Character Name:
First Name:
Last Name:
Nickname (if any):
Basic Information:
Age:
Gender:
Date of Birth:
Place of Birth:
Nationality:
Physical Appearance:
Height:
Weight:
Build:
Hair Color:
Eye Color:
Scars or distinguishing marks:
Personality Traits:
Positive Traits:
Negative Traits:
Background and History:
Family Background:
Parents:
Siblings (if any):
Childhood:
Education:
School/College/University:
Major/Area of Study:
Favorite Subjects:
Least Favorite Subjects:
Career/Profession:
Current Occupation:
Previous Jobs (if any):
Career Goals:
Hobbies and Interests:
Hobbies:
Interests:
Relationships:
Marital Status:
Romantic Relationships (if any):
Friendships:
Closest Friends:
Relationship dynamics:
Strengths and Weaknesses:
Strengths:
Weaknesses:
Goals and Ambitions:
Short-term Goals:
Long-term Goals:
Fears and Insecurities:
Common Fears:
Insecurities:
Quirks and Habits:
Quirks:
Habits:
Beliefs and Values:
Religious or Spiritual Beliefs:
Moral Code:
Political Views:
Favorites:
Favorite Foods:
Favorite Books:
Favorite Movies/TV Shows:
Favorite Music:
Favorite Color:
Dislikes:
Disliked Foods:
Disliked Activities:
Pet Peeves:
Miscellaneous:
Talents or Skills:
Secrets (if any):
Motivations:
What drives the character forward?
What are their ultimate aspirations?
Character Arc:
How does the character change or evolve throughout the story?
Feel free to adapt and expand upon this template!
Open your editing software (RECOMMENDING Krita, since it's free and it's very good).
Step 1: Google "X country silhouette" and copy it.
Paste it onto the canvas.
Step 2: Separate the silhouette from the background you copied with it! You can do that by using magic wand selection tool or by making a gradient map with black on 49,9% and transparent on 50% on the slider.
Step 3: Repeat several times with numerous countries and/or islands, cities, municipalities, communes, continents et cetera.
Step 4: Combine, mesh, stretch, rotate, mirror - go ham, make it work.
Step 5: Erase and add.
Step 6: Have your map outline ready, copy/paste it several times in the same doc on different layers and edit in different ways like biomes, kingdoms, mountains and other.
Step Mountains+: To figure out mountains, make another layer on the doc and do something like this:
-and then in every polygon you add an arrow.
Where arrows meet or transfer onto continents, add mountains.
Color the sea with a couple layers of depth and you're done :D
In some ways, this post's topic sounds obvious, in others . . . not so much. On the surface, the tip seems simple, and yet, it is easily and often overlooked.
Your protagonist must be a problem-solver.
Yup.
A problem-solver.
I don't care if she's the laziest, most passive, most dimwitted person on the planet, within the context of the plot, she must be a problem-solver (even if a reluctant one).
Otherwise, she'll feel like a weak character.
Otherwise, the plot will feel weak.
Of course, I'm sure you can find rare exceptions to this.
But 99% of the time, your protagonist needs to be a problem-solver.
So let's talk about why.
Why it's Important for The Character
Imagine a protagonist who doesn't problem-solve. She encounters the antagonist, reacts emotionally, but doesn't do anything to try to win the conflict, or at least gain the upper hand of the conflict. She won't be interesting for very long. It's hard to care about what happens to her, when she's putting no effort in to resolve it, when she doesn't care enough to try to fix it herself. It may start to feel like she's stuck in a loop--just circling the same internal responses over and over again, never really progressing, never really moving on.
Sometimes writers mistakenly think this makes her more sympathetic, but in reality, as counterintuitive as it may sound, the opposite is true. Audiences lose interest or become annoyed.
We've all met people who talk, and whine, and fume about their problems but don't do anything to better their situation. We may feel sorry for them at first, but eventually, we want them to take action to improve their predicament. Often we may even find ourselves giving advice (or in some cases, doing the problem-solving work for them).
We feel the same way about characters.
Your protagonist doesn't need to be the next Sherlock Holmes or Violet Baudelaire to be a "problem-solver."
At the most basic level, what this means is that when she encounters an antagonistic force (a problem), she's coming up with--or perhaps shifting--goals and plans (however big or small, or grand or modest), and taking action to try to make those a reality.
If she's not doing that, she's probably too passive in the plot and not exercising enough agency. The story is happening to her, but she's not doing anything to make the story happen. She's not influencing the direction of the story.
When the protagonist is the one coming up with goals and plans, and implementing them, the audience becomes more invested in her. They want to stick around to see if she's successful. She also now holds some accountability over what happens--the consequences--and that actually makes her more interesting and more sympathetic. What happens, good or bad, is on her. She holds responsibility.
If your protagonist isn't problem-solving, it may be a sign that her wants aren't strong enough. Solid stories will showcase the protagonist's deepest desires (however big or small, or grand or modest), what she would sacrifice almost anything to obtain, avoid, or maintain. If the right desire is in jeopardy, the protagonist should naturally be driven to problem-solve. Characters with strong wants are more compelling. And in reality, we all have powerful wants we house deep within our hearts.
Great stories will test and challenge the deep desires of the protagonist's heart. And if that's not happening, you likely haven't figured out your protagonist's deepest desires or you need to alter the character so that she desires what she desires more deeply. Don't settle on something she kinda wants. Find what she'd be tempted to sacrifice her life for--literally or figuratively (meaning her current lifestyle). What does she want to obtain, avoid, or maintain bad enough, that she'd consider doing things she wouldn't ordinarily do? That's the kind of want you should showcase--whether it be obtaining recognition as employee of the month, avoiding responsibility by taking on a new identity, or maintaining control by offing all rebels.
It's usually helpful to focus on an abstract want--obtain recognition, avoid responsibility, maintain control--that can then manifest into various concrete goals. Most people aren't going to give their "lives" to become "employee of the month," but many have gone to such lengths to obtain recognition; becoming employee of the month is just one way to obtain that. So even if the goal seems modest on the surface, tie it to a deep abstract want. (A bit of a tangent, but it's useful, so I left it in here 😉)
When the protagonist is problem-solving, it conveys to the audience what she cares about. If the rebels are increasing in power, and she doesn't do anything about it, then obviously she doesn't really care about being in control very much. That's not a deep desire of her heart. So we need the protagonist to problem-solve to help convey character.
And finally, if she's not struggling to overcome (problem-solving), she's probably not growing through a character arc. She's stagnant. She's not changing her worldview as she strives for success, nor is she wielding her beliefs, growing in resolve. This can make any attempt at an internal plotline feel repetitive or nonexistent, because the character isn't progressing on an internal journey. She's just stuck in the same spot.
Why It's Important for the Plot
Solid stories will showcase the protagonist's deepest desires, and even if those desires are abstract (obtain recognition, avoid responsibility, maintain control), if the character wants them bad enough, they will manifest into concrete goals (employee of the month, new identity, off the rebels) that have specific plans (show up on time to work, move to a new city, locate the rebels' base).
So the protagonist has a goal. The antagonist opposes the goal.
And since there should be an antagonist for nearly every scene, this means there are problems in nearly every scene.
If the protagonist isn't trying to solve those problems, by adjusting his goals and plans, then it's likely the plot isn't properly progressing. Like I mentioned with the internal journey above, the external journey probably feels repetitive, or in some ways nonexistent. It's just circling the same situation over and over, in the toilet bowl.
If you find yourself arguing against this, then it's likely because another character is the one doing most of the problem-solving, in which case, it's also highly likely that character is the true protagonist, and your "protagonist" is really more of a viewpoint character spectating the external plotline.
The plot needs conflict in order to progress properly. If the antagonist shows up, and the protagonist allows himself to just get beaten, it's not strong conflict. Sure, stuff is happening, but if the antagonist is hammering him to the ground without his resistance, it's not much of a conflict. It's passive victimization. And while that might work in a scene or two, it's not going to hold for a whole story, or even a whole act.
A passive victim isn't a problem-solving protagonist. Obviously.
So, suffice it to say, your protagonist needs to be a problem-solver.
Scott Pilgrim is, I think, the best example I can think of for establishing a setting's Nonsense Limit. The setting's Nonsense Limit isn't quite "How high-fantasy is this". It's mostly a question of presentation, to what degree does the audience feel that they know the rules the world operates by, such that they are primed to accept a random new element being introduced. A setting with a Nonsense Limit of 0 is, like, an everyday story. Something larger than life, but theoretically taking place in our world, like your standard spy thriller action movie has a limit of 1. Some sort of hidden world urban fantasy with wizards and stuff operating in secret has a nonsense limit around 3 or 4. A Superhero setting, presenting an alternate version of our world, is a 5 or 6. High fantasy comes in around a 7 or so, "Oh yeah, Wizards exist and they can do crazy stuff" is pretty commonly accepted. Scott Pilgrim comes in at a 10. If you read the Scott Pilgrim book, it starts off looking like a purely mundane slice of life. The first hint at the fantastical is Ramona appearing repeatedly in Scott's Dreams, and then later showing up in real life. When we finally get an explanation, it's this:
Apparently Subspace Highways are a thing? And they go through people's heads? And Ramona treats this like it's obscure, but not secret knowledge. Ramona doesn't think she's doing anything weird here. At this point, it's not clear if Scott is accepting Ramona's explanation or not, things kind of move on as mundane as ever until their Date, when Ramona takes Scott through subspace, and he doesn't act like his world was just blown open or anything, although I guess that could have been a metaphor. there's a couple other moments, but everything with Ramona could be a metaphor, or Scott not recognizing what's going on. Maybe Ramona is uniquely fantastical in this otherwise normal world. And then, this happens
Suddenly, a fantastical element (A shitty local indie band finishing their set with a song that knocks out most of the audience) is introduced unrelated to Ramona, and undeniably literal. We see the crowd knocked out by Crash and The Boys. but the story doesn't linger on the implications of that, the whole point of that sequence is to raise the Nonsense Level, such that you accept it when This happens
Matthew Patel comes flying down onto the stage, Scott, who until this point is presented as a terrible person and a loser, but otherwise is extremely ordinary, proceeds to flawlessly block and counter him before doing a 64-hit air juggle combo. Scott's friends treat this like Scott is showing off a mildly interesting party trick, like being really good at darts. The establish that Scott is the "Best Fighter in the Province", not only are street-fighter battles a thing, Scott is Very Good at it, but they're so unimportant that being the best fighter in the province doesn't make Scott NOT a loser. So when Matthew Patel shows off his magic powers and then explodes into a pile of coins, we've established "Oh, this is how silly the setting gets". It's not about establishing the RULES of the setting so much as it is about establishing a lack of rules. Scott's skill at street-fighter battles doesn't translate to any sort of social prestige. Ramona can access Subspace Highways and she uses it to do a basic delivery job. It doesn't make sense and it's clear that it's not supposed to. So later on, when Todd Ingram starts throwing around telekinesis, and the explanation we're given is "He's a Vegan" , you're already so primed by the mixture of weirdness and mundanity that rather than trying to incorporate this new knowledge into any sort of coherent setting ruleset, you just go "Ah, yeah, Vegans".
Things that will make your computer meaningfully faster:
Replacing a HDD with an SSD
Adding RAM
Graphics cards if you're nasty
Uninstalling resource hogs like Norton or McAfee (if you're using Windows then the built-in Windows Security is perfectly fine; if you're using a mac consider bitdefender as a free antivirus or eset as a less resource intensive paid option)
Customizing what runs on startup for your computer
Things that are likely to make internet browsing specifically meaningfully faster:
Installing firefox and setting it up with ublock origin
adding the Auto Tab Discard extension to firefox to sleep unused tabs so that they aren't constantly reloading
Closing some fucking tabs bud I'm sorry I know it hurts I'm guilty of this too
Things that will make your computer faster if you are actually having a problem:
Running malwarebytes and shutting down any malicious programs it finds.
Correcting disk utilization errors
Things that will make your computer superficially faster and may slightly improve your user experience temporarily:
Clearing cache and cookies on your browser
Restarting the computer
Changing your screen resolution
Uninstalling unused browser extensions
Things that do not actually make your computer faster:
Deleting files
Registry cleaners
Defragging your drive
Passively wishing that your computer was faster instead of actually just adding more fucking RAM.
This post is brought to you by the lady with the 7-year-old laptop that she refuses to leave overnight for us to run scans on or take apart so that we can put RAM in it and who insists on coming by for 30-minute visits hoping we can make her computer faster.
Seems like the silliest question ever but every idea I have seems so unoriginal. Do you tips or exercises to get the creativity going?
I do! I have plenty of pep-talks and resources for this sort of thing, so I’ve organized them here by method (prompts/playlists/advice/inspiration/etc)
Articles
Coming Up With Scene Ideas
Coming Up With “Original” Ideas
How To Turn A Good Idea Into A Good Story
How To Motivate Yourself To Write
Reasons To Improve Your Lifestyle
Tips & Advice for Aspiring Authors, Writers, and Poets
Healthy Forms of Motivation
How To Have A Productive Mindset
How To Fall In Love With Writing
Writing Through Mental Health Struggles
Why “Burnout” Is Oay - The Creative Cycle
How To Actually Get Writing Done
Playlists
Things To Listen To When You’re Working
Classical & Instrumental
Ambient
Sad Scenes
Chase Scenes
Epic Scenes
Fight Scenes
Angst Scenes
Fun Montage Scenes
Climax Scenes
Calm Scenes
Resolution Scenes
Romantic Scenes
Action Scenes
Science Fiction
Our Day Will Come
Contemporary Poetry
MORE
Prompts, Prompt Lists, & Writing Challenges
Dark Quotes & Prompts
Challenges For Different Types of Writers | Part II
Angst Prompts
31 Days of Prompts : January 2018 Writing Challenge
20 Sentence Story Prompt
Dramatic Prompts
Suspenseful Prompts
Sad Prompts
Romantic Prompts
31 Days of Horror : October 2019 Writing Challenge
31 Days of Fantasy - December 2020 Writing Challenge
Fake Relationship Alternate Universe Prompts
Assassin Alternate Universe Prompts
Soulmates Alternate Universe Prompts
Advice & Pep-Talks
Restarting Your Writing Passion
On Hating Your Old Stuff
Depression As An Inhibitor
Dear Writers Who Are Hesitant To Start Writing
“All First Drafts Are Crap” – My Thoughts
Getting Back To Writing After A Long Hiatus
Wanting To Finish A Story You’ve Fallen Out of Love With
Getting Motivated To Write
Getting Burnt Out Near The Finish Line
–
Masterlist | WIP Blog
If you enjoy my blog and wish for it to continue being updated frequently and for me to continue putting my energy toward answering your questions, please consider Buying Me A Coffee, or pledging your support on Patreon, where I offer early access and exclusive benefits for only $5/month.
Hello! Tips on drafting and how much detail is too much?
Let’s see, my main tips would be to treat the first draft as if you’re telling yourself the story, the second draft like you’re organizing and enhancing the story, and the third draft as if you’re preparing for your best friend to read the story. I think this is a pretty good gauge for how much detail you add to the narrative each time you reread and edit. And it’s not about how much detail there is, it’s about how effective it is at making the story clear and immersive.
Here’s some resources that might help. There’s also an entire category in my masterlist dedicated to the drafting process.
Using Vocabulary
Describing Where Your Characters Are
Writing Intense Scenes
Writing The First Chapter
Balancing Detail & Development
When To Use “Felt”
Showing Vs Telling
How To Better Your Vocabulary & Description
Powering Through The Zero-Draft Phase
Getting Words on The Page
Sticking To A Story (Working on Multiple Projects)
Writing Your Way Through The Plot Fog
I hope this advice and these resources are helpful, and if you have any other questions feel free to leave them here :)
This blog is now my full-time job and first priority, so your support and engagement is critical to keeping this content regular and free of charge. Please consider Buying Me A Coffee for $3 or supporting me on Patreon for $5 a month (or more if you’d like).
$5+ Patrons receive the following immediately upon pledging: early access to all wordsnstuff content, participation in polls to choose upcoming wordsnstuff content, downloadable PDF articles, requests prioritized, direct advice chat with me, Access to patron discord server with fellow writers, and much more!
Post offices. Wild, I know. But give me the unhinged kind. Pingeons and little postal dragons all over the place. You enter. The most disgusting smell fucking assaults your nostrils. You know what it is. Letter in hand, you go up to the counter. The postal worker is just a slightly bigger pigeon. You shed a tear.
PLAYGROUNDS!! Create the most dangerous kinds of playgrounds, the ones suburban moms would TRIP if they ever saw one. Monkey bars that are way too tall, swings that go full circle... The metal slide stays the same, it's already painful enough.
PARKS!! MAKE IT ALIVE!! Show people going on walks, reading beneath trees. C'mon most of them are already hundred years old (And are going to die after that CR 15 creature wrecks the town) anyways!! Show couples and picnics, show a family enjoying the sunday, give me someone picking flowers for their loved ones.
A bakery! Do you know how much these places are underrated? And do you know how much plot potential they have? Every good story starts with food poisoning or granny's recipe! Give me a place your players/readers are going to treat like home and, for once, it's not a tavern or a guild.
Government buildings! Give me a town hall that has a kilometric line in front of it. Give me a registry that is as old as this town. Give me police stations! Give me courtrooms! Make one of your players get arrested and now all of the party has to go through burocracy like a bunch of normal people!
(Who am I kidding? You don't need to make them get arrested. They are going to do that for you.)
Touristic attractions! Give me a full-on statue of the country's leader! Give me museums! Give me streets, ruins and whatnot that attract thousands of tourists everyday! Give me an annoying city guide that tries to get the party's attention everytime!
Magazine stands! Magazines don't exist? Newspaper stands! From the Queen's Journal to the most questionable new piece of Fox's Tailtracker, you have it all! Make your players doubt what's actually happening, sprinkle a little fake news... Or is it fake at all?
...Toy stores. OK HEAR ME OUT. Make magic toys; miniature skyships that actually fly, metal toy dragons that expel fire, little wands that make little light spells, wooden creatures that can move and make noises... Make children happy! And your players too because they will waste their money on these stuff.
Instrument store!! Make your bards happy with special instruments or just weird ones! Give me a battle in one of those that is just filled with funny noises and the worst battle soundtrack ever!!
Not exactly a place but... Cleaning carts!!! Show me people cleaning the streets, picking up the trash, cutting trees!! Make the town look clean!! Give me an old man that is really proud of his work!!!
(or ways to make your players feel even worse when the villain destroys the town later on :) )
being a self-taught artist with no formal training is having done art seriously since you were a young teenager and only finding out that you’re supposed to do warm up sketches every time you’re about to work on serious art when you’re fuckin twenty-five