactersNew perspectiveNew dilemma

Four: End each chapter with a Twist: What once had been is no more

1. Cliffhanger

2. Scooby-Doo moment

Page 5: 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.

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

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Hero’s JourneyFirst 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.

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Hero’s JourneySecond 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.

Page 8: 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.

Hero’s JourneyStop 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.

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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.

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Hero’s JourneyStop 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.

Page 11: 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.

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.

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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.

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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.

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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.

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Hero’s JourneyStop 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.

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Hero’s JourneyStop 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.

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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.

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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.

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Pacing KillersIf done improperly, this may stop your plot dead in

its tracks.

• Plots that are constantly shifting between the past and present.

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Pacing KillersIf 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.

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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!

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