The REALLY BAD IF Jam is a month-long unranked game jam where the goal is to make the worst IF game possible. Bring your terribly written, bug-riddled coded, nonsensical story - game along!
If you're looking for inspiration, here's the first RBIF. Do note: some games are actually good tho - it's not that easy to make a truly bad game.
First person
First person perspective uses I/my and typically also accompanies present tense:
"I walk over to see what’s happening"
However, it can be used with any tense. It is the closest you can get to the character—it tends to have unfiltered access to their thoughts, feelings, ideas, memories, etc. and is the most intimate. It goes great for stories that want to stay ‘in the moment’ and rely on lots of internal dialogue.
2. Second person
Probably the least common—I’ve only ever seen it in fanfic and maybe a choose-your-own-adventure novel or two. This perspective uses you/your, and also tends to go with present tense.
“You walk over to the stall and survey the goods.”
It’s a really unique way of telling a story that brings the reader the closest to the action—however, it doesn’t have a lot of room for character development as it relies on fitting anyone who is reading it, leaving the POV ‘character’ a shell to be filled by the reader rather than its own character.
3. Third person omniscient
Third person perspectives are outside of the character. Typically they are joined with past-tense. They use pronouns he/she/they/his/hers/theirs, etc.
'Omniscient' means this narrator has full access to the knowledge of the narrative, as well as all the characters in it. It is a bit of an uncommon perspective, as it means the narrator can and will easily “head-hop” which can be a difficult technique to do well.
“He inhaled, staring icy daggers at Kate across from him. She knew instantly she had said the wrong thing, but had no idea how to take it back.”
(Notice how we’re both in the male character’s head, as well as Kate’s.)
This perspective keeps the readers at a distance, but allows them access to every character in the story. Beware, it can be difficult to build tension or keep secrets when using this perspective!
4. Third person limited/subjective
This perspective is probably the most common and my personal favourite. It has the same rules for third person, but instead of the narrator having full access to all the information, they only have access to the information the character they are following knows, or the thoughts/feelings they are having.
“He inhaled, staring icy daggers at Kate across from him. She had said the wrong thing, and now just looked back at him with big eyes, her mouth agape as she hesitated on what to say next.”
(Notice how in this example, Kate’s thoughts are only guessed at from our character’s POV. He doesn’t actually know what’s going on in her head, so neither does our narrator)
Third person limited is probably the most popular because it is really effective at being a very invisible way of telling story. As well, it’s great for building tension, keeping secrets, and can explore unique character perspective and miscommunication.
Tenses:
Present tense
Things are happening right now.
“I begin my walk to the store.”
“He says as he steps through the gate.”
“You follow a long path through the trees.”
2. Past tense
Things already happened.
“I began my walk to the store.”
“He said as he stepped through the gate.”
“You followed a long path through the trees.”
3. Future tense
Things will happen—things to come.
“I would begin my walk to the store.”
“He will say, stepping through the gate.”
“You will follow a long path through the trees.”
Pirate Terms and Phrases
-> Pirate Lingo
-> A Pirate's Glossary
Batten Down The Hatches - tie everything down and put stuff away for a coming storm.
Brig - a prison on a ship.
Bring a Spring Upon 'er - turn the ship in a different direction
Broadside - the most vulnerable angle of a ship that runs the length of the boat.
Cutlass - a thick, heavy and rather short sword blade.
Dance with Jack Ketch - to hang; death at the hands of the law (Jack Ketch was a famed English executioner).
Davy Jones's Locker - a mythical place at the bottom of the ocean where drowned sailors are said to go.
Dead Men Tell No Tales - the reason given for leaving no survivors.
Flogging - severe beating of a person.
Gangplank - removable ramp between the pier and ship.
Give No Quarter - show no mercy.
Jack - flag flown at the front of the ship to show nationality.
Jolly Roger - black pirate flag with a white skull and crossbones.
Keelhaul - a punishment where someone is dragged under the ship. They are cut by the planks and barnacles on the bottom of the ship.
Landlubber - an inexperienced or clumsy person who doesn't have any sailing skills.
Letters of Marque - government-issued letters allowing privateers the right to piracy of another ship during wartime.
Man-O-War - a pirate ship that is decked out and prepared for battle.
Maroon - to leave someone stranded on a. deserted island with no supplies, typically a punishment for any crew members who disrespected the captain.
Mutiny - a situation in which the crew chooses a new captain, sometimes by forcibly removing the old one.
No Prey, No Pay - a common pirate law that meant crew members were not paid, but rather received a share of whatever loot was taken.
Old Salt - experienced pirate or sailor.
Pillage - to steal/rob a place using violence.
Powder Monkeys - men that performed the most dangerous work on the ship. They were treated harshly, rarely paid, and were expendable.
Privateer - government-appointed pirates.
Run A Shot Across the Bow - fire a warning shot at another boat's Captain.
Scurvy - a disease caused by Vitamin C Deficiency.
Sea Legs - when a sailor adjusts his balance from riding on a boat for a long time.
Strike Colors - lower a ship's flag to indicate surrender.
Weigh Anchor and Hoist the Mizzen - an order to the crew to pull up the anchor and get the ship sailing.
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This Resource Megalist is intended to centralise the resources for the IF Tumblr community to create Interactive Fiction with Twine. While most will focus on the Twine formats, other useful resources will be included.
I don’t know much about other Interactive Fiction programs or format aside from Twine. Even then, I tend to only use Sugarcube. Though this list may try to cover all Twine formats in its resources, my bias for the SugarCube format will be obvious.
If you have a resource I should include, send it to me and I’ll add it !
Official Website : Twinery (you can download Twine or use it online) Official Discord: Twine Games, the creators of Twine and most formats, as well as Twine wizard hang out there to help. Official Reddit: Twine Games, answers Twine related questions too.
Harlowe: Current version: 3.3.3 Repository, Documentation. Creator: Leon Arnott
SugarCube: Current version 2.36.1 Repository, Documentation. Creator: Thomas M. Edwards/TheMadExile/TME (Patreon - KoFi) also created the Tweego Compiler (all format).
Chapbook: Current version 1.2.2 Repository, Documentation. Creator: Chris Klimas (Patreon), who also created Twine!
Snowman: Current version 2.0.2 Repository, Documentation. Creator: Chris Klimas, but currently maintained by Dan Cox.
Many other formats have been created for Twine, and a non-exhaustive list can be found on this page. Please note that some formats may not be complete or available anymore.
Aside from Tweego, there are also other compilers. A non exhaustive list can be found here.
The Twine website has a guide to help with the Twine interface here, as well as Cookbook to help you choose the format you may want to use. The Cookbook includes explanation and tutorials on the ways the different formats operate. There is also the old Twinery Forum where many questions were solved before it closed in 2017 and the Twine Q&A (similar fate). Please note: Due to the Forum closure and the lack of update for the Cookbook, some examples/code may be out of date (though the logic may still be good).
If you are looking for a Forum style-community for help (or discuss Twine), you should go instead to the IntFiction Forum!
The documentation for each formats may still not be quite easy to get, as it often use very technical description. Below are some guides and tutorials with maybe easier explanations. There might be more (please let me know!).
YouTube Channels:
Dan Cox
Adam Hammond
Yi Weng
Note: The Twine interface changed in 2022, some aspects of these tutorial may be outdated.
Written Guides:
The 100% Good Twine SugarCube Guide by @manonamora-if (me), includes all SugarCube macros and more.
The Twine Grimoires (Harlowe and SugarCube - focus on visual) by @gcbaccaris (Patreon)
Introduction to Twine (Harlowe 2.1)
Interactive, Nonlinear Stories and Guided Interviews with Twine by the UVic Libraries
Narroscope Chapbook Talk
Kira’s SugarCube Guide (code)
@townofcrosshollow SugarCube Beginner Tutorial & Tutorial 1.02
Guide for ChoiceScript to Sugarcube/Twee Transition by @manonamora-if
Below is a list of IF creators using Twine and having created tutorials/answered asks. Please check the creator’s FAQ before sending an ask/contacting them. There might be coders for other formats making tutorials, but I do not know of them.
SugarCube
@manonamora-if : I have #coding support masterlist
@idrellegames also answered a lot of Twine questions over the years (coding asks) (Patreon - Ko-Fi) Note: she does not currently take new coding asks.
@cerberus-writes answered asks here. (Ko-Fi)
@nyehilismwriting has a coding tag. (Patreon - Ko-Fi)
@townofcrosshollow made some tutorials too.
@ramonag-if Tutorials (Patreon - Ko-Fi)
@outoftheblue-if coding/tutorials posts (Ko-Fi)
@larkin-if has started making tutorials (Ko-Fi - Patreon)
Harlowe:
@heart-forge used to answer asks. (Ko-Fi)
Below you will find Discord servers focused on coding with Twine or Interactive Fiction where you can ask question. I am sure there are others Discords or Forums out there (especially with other languages) !
Decoding Twine Discord - run by multiple IF Creators on Tumblr.
Interact-If Discord - mainly an IF discord, but coding questions can be asked there too.
Fiction Intéractive - similarly to the one above, this one is mainly an IF community but Francophone.
There are A LOT of people who created custom macros for Twine (SugarCube especially).
SugarCube:
Official Add-ons
Akjosch (GitHub) : Modules
Chapel (Website - GitHub - Ko-Fi): Macros.
Cycy (GitHub) Macros. Also created the T3LT extension for VSCode (syntax highlighter and macro checker-ish)
Greyelf (Forum + Forum) : Harlowe style animations + Right-Sidebar
Gwen (GitHub) Macros.
HiEv (Patreon): Macros, Inventory System
Hituro (GitHub - Website): Macros (+ Gordian/Paloma Format)
Hogart (GitHub) Macros.
Maliface (GitHub - Ko-Fi) Macros
Mike Westhad (GitHub) Macros and some StyleSheets
SleepyFool (GitHub) Macros
SjoerdHekking (GitHub - Patreon) Macros.
TME (GitHub) : Language Setting
Harlowe:
Chapel: Audio Library, Macro API
Inventory System
Greyelf (Forum + Forum): CSS styles
Note: I have not tested all of these below.
SugarCube
100% Good Twine Sugarcube Templates by @manonamora-if (3 Visual, 1 Setting Code)
Sugarcube Template & Twine - Sugarcube Template by @nyehilismwriting (Visual)
twine sugarcube template by @cerberus-writes (Visual)
ChoiceScript-like SugarCube template (code for copy-pasting) by brushmen (Visual & Code)
Twine/Sugarcube 2 Template by @innerdemons-if (Visual)
Fallen London Twine Template by thesharkwrites (Visual)
Tutorial: Coding Pronouns and Verbs in Twine SugarCube by Sylveranty (Code)
Twine Template and Twine Template II by @outoftheblue-if (Visual)
Simple Visual Novel Template for Twine by Sun Labyrinth (Visual)
PC98 Layout for Twine by fia glas (Visual)
A Quick Guide to Character Pages by @gamesbyalbie (Code)
Coding Pronouns and Verbs by @sylveranty (Code)
Harlowe:
Twine 2 (Harlowe) CSS Pack #1 by Candy✩Giants (Visual)
Custom Pronouns - Twine Tutorial by chewiethedoggo (Code)
Gender Inclusive Twine 2 Harlowe Code Tutorial by autistmouse (Code)
Harlowe Stylesheet (Github, Visual)
Twine 1:
Twine Texting Project by shindigs (Visual & Code)
Tweego
Tweego Installer from Chapel
Ready-To-Use Tweego Folder + Guide by @manonamora-if
Other
Turning a Twine Game into a Google App
Interact-If Twine Resources Tag (you may find some of the resources above there) : #twine #twine resources #twine templates
Knowing a bit about other coding languages can help you with customising the visual or the gameplay of the project. CSS/HTML are most helpful when understanding templates or how to build/edit the visual size; JavaScript for the gameplay/animation.
W3Schools is more accessible to new users and the explications tend to be easier to understand overall. However, MDN is thought to have the superior code and will let you know more easily if a code/rule is compatible between browsers. Both websites will include explanation for JavaScript, HTML and CSS.
If you want to learn JavaScript, you may want to start on this website.
An important point that should be included is how to make your project accessible (for screen-readers, colour-blind, visual sensitive, etc…). While the way Twine/Tweego compiles the project into an HTML file already takes some of these into account (especially for screen-reader use), but the way one codes may hinder this accessibility.
Colour Contrast Check
ARIA-rules (used by Twine)
Firefox Accessibility Inspector
Game Accessibility Guidelines
Codepen is useful to test HTML/CSS/JavaScript. There are also some cool code out there (but edits are required to work on Twine).
Pattern of CYOA Games is more of an IF Planning resource than a coding one, but is always useful to have.
Interact-If has also reblogged some resources (see the Platform Ref Tag Subsection).
~~~~~~~~~~~~
Again, this list is non-exhaustive. I’ve only added what I know/have seen around the internet. If you have Twine resources not included in this post, please let me know so I can add it.
If I have forgotten Patreon/Ko-Fi links for any of the people mentioned above, please let me know ask well!
some people think writers are so eloquent and good with words, but the reality is that we can sit there with our fingers on the keyboard going, “what’s the word for non-sunlight lighting? Like, fake lighting?” and for ten minutes, all our brain will supply is “unofficial”, and we know that’s not the right word, but it’s the only word we can come up with…until finally it’s like our face got smashed into a brick wall and we remember the word we want is “artificial”.
The basics of building a scene is this: it should have a reason to exist. However, “reason to exist” is a bit more specific than 'it exists to fulfill a purpose'. A scene in which two characters go to the store to get eggs for a cake technically fulfills this brief—the scene exists for a reason; the characters need eggs for their cake so they go get some.
The problem here is that a scene in which two characters go to the store and get eggs and then go back home is… boring, or at least actually unnecessary.
So really, your scene needs to fulfill a practical function (characters reach or fail their goal) and a secondary function—character dynamics or development is explored, background is revealed, arcs are furthered, friendships are formed or tested or broken, etc.
If two characters are baking a cake but they need eggs and nothing new or interesting happens at the store, the scene can be skipped in a sentence or two:
“given the unfortunate lack of eggs present in the fridge, John and Hector took a short trip to the corner store, gathering a carton of eggs for too much money before they headed home. 'Time to get cracking on this cake,' Hector said.”
However, if there is something new or interesting to say at the shop—the clerk is John’s ex, all the town’s stores mysteriously closed at 2pm, Hector takes the walk alone to tell his friend something he’s been too scared to say—that makes it a scene worth your time.
So really, the basics of building a scene is: if you don’t have anything interesting to say—don’t say it at all. Or otherwise, a scene should always be doing at least two things, goal and character, character and goal.
What are some other rules for building scenes you’ve heard of?
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!
Reading fantasy again, I've started thinking about how odd it is how in books like that, the non-human races invariably scoff at human frailty and vulnerability, even those that they'll call friends. Like that's mean?? Why would you be a dick to your friend who you know is not capable of as much as you are, and it's not their fault they were born like that. That's mean.
Like consider the opposite: Characters of non-human races treating their human companions like frail little old dogs. Worrying about small wounds being fatal - humans die of small injuries all the time - or being surprised that humans can actually eat salt, even if they can't stomach other spicy rocks. Being amazed that a human friend they haven't seen in 10 years still looks so young, they've hardly aged at all! And when the human tries to explain that they weren't going to just unexpectedly shrivel into a raisin in 10 years, the longer-lifespan friend dismisses this like no, he's seen it happen, you don't see a human for 10 or 20 years and they've shriveled in a blink.
Elves arguing with each other like "you can't take her out there, she will die!" and when the human gets there to ask what they're talking about, they explain to her that the journey will take them through a passage where it's going to be sunny out there. Humans burn in the sun. And she will have to clarify that no, actually, she'll be fine. They fight her about it, until she manages to convince them that it's not like vampires - humans only burn a little bit in the sun, not all the way through. She'll be fine if she just wears a hat.
Meanwhile dwarves are reluctant to allow humans in their mines and cities, not just out of being secretive, but because they know that you cannot bring humans underground, they will go insane if they go too long without seeing the sun. Nobody is entirely sure how long that is, but the general consensus is three days. One time a human tries to explain their dwarf companion that this is not true, there are humans that endure much longer darkness than that. As a matter of fact, in the furthest habited corners of the lands of the Northmen, the winter sun barely rises at all. Humans can survive three weeks of darkness, and not just once, but every single year.
"Then how do they sane?" Asks the dwarf, and just as he does, the conversation gets interrupted by the northland human, who had been eavesdropping, and turns to look at them with an unnerving glint in her colourless grey eyes, grinning while saying
"That's the neat part, we don't."
words to use instead of ______
Mild: clearly, decidedly, distinctly, markedly, considerably, notably, largely, recognizably, especially, indubitably Moderate: especially, surprisingly, substantially, uncommonly, chiefly, incredibly, obviously, unmistakably, considerably, awfully, wonderfully, particularly Bold: profusely, unequivocally, strikingly, astonishingly, exceedingly, absolutely, exceptionally, extremely, unquestionably, vastly, incontestably
Mild: often, oftentimes, sometime Moderate: frequently, usually, various, generally Bold: regularly, recurrent, persistent
Mild: many, much, several Moderate: numerous, bountiful, considerable Bold: multitude, profuse, vast
Mild: sizable, ample, large, considerable, great, above average, important Moderate: ponderous, significant, crucial, vast, copious, magnificent, substantial Bold: enormous, immense, colossal, extensive, endless, paramount, boundless, prodigious, imposing, gigantic, voluminous, limitless, essential
Mild: slight, limited, trivial, minor, light, puny, superficial, undersized, dinky, negligible, faint Moderate: scant, petite, inconsiderable, microscopic, dwarf, unsubstantial, minimum, miniature, tiny Bold: insignificant, minute, meager, infinitesimal, ineffectual, undetectable, inconsequential
Mild: acceptable, favorable, agreeable, pleasing, satisfactory, satisfying, super, able, relevant, accomplished, efficient, reliable, ample, useful, profitable, adequate, adept Moderate: great, honorable, admirable, commendable, sound, splendid, superb, valuable, wonderful, worthy, clever, proficient, qualified, apt, skillful, thorough, wholesome Bold: excellent, exceptional, gratifying, marvelous, reputable, stupendous, superior, exemplary, virtuous, expert, solid, advantageous, flawless, extensive, perfect
Mild: cheap, dissatisfactory, faculty, off, mean, wrong, unpleasant, unwell, low, grim, sour, regretful Moderate: careless, defective, inferior, imperfect, deficient, rough, ill-suited, inadequate, unsatisfactory, delinquent, sinful, unruly, wicked, rancid, grave, harsh, terrible, downcast Bold: awful, unacceptable, corrupt, dreadful, putrid, erroneous, detrimental, ruinous, vile, villainous, diseased, adverse, evil
Here are 20 positive and negative trait pairs that can create compelling character dynamics in storytelling:
1. Bravery - Recklessness: A character is courageous in the face of danger but often takes unnecessary risks.
2. Intelligence - Arrogance: A character is exceptionally smart but looks down on others.
3. Compassion - Naivety: A character is deeply caring but easily deceived due to their trusting nature.
4. Determination - Stubbornness: A character is persistent in their goals but unwilling to adapt or compromise.
5. Charisma - Manipulativeness: A character is charming and persuasive but often uses these traits to exploit others.
6. Resourcefulness - Opportunism: A character is adept at finding solutions but is also quick to exploit situations for personal gain.
7. Loyalty - Blind Obedience: A character is fiercely loyal but follows orders without question, even when they're wrong.
8. Optimism - Denial: A character remains hopeful in difficult times but often ignores harsh realities.
9. Humor - Inappropriateness: A character lightens the mood with jokes but often crosses the line with their humor.
10. Generosity - Lack of Boundaries: A character is giving and selfless but often neglects their own needs and well-being.
11. Patience - Passivity: A character is calm and tolerant but sometimes fails to take action when needed.
12. Wisdom - Cynicism: A character has deep understanding and insight but is often pessimistic about the world.
13. Confidence - Overconfidence: A character believes in their abilities but sometimes underestimates challenges.
14. Honesty - Bluntness: A character is truthful and straightforward but often insensitive in their delivery.
15. Self-discipline - Rigidity: A character maintains strong control over their actions but is inflexible and resistant to change.
16. Adventurousness - Impulsiveness: A character loves exploring and trying new things but often acts without thinking.
17. Empathy - Overwhelm: A character deeply understands and feels others' emotions but can become overwhelmed by them.
18. Ambition - Ruthlessness: A character is driven to achieve great things but willing to do anything, even unethical, to succeed.
19. Resilience - Emotional Detachment: A character can endure hardships without breaking but often seems emotionally distant.
20. Strategic - Calculative: A character excels at planning and foresight but can be cold and overly pragmatic in their decisions.
These pairs create complex, multi-dimensional characters that can drive rich, dynamic storytelling.