imo the best way to interpret those “real people don’t do x” writing advice posts is “most people don’t do x, so if a character does x, it should be a distinguishing trait.” human behavior is infinitely varied; for any x, there are real people who do x. we can’t make absolute statements. we can, however, make probabilistic ones.
for example, most people don’t address each other by name in the middle of a casual conversation. if all your characters do that, your dialogue will sound stilted and unnatural. but if just one character does that, then it tells us something about that character.
me: *writes fic*
me: great! time to post to ao3-
ao3 summary box: *exists*
me:
ao3 summary box:
me:
ao3 summary box:
me:
The decomposition process occurs in several stages following death:
Pallor mortis
Algor mortis
Rigor mortis
Cadaveric spasm
Lividity
Putrefaction
Decomposition
Skeletonization
PALLOR MORTIS
The first stage of death.
Occurs once blood stops circulating in the body.
The cessation of an oxygenated blood flow to the capillaries beneath the skin causes the deceased to pale in appearance.
In non-Caucasians, the pallor may appear to develop an unusual hue; the skin will lose any natural lustre and appears more waxen.
Occurs quite quickly, within about 10 minutes after death.
ALGOR MORTIS
The cooling of the body after death.
The cooling process will be influenced by many factors, including the deceased’s clothing, or whether they are covered with bed linen such as blankets or duvets.
The body will typically cool to the ambient room temperature, but this alters if there is heating in the room or if there is a constant draught cooling the body.
RIGOR MORTIS
Can occur between 2 and 6 hours after death.
Factors including temperature can greatly affect this.
Caused by the muscles partially contracting, and the lack of aerobic respiration means that the muscles cannot relax from the contraction, leaving them tense, subsequently resulting in the stiffening we associate with rigor mortis.
This stage typically begins in the head, starting with the eyes, mouth, jaw and neck, and progresses right through the body.
The process is concluded approximately 12 hours after death (although, again, certain variables may occur) and lasts between 24 and 72 hours depending on circumstances.
Contrary to popular belief, rigor mortis is not a permanent state and is in fact reversed, with the muscles relaxing in the same order in which they initially stiffened.
The reversing process also takes approximately 12 hours, when the body returns to its un-contracted state.
It is possible to ‘break’ rigor mortis by manipulating and flexing the limbs. This is usually done by undertakers, pathologists or crime scene investigators who are attempting to examine or move a body – or by a murderer trying to hide their victim in the closet or the boot of a car.
CADAVERIC SPASM
A phenomenon that can be misinterpreted as rigor mortis.
The instantaneous stiffening of the body (most commonly the hands) following a traumatic death.
Unlike rigor mortis, the stiffening of the affected limb is permanent and is not reversed, causing the deceased to maintain the rigidity until such time as putrefaction causes breakdown of the particular muscle group.
Examples:
The deceased following an air crash were later discovered still clutching their seatbelts or arm rests in a final, desperate act of survival.
In a drowning case, the victim was discovered with grass from the riverbank still grasped in their hand.
Perhaps the most famous case of cadaveric spasm involves the rock band Nirvana’s lead singer, Kurt Cobain. Cobain reportedly committed suicide in April 1994. His body was discovered a few days after his death with a shotgun wound to the head, and tests revealed he had large traces of heroin in his system. He was reportedly discovered still clutching the gun in his left hand, due to cadaveric spasm. However, a great deal of controversy surrounds the veracity of this latter assumption, and indeed the cause of his death, with many people insisting and attempting to prove that he died as the result of foul play rather than suicide.
LIVIDITY
Also known as livor mortis, hypostasis, or suggillation.
Once blood can no longer circulate, it will gravitate towards the lowest point of the body.
Example: A supine body will display pinkish/purple patches of discoloration where the blood has settled in the back and along the thighs.
Occurs about 30 minutes after death, but will not necessarily be noticeable until at least 2 hours afterwards as the pooling process intensifies and becomes visible, finally peaking up to between 8 and 12 hours later.
Once it is complete, the lividity process cannot be reversed.
Therefore a body discovered lying on its side, but with staining evident in the back and shoulders, must have been moved at some point from what would have been a supine position at the time of death.
It is worth noting that if the body has had contact with the floor, a wall or other solid surface, lividity would not occur at the points of contact as the pressure would not allow the blood to seep through the capillaries and pool. The specific area of pressure will be the same colour as the rest of the body and a pattern of contact may well be evident.
PUTREFACTION
Derives from the Latin putrefacere, meaning ‘to make rotten’.
The body becomes rotten through the process known as autolysis, which is the liquefaction of bodily tissue and organs and the breakdown of proteins within the body due to the increased presence of bacteria.
The first visible sign is the discoloration of the skin in the area of the abdomen.
Bacteria released from the intestine cause the body to become bloated with a mixture of gases; over time these will leak out, and the smell will intensify to unbearable proportions.
Typically, this will attract flies that will lay eggs, which develop into maggots.
Bloating is most evident in the stomach area, genitals and face, which can become unrecognizable as the tongue and eyes are forced to protrude due to the pressure of the build-up of gases in the body.
At this stage, the body will also begin to lose hair.
The organs typically decompose in a particular order: starting with the stomach, followed by the intestines, heart, liver, brain, lungs, kidney, bladder and uterus/prostate.
Once all the gases have escaped the skin begins to turn black: this stage is called ‘black putrefaction’.
As with all the other stages of death so far, the rate of putrefaction depends on temperature and location. A body exposed to the air above ground will decompose more quickly than a body left in water or buried below ground.
During putrefaction, blistering of the skin and fermentation can also occur:
Fermentation - a type of mould that will grow on the surface of the body. This mould appears white, and is slimy or furry in texture. It also releases a very strong, unpleasant, cheesy smell.
As the putrefaction process comes to an end, fly and maggot activity will become less, which leads to the next stage.
DECOMPOSITION
The body is an organic substance comprising organisms that can be broken down by chemical decomposition.
If the body is outside, any remains that have not been scavenged or consumed by maggots will liquefy and seep into the surrounding soil.
Thus when the body decomposes it is effectively recycled and returned to nature.
SKELETONIZATION
The final stage of death is known as ‘dry decay’, when the cadaver has all but dried out: the soft tissue has all gone and only the skeleton remains.
If the cadaver is outside, not only is it exposed to the elements but it also becomes food for scavengers such as rats, crows or foxes.
As the remains are scavenged, the body parts become dispersed so it is not unusual to find skeletal remains some distance from where the body lay at the point of death.
The way in which skeletal remains are scattered in such cases is of interest to archaeologists, and is referred to as taphonomy.
Where a body has lain undiscovered at home for a period of time it has also been known for family pets, typically dogs, to feed on the body. The natural instinct of a pet is to attempt to arouse the deceased by licking them, but once it gets hungry, its survival instinct will take over and it will consider the body as little more than carrion: it will act with the same natural instinct as a scavenger in the wild, which will feed on any corpse, be it animal or human, if it is starving.
Obviously the number of pets, the body mass of the deceased and the time lapse before the body is discovered will influence to what extent it has been devoured.
For further research on the stages of decomposition and the factors that affect it, look up body farms. These are medical facilities where bodies are donated for research purposes so scientists can specifically observe the decomposition process. However, be aware that some of the images are quite graphic.
Source ⚜ More: References ⚜ Autopsy ⚜ Pain & Violence ⚜ Injuries Bereavement ⚜ Death & Sacrifice ⚜ Cheating Death ⚜ Death Conceptions
Or GQSGTSIF for short.
Very simplified guide to making interactive fiction on Twine, using Sugarcube. This won't cover how to change the UI or anything like that, it's really the bare bones on how to make passages, variables, choices etc. There are multiple ways and syntaxes to do these things, I'm covering the ones I use but it's really not the only way to write code and to do these things ^^ This is not a replacement to the documentation, I'll link relevant parts of the documentations throughout the guide but it's really going to be your best source of information Let me know if there's anything else you think I should add in there ~ 1. Passages & StoryInit 2. Variables 3. If statements 4. StoryMenu (bonus)
First of all, assuming you've already downloaded Twine and opened a new project, make sure that your default story format is Sugarcube (in the top left of the window, go to Twine -> Story Formats and click on Sugarcube then at the top left 'use as default format')
Now, go back to your project. In the top left, click on Passage -> New : this is how you'll create new passages.
Passages are what makes the game essentially, it's where you write your story. Whenever you play an if and you click on a choice and it progresses to a new passage of text, that's how it's done. Make sure to name your passages in a way that makes sense to you, two passages can't have the same name. It's probably best the names aren't super long either considering the names are what you'll type in your code to make the player go to this or that passage.
there are some passages that have special functions. Create a passage and name it StoryInit : this passage is used to store variables. Whenever a new game is started, it will load up the variables states as they are in the StoryInit passage. This is essentially a default state where no progress has been made in the story so for example : all stats would be at 0, all relationships points would be at 0, the MC wouldn't have a name yet etc. We'll store our variables there. Variables are attached to values, these values change as the player goes through the story. A variable's value can be many things, it could be a string which is anything that you'd write inside double quotes "" and would be printed as is in the string. For example :
<<set $mcName to "">>
$mcName is a variable. Its value changes to whatever the player chooses for the MC name. As you write your code, you just have to type $mcName and it will be changed to whatever name the player has set it to. A variable's value can also be a number, in this case, you wouldn't write it in double quotes.
<<set $confidence to 50, $maxConfidence to 100>>
It can also be a true or false statement.
<<set $IrisRomance to false>>
Figure out what needs to be a variable in your story and add them accordingly in your StoryInit passage, you'll add more variables as you go. Remember to give them a value, even if the value is 0 or "". Common variables would be for the MC's name and different physical traits, personality stats, pronouns, character's relationships stats etc. For this tutorial, write in your StoryInit :
<<set $mcName to "">>
Now, let's test our variable. Create another passage, call it start. In the top left bar, select Start Story Here : you should now see a little green rocket attached to your start passage. This is the passage the players will first see when they launch your game.
Inside the "start" passage, let's make a way to enter your own name with a simple text box.
<<textbox "$mcName" "Enter your name">>
Under it but still inside the "start" passage, let's write a simple link that will let us go to the next passage when we click on it.
<<link 'click here to confirm your name' 'next'>><</link>>
((the first string in the single quote is what will be displayed on the screen as the link, the second word in quotes, in this case 'next' is the name of the passage this link should direct you to))
Now make a second passage and call it next. Inside that passage, write this :
My name is $mcName.
Let's see if it works : in the top left, go to build -> play.
It will open an html file in your default browser. Considering we haven't touched the UI, it will have the default Sugarcube UI. You should have a textbox on the screen and a link under it in blue. If your link is red or if you have an error, go back to your code and check for misspellings or make sure you have the right amount of quotes etc.
Type whatever name you want inside that text box then click on the 'click here to confirm your name' link. It should now have changed the $mcName we wrote in the next passage into the name you input in the box. Congrats, you've learned how to set, change and display a variable :^) Now, let's say you want personality (or relationship) stats that change when you select a choice. Back in your StoryInit :
<<set $confidence to 50, $maxConfidence to 100>>
If you want to have a visual elements like actual bars and meters, I would suggest making it easy on you and just getting Chapel's meter macro. You just copy the minified code inside your Javascript file (top left -> story -> Javascript) and then write in your StoryInit and in your relationships / stats / profile page as explained on his demo. Go back to your "next" passage. Under the first sentence, let's write two choices link, one that will lead to an increase in confidence and one that lowers it.
<<link 'You are not confident. Life is hard.' 'sadface'>><<set $confidence to Math.clamp($confidence - 10, 0, $maxConfidence)>><</link>> <<link 'You are very confident. Life is great.' 'happyface'>><<set $confidence to Math.clamp($confidence + 10, 0, $maxConfidence)>><</link>>
((Math.clamp might look intimidating but don't worry too much, it's just to make sure your variable's value doesn't go over the min and max allowed so you can't go below 0 or above 100 in this case. You write the variable you want to change then a + or a - followed by how many points you want to remove / add - in this case, 10. Then the 0 is the minimum and the $maxConfidence is the maximum value.))
Now create two new passages, one called sadface and one called happyface. To make sure your variable changed, type $confidence in both of the new passages and play your game.
On one of the statement, it should now say 40 instead of 50 and 60 in the other one. Congrats you've learned how to change a stat. :^)
But what if you want two choices to lead to the same passage but to display different informations depending on how high / low a stat is? Welcome to the world of if statements. Back in StoryInit, you know the drill :
<<set $idiotLove to 0, $idiotMaxLove to 100>> <<set $idiotRomance to false>>
New passage, call it LoveCheck. Go back to your "next" passage :
<<link 'Click here to get 25 love points with the idiot.' 'LoveCheck'>><<set $idiotLove to Math.clamp($idiotLove + 25, 0, $idiotMaxLove)>><</link>> <<link 'Click here to get 50 love points with the idiot.' 'LoveCheck'>><<set $idiotLove to Math.clamp($idiotLove + 50, 0, $idiotMaxLove)>><</link>> <<link 'Click here to get 100 love points with the idiot.' 'LoveCheck'>><<set $idiotLove to Math.clamp($idiotLove + 100, 0, $idiotMaxLove)>><</link>> <<link 'I\'m allergic to idiots.' 'LoveCheck'>><</link>>
((you need to add a \ before your apostrophe when it's supposed to be part of the string, otherwise, the program will just think that's a closing single quote and not an apostrophe))
Alright, so now go to your newly created LoveCheck passage and let's write your first if statement. An if statement is basically a condition that you set, if the statement is 'valid' so like if it's a match then the program will ignore every other 'if' possibility. This is important because it means the order of your if statements matters. An if statement can be as simple as :
You are a person. <<if $idiotRomance is false>>You are not in love with an idiot.<</if>>
((this means that if the variable is false, then the second sentence will be displayed but if the variable is true, then the second sentence wouldn't be displayed to the player.)) An if statement can have an else :
You are a person. <<if $idiotRomance is false>>You are not in love with an idiot. <<else>> You love an idiot, I'm sorry. <</if>>
Note that this is the same as this, using elseif :
You are a person. <<if $idiotRomance is false>>You are not in love with an idiot. <<elseif $idiotRomance is true>> You love an idiot, I'm sorry. <</if>>
What this does is, if the variable is true, it will show the third sentence and not the second one and vice versa if the variable is false - because an if statement will only display the first statement that matches, if the variable is true then it will ignore any statement that require the variable to be false. As I said earlier, the order of your statement matter especially with variables tied to numerical values. You'll understand better once you try it - let's do it in the wrong order first (still in your LoveCheck passage), we'll print the $idiotLove variable to see its value :
$idiotLove <<if $idiotLove gte 25>> You like the idiot a little. <<elseif $idiotLove gte 50>>You like the idiot quite a bit. <<elseif $idiotLove gte 100>>You've fallen for the idiot, it's too late to save you. <<else>> You don't even know who the idiot is, good for you.<</if>>
Click play and let's look at the problem. If you click on all the links, the number will be different but the sentence will still say that you like the idiot a little, even if you have 100 points. That's because gte stands for greater than or equal to, 100 is greater than 25 so the first statement is always valid so long as you have at least 25 points. The program sees the first statement matches and is valid so it has no need to read the rest of the if statements. To remedy this, we just change the order :
$idiotLove <<if $idiotLove gte 100>>You've fallen for the idiot, it's too late to save you. <<elseif $idiotLove gte 50>>You like the idiot quite a bit. <<elseif $idiotLove gte 25>>You like the idiot a little. <<else>> You don't even know who the idiot is, good for you.<</if>>
Now it works. If statements will be your most used tool I imagine, especially if there's a lot of variations in your story. You can use if statements for pronouns, for stat checks, romance checks etc.
I can always make another guide for the UI but for now, I'll just show you how to add another link in the sidebar of the default UI, using StoryMenu.
Make a new passage, call it StoryMenu :
<<link 'relationships' 'relationships'>><</link>> <<link 'stats' 'stats'>><</link>>
Make two new passages called relationships and stats. Write whatever you want in them, if you're using Chapel's meters, you could use the <<showmeter>> macro here to display your stat bars.
struggle to catch their breath
grab onto whatever’s close enough to ground themselves in reality
become nauseous / vomit
shake uncontrollably
sweat buckets
get a headache
sleep near other people so they can hear the idle sounds of them completing tasks
move to a different sleeping spot than where they had the nightmare
leave tvs / radios / phones on with noise
just not sleep (if you want to go the insomnia route)
sleep during the day in bright rooms
first, obviously, their ability to remember things and their coordination will go out the window
its likely they’ll become irritable or overly emotional
their body will start to ache, shake, and weaken
hallucinate if it’s been long enough
it becomes incredibly easy for them to get sick (and they probably will)
add your own in reblogs/comments!
Look, I’m a mom, I have ADHD, I’m a spoonie. To say that I don’t have heaps of energy to spare and I struggle with consistency is an understatement. For years, I tried to write consistently, but I couldn’t manage to keep up with habits I built and deadlines I set.
So fuck neurodivergent guides on building habits, fuck “eat the frog first”, fuck “it’s all in the grind”, and fuck “you just need time management”—here is how I manage to write often and a lot.
This was the groundwork I had to lay before I could even start my streak. At an online writing conference, someone said: “If you push yourself and meet your goals, and you publish your book, but you haven’t enjoyed the process… What’s the point?” and hoo boy, that question hit me like a truck.
I was so caught up in the narrative of “You’ve got to show up for what’s important” and “Push through if you really want to get it done”. For a few years, I used to read all these productivity books about grinding your way to success, and along the way I started using the same language as they did. And I notice a lot of you do so, too.
But your brain doesn’t like to grind. No-one’s brain does, and especially no neurodivergent brain. If having to write gives you stress or if you put pressure on yourself for not writing (enough), your brain’s going to say: “Huh. Writing gives us stress, we’re going to try to avoid it in the future.”
So before I could even try to write regularly, I needed to teach my brain once again that writing is fun. I switched from countable goals like words or time to non-countable goals like “fun” and “flow”.
I used everything I knew about neuroscience, psychology, and social sciences. These are some of the things I did before and during a writing session. Usually not all at once, and after a while I didn’t need these strategies anymore, although I sometimes go back to them when necessary.
I journalled all the negative thoughts I had around writing and try to reason them away, using arguments I knew in my heart were true. (The last part is the crux.) Imagine being supportive to a writer friend with crippling insecurities, only the friend is you.
Not setting any goals didn’t work for me—I still nurtured unwanted expectations. So I did set goals, but made them non-countable, like “have fun”, “get in the flow”, or “write”. Did I write? Yes. Success! Your brain doesn’t actually care about how high the goal is, it cares about meeting whatever goal you set.
I didn’t even track how many words I wrote. Not relevant.
I set an alarm for a short time (like 10 minutes) and forbade myself to exceed that time. The idea was that if I write until I run out of mojo, my brain learns that writing drains the mojo. If I write for 10 minutes and have fun, my brain learns that writing is fun and wants to do it again.
Reinforce the fact that writing makes you happy by rewarding your brain immediately afterwards. You know what works best for you: a walk, a golden sticker, chocolate, cuddle your dog, whatever makes you happy.
I conditioned myself to associate writing with specific stimuli: that album, that smell, that tea, that place. Any stimulus can work, so pick one you like. I consciously chose several stimuli so I could switch them up, and the conditioning stays active as long as I don’t muddle it with other associations.
Use a ritual to signal to your brain that Writing Time is about to begin to get into the zone easier and faster. I guess this is a kind of conditioning as well? Meditation, music, lighting a candle… Pick your stimulus and stick with it.
Specifically for rewiring my brain, I started a new WIP that had no emotional connotations attached to it, nor any pressure to get finished or, heaven forbid, meet quality norms. I don’t think these techniques above would have worked as well if I had applied them on writing my novel.
It wasn’t until I could confidently say I enjoyed writing again, that I could start building up a consistent habit. No more pushing myself.
When I say that nowadays I write every day, that’s literally it. I don’t set out to write 1,000 or 500 or 10 words every day (tried it, failed to keep up with it every time)—the only marker for success when it comes to my streak is to write at least one word, even on the days when my brain goes “naaahhh”. On those days, it suffices to send myself a text with a few keywords or a snippet. It’s not “success on a technicality (derogatory)”, because most of those snippets and ideas get used in actual stories later. And if they don’t, they don’t. It’s still writing. No writing is ever wasted.
Obviously, “Setting a ridiculously low goal” isn’t something I invented. I actually got it from those productivity books, only I never got it to work. I used to tell myself: “It’s okay if I don’t write for an hour, because my goal is to write for 20 minutes and if I happen to keep going for, say, an hour, that’s a bonus.” Right? So I set the goal for 20 minutes, wrote for 35 minutes, and instead of feeling like I exceeded my goal, I felt disappointed because apparently I was still hoping for the bonus scenario to happen. I didn’t know how to set a goal so low and believe it.
I think the trick to making it work this time lies more in the groundwork of training my brain to enjoy writing again than in the fact that my daily goal is ridiculously low. I believe I’m a writer, because I prove it to myself every day. Every success I hit reinforces the idea that I’m a writer. It’s an extra ward against imposter syndrome.
Knowing that I can still come up with a few lines of dialogue on the Really Bad Days—days when I struggle to brush my teeth, the day when I had a panic attack in the supermarket, or the day my kid got hit by a car—teaches me that I can write on the mere Bad-ish Days.
The irony is that setting a ridiculously low goal almost immediately led to writing more and more often. The most difficult step is to start a new habit. After just a few weeks, I noticed that I needed less time and energy to get into the zone. I no longer needed all the strategies I listed above.
Another perk I noticed, was an increased writing speed. After just a few months of writing every day, my average speed went from 600 words per hour to 1,500 wph, regularly exceeding 2,000 wph without any loss of quality.
Talking about quality: I could see myself becoming a better writer with every passing month. Writing better dialogue, interiority, chemistry, humour, descriptions, whatever: they all improved noticeably, and I wasn’t a bad writer to begin with.
The increased speed means I get more done with the same amount of energy spent. I used to write around 2,000-5,000 words per month, some months none at all. Nowadays I effortlessly write 30,000 words per month. I didn’t set out to write more, it’s just a nice perk.
Look, I’m not saying you should write every day if it doesn’t work for you. My point is: the more often you write, the easier it will be.
Yes, I’m still working on my novel, but I’m not racing through it. I produce two or three chapters per month, and the rest of my time goes to short stories my brain keeps projecting on the inside of my eyelids when I’m trying to sleep. I might as well write them down, right?
These short stories started out as self-indulgence, and even now that I take them more seriously, they are still just for me. I don’t intend to ever publish them, no-one will ever read them, they can suck if they suck. The unintended consequence was that my short stories are some of my best writing, because there’s no pressure, it’s pure fun.
Does it make sense to spend, say, 90% of my output on stories no-one else will ever read? Wouldn’t it be better to spend all that creative energy and time on my novel? Well, yes. If you find the magic trick, let me know, because I haven’t found it yet. The short stories don’t cannibalize on the novel, because they require different mindsets. If I stopped writing the short stories, I wouldn’t produce more chapters. (I tried. Maybe in the future? Fingers crossed.)
There’s a quote by Picasso: “Inspiration hits, but it has to find you working.” I strongly agree. Writing is not some mystical, muse-y gift, it’s a skill and inspiration does exist, but usually it’s brought on by doing the work. So just get started and inspiration will come to you.
Having social factors in your toolbox is invaluable. I have an offline writing friend I take long walks with, I host a monthly writing club on Discord, and I have another group on Discord that holds me accountable every day. They all motivate me in different ways and it’s such a nice thing to share my successes with people who truly understand how hard it can be.
The productivity books taught me that if you want to make a big change in your life or attitude, surrounding yourself with people who already embody your ideal or your goal huuuugely helps. The fact that I have these productive people around me who also prioritize writing, makes it easier for me to stick to my own priorities.
The idea is to have several techniques at your disposal to help you stay consistent. Don’t put all your eggs in one basket by focussing on just one technique. Keep all of them close, and if one stops working or doesn’t inspire you today, pivot and pick another one.
After a while, most “tools” run in the background once they are established. Things like surrounding myself with my writing friends, keeping up with my daily streak, and listening to the album I conditioned myself with don’t require any energy, and they still remain hugely beneficial.
Do you have any other techniques? I’d love to hear about them!
I hope this was useful. Happy writing!
You want to call your House rep now and tell them Trump needs to be impeached immediately for defying a Supreme Court order (re: Kilmar Abrego Garcia), which functionally voids our constitution and means no one in America has rights anymore.
I am not exaggerating.
As of now, anybody can be disappeared, no due process, no recourse. Trump is openly disregarding a Supreme Court order and says he’ll send US citizens to El Salvador.
This is not a drill.
Call your House rep and tell them they must impeach. Tell them if they cannot bring themselves to impeach, they must resign. A more open and shut case to impeach is not possible. Trump and his administration are saying openly, in public, that anybody can be kidnapped by ICE, even in error, and disappeared permanently.
Call your senators, too, and tell them to support impeachment (it goes to them once it passes a majority House vote).
Violence: A Writer’s Guide: This is not about writing technique. It is an introduction to the world of violence. To the parts that people don’t understand. The parts that books and movies get wrong. Not just the mechanics, but how people who live in a violent world think and feel about what they do and what they see done.
Hurting Your Characters: HURTING YOUR CHARACTERS discusses the immediate effect of trauma on the body, its physiologic response, including the types of nerve fibers and the sensations they convey, and how injuries feel to the character. This book also presents a simplified overview of the expected recovery times for the injuries discussed in young, otherwise healthy individuals.
Body Trauma: A writer’s guide to wounds and injuries. Body Trauma explains what happens to body organs and bones maimed by accident or intent and the small window of opportunity for emergency treatment. Research what happens in a hospital operating room and the personnel who initiate treatment. Use these facts to bring added realism to your stories and novels.
10 B.S. Medical Tropes that Need to Die TODAY…and What to Do Instead: Written by a paramedic and writer with a decade of experience, 10 BS Medical Tropes covers exactly that: clichéd and inaccurate tropes that not only ruin books, they have the potential to hurt real people in the real world.
Maim Your Characters: How Injuries Work in Fiction: Increase Realism. Raise the Stakes. Tell Better Stories. Maim Your Characters is the definitive guide to using wounds and injuries to their greatest effect in your story. Learn not only the six critical parts of an injury plot, but more importantly, how to make sure that the injury you’re inflicting matters.
Blood on the Page: This handy resource is a must-have guide for writers whose characters live on the edge of danger. If you like easy-to-follow tools, expert opinions from someone with firsthand knowledge, and you don’t mind a bit of fictional bodily harm, then you’ll love Samantha Keel’s invaluable handbook
After months of collecting, compiling and formatting, we are finally unveiling our biggest project to date:
In an effort to help readers find games and WIP projects following a certain tag, genre, theme or level of customization, as well as finding diverse authors of a variety of identities, we have created a database of primarily Tumblr-based IF projects!
This list has been put together with the help of the authors of the featured projects, who have provided us with information about their games. It will be updated regularly by the mods of this Tumblr.
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(Written by a cane user)
A few months ago, I wrote a small guide on good disabled characters and why they were good that gathered quite the attention, and I thought that doing another more specific guide this time would be interesting for writers or just people that are curious ! This guide will include general informations, some things to do, some things to avoid and some ideas that might revolve cane users's lives.
Cane users are pretty diverse, and putting us in little boxes usually isn't the best idea if you want to make a character that has substance and isn't just "the disabled one". Here some infos about cane users that might be helpful knowledge !
Canes don't have ages. Most cane users in media are portrayed to be old, but truly, anyone can have the need to wield a cane ! I've been using mine ever since I was 17.
Can users can have a large variety of problems for their canes. Some canes are used to avoid pain from effort. Some canes are used for balance purposes. Some canes are to make walking less exhausting (works the same as walking sticks !) And sometimes, it's multiple problems at once.
Not everyone needs their cane 24/7. Some always need it, some can make small efforts without it but overall often need it, and some people, like me, can spend quite a lot of time without it. I almost never use my cane in my house, and mostly take it outside !
People with canes can run. We're not necessarily slow, I'm even faster than a lot of my friends.
Not using a cane can come with consequences, but not always. Some people might be able to walk without a cane but then suffer horrible consequences, but for others, canes are just a commodity for specific occasions.
Canes don't have to be looked down upon. Look at some characters with canes that look cool as hell ! Arsène Lupin, Roguefort Cookie, Brook ... Their canes serve their style !
We can be pretty healthy. Some people can have canes just because they were born with a bent leg and that's it. Our cane doesn't define our health status.
Canes aren't a curse. Think of them as something positive. It's a tool to make our lives better. You don't see someone sitting on a chair and think "awh, it's sad that they need a chair". It's more something like "hey it's cool that this chair is here so they can sit down"
Make them use their cane. And when I mean use, I mean that canes are just funky long sticks usually made out of metal. Have fun with it ! Let them use it as a weapon ! Trust me, one hit in the knees with a cane and you're DOWN. Use it to reach stuff that's too high for everyone ! Have fun. Be creative.
Let them decorate their cane. It's an extension of their body ! You usually put on clothes that you like, don't you ? It's the same for a cane. If they like cutesy stuff, let them paint in it pastel colors ! If they like a more flashy style, add some stickers on it ! If they're a fancy person, give them a beautiful crafted cane with jewels on it !
You can make them a little shy or uneasy about their cane. Some people don't feel worthy of confident enough to wield one. It's not rare to see people think they're "not disabled enough to do so"
But on the other hand, you can do the complete opposite !! Make them proud of that cane ! Make them act like they're feeling pretty and more confident with it ! One thing i like to think about with my own cane is that I look like a cool gentleman. That boosted my confidence immensely.
Don't make it their whole world. And by that, I do not mean that their cane shouldn't be a defining trait of their personality. Think of Toph from ATLA. She is blind, and you usually can't think of her character without describing her as blind. However, that isn't her entire personality trait. Make cane users have a goal in life, friends who enjoy them for who they are and not just pity them, have fun ... Don't just make them the disabled one.
Don't try to make the character's life just a plain disaster unless it's the focus of your story and you really know what you're talking about. Having a character who's always in pain, who feels bad about relying on their cane and/or who's angry at the entire world for being disabled is a REALLY tricky subject to use if you don't want them to be either a mass of unhappiness and angst for no good reason or some inspirational porn of the character who inside is deeply tortured but outside keeps up a facade because they shouldn't cry to avoid making others uneasy.
Do not, and I repeat, do NOT try to heal them, especially in a magical way. Bad idea. A lot of disabled people's goal isn't to be healed. It's to live a normal life. Making it so the ultimate goal for them is to be healed makes it as if they were worthless as long as they were disabled. Making their situation better physically or mentally is one thing. Curing them completely is really bad. "But some disabled folks want to be cured !" True, true. But if you are able bodied, I'm not sure if you can have the right mind to understand all of the complex details about this situation that leads to someone's life choices and the end result may look like you think the only thing that can make disabled people happy is being freed from their condition. I think it's best to just avoid it altogether. If you need a more nuanced idea, try to give them a solution that still has a few downs ! For exemple, a prosthetic that feels like a real arm, acts like a real arm and basically replaces it perfectly is a full cure. But a prosthetic that takes time to adjust to, needs repairs sometimes and doesn't look 100% like an arm can be a better narrative choice
Smaller thing, but don't make the handle uneasy to wield if you draw the character design. You can decorate most of the cane, but if you have chunky spiky decorations on the place you're supposed to clench your hand over, you're gonna hurt yourself. I've seen quite a lot of jewel handles or sculpted metal handles and usually their not good. If it's detailed metal, your hand will end up cramped in little parts and it can hurt. If it's a jewel, it's so easy for it to slip out of your hand it's unpractical.
If you walk with a cane during winter, you can't put your hand in your jacket to get warm and there's a high chance your hand will get freezing. So after a long walk, you get an excuse for another character to hold their hand and warm them up.
If the handle is metallic, you get the opposite problem during summer. You can burn yourself so easy ! Easy accident if you want someone to help and get closer to the disabled person without it necessarily involving their disability.
Canes are SUPER useful when you're walking upon heights. They make things really easy, just like hiking poles on mountains ! I live on volcanoes and whenever we clim on a harsh slope, I'm always the first to get up there. Good moment for your character to get a boost of confidence if they get all the way up somewhere before their friends !
The first time using your cane feels magical. If you have chronic pains, it makes you feel like your pain disapear. If you can't walk right, it feels like everything is suddenly alright. The moment where a character chooses to wield a cane can be huge for character development. It's a moment of fear because of the impact a cane has on their appearance, but also a moment of confidence and relief.
Canes fall. All the time. And after a while, it becomes fucking comical. Trust me, putting a cane against the wall, seeing it fall and doing it three times again in a row while it doesn't want to stay up makes you embarrassed but also makes you want to laugh because of how stupid it looks.
When you get a cane, you stop being invisible. When you walk outside, generally speaking, people don't look at you. They don't care about you. But when you get a cane, people start to stare at you for no other reasons that you have a cane. Half of them are just curious, especially if you're young. The other half has a very specific look. The "oh, you poor thing" look. Which is, trust me, particularly awful to get, especially when you're just existing and doing nothing special. How does your character react to this ? How do they feel about it ?
I believe that is all I had in mind. I may add some more details in the future if I get other ideas, but this should already be a good start. I would be thrilled to answer questions if you have some, either in my askbox or through DMs.
I will tag this post with characters holding canes that aren't necessarily considered cane users but that some people may be interested in writing as such. Feel free to tell me if you'd like to see tags being added !
Edit : I'm highly encouraging everyone to look at the tag section under this post where a lot of other can users are sharing their experiences !!
I have developed a mapmaking tool. It is not perfect, not complete and most likely has bugs that I have not found even after a long time of testing. But I would be very happy if you try it out. I am looking forward to your feedback! :-)