Novel Workshop #3
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
The story is about the narrator's effort to understand an ideal society (paradise) and to tranform into its member. The Avatar represents someone from paradise. The Housemate represents someone with contradicting. The Housemate does not interact with the Avatar in the story. The interactions are confined to: Avatar <-> Narrator, and Narrator <-> Housemate.
(Avatar) (Narrator) (Housemate) ---------- ------------ ------------ -------giving conserving draining empathetic emotionless amplified forgiving judgemental manipulative flexible routined impulsive communal impersonal selfish
The plot from the perspective of character dynamics:
The Narrator and the Housemate came to share a living unit. Not long after living together, the Narrator discovers another side of the Housemate and distaste grows. The Narrator begins to imagine an ideal society where values exhibited by the Housemate would be gone. Through the examination of the roots of those values, the Narrator learns to see the changes in the Housemate and himself.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I don't how the story ends, because if lives just ends and stop changing it seems unnature. I think the story will end without a definite ending. In the begining, the reader doesn't know the character. In the end, reader feels that he knows them. That is all I want from the story.
People don't change dramatically in short times. I don't intent to telescope, instead, I want to focus on the small changes. It might be more realistic.
I am learning how to best use the letter system from workshop 2. The design of the story can be divided into three areas. Area I is the part where I talk about my thoughts on the dynamics in English. Area II is the formulation of the dynamic rules. The rules can be from characters, from the themes, or the world building. Area III is the composing of the plot.
I. On the character dynamics between the Narrator and the Housemate:
While the Narrator holds strong to his values, he doesn't try to distrub the harmony in the household. He doesn't like to strategize, so he is candid. But at the same time he tries to space out the remarks so that at least they are digestable.
conserving vs wasteful:
The Narrator observes first, then points it out to the housemate when he concludes the wastefulness of the housemate is not an incident but a habit. The criticisms are spaced out and the housemate receive them quite well. It is easier to talk about the wastefulness when the housemate is just wasting his resources. The next is wasting resources that are voluntarily shared by them. Then it was those involuntarily shared. The most difficult is the resources that belong to the Narrator. The first case is the easiest because the housemate knew that the Narrator is not trying to intiate any change, so it is received more like a curiosity. The last one is most difficult because the Housemate is using the Narrator's resources for something the Housemate is passionate about.
II. Putting the above into Letters and count what I need:
There are four types of wastefulness:
CW1 - Housemate wasting his own things
CW2 - Housemate wasting things shared but separable
CW3 - Housemate wasting things shared and not separable
CW4 - Housemate wasting Narrator's things
The Narrator observes at least two incident of each (eg: CW1x1 and CW1x2) before taking action CW1A. After the action, the Narrator observes the Housemate's change or reaction CW1R. For each of these cases, I have the order:
CW1x1 < CW1x2 < CW1A < CW1R
The order which the Narrator would confront the conflicts is:
CW1A < CW2A < CW3A < CW4A
I/II Narrator's view on his stuffs
On this topic, I also want to talk about how the Narrator treats his own stuffs. The Narrator has four kinds of stuffs:
NS1 - Things he wants to get rid of
NS2 - Things he wants to get more
NS3 - Things he wants to give more or share
NS4 - Things he wants to keep that aren't quite right
NS5 - Things he wants to rid of or stop getting if there is an alternative
NS1 seems easy but the Narrator is reminded of recycling later. NS4 and NS5 are hardest because they create a moral dilemma. In NS4, the Narrator knows that the objects weren't created right, but they are already there. In NS5, the Narrator feels forced to draw the line between what he likes and what he thinks he shouldn't do. There is a lesson from each of these topics (eg: NS1L). To learn the lesson, the Narrator recounts at least two incidents (eg NS1x1) thinking about them, and one incident of inspiration (NS1S). Following the learning process, the Narrator acts on it (NS1A). This gives the order:
NS1x1 < NS1x2 < NS1S < NS1L < NS1A
NS2S < NS3S < NS1S < NS4S < NS5S
III. Scene assignment
There are 36 scenes from this exposition. It seems like a bad idea to rearrange text. I should will be using a spreadsheet.
Books About Character Building:
The Writer's Guide to Character Traits by Linda N. Edelstein, Ph.D.
If you only read one, read this one. Lots of info, scientific approach.
45 Master Characters: Mythic Models for Creating Original Characters by Victoria Lynn Schmidt
Also good if you like the mythic approach. Combines well with books on personal mythology.
Characters Make Your Story by Maren Elwood
Older book, solid basics of characterization.
Fiction is Folks by Robert Newton Peck
Older book - lots of metaphors and the author chatting, not particularly theory-focused.
Creating Unforgettable Characters by Linda Seger
In my to-read pile.
Dynamic Characters: How to Create Personalities that Keep Readers Captivated and Writing Great Fiction: Characters, Emotion, and Viewpoint both by Nancy Kress
Haven't read these, but I've read Nancy Kress' fiction and her characters are rather lame... o.O
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
To contrast M, the following characters are needed (in some cases two of these may be combined into one character):
One knows what he wants but restrains himself from trying to get it because he believes it would be morally wrong and he fears censure.
One knows what he wants but does not try to get it because he believes it is impossible and he fears failure. (What if he's right and it really is impossible?)
One knows what he wants and is prevented from getting it by others for bad reasons.
One wants a bad thing, or a good thing with bad timing, and is restrained from getting it for good reasons.
One knows what he wants but doesn't deserve to get it because he is using unethical means to pursue it.
One gets what he wants but then faces repercussions.
One mistakenly thinks he wants something other that what he really subconsciously wants.
Some minor characters who already have what they truly want or who simply don't truly want anything.
One doesn't know what he wants, but M figures out for this person what they want.
One is obligated to give something he really doesn't want to give.
One is obligated to give something and finds a way of looking at things that allows him to enjoy giving it.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I have been doing some writing of the actual text of the story. I feel comfortable writing about the Narrator and the Housemate, because the setting is the real world. I am worry that there is a great challenge linking that to the Avatar and the Paradise.
The Narrator and the Avatar
The Narrator and the Avatar go to the Novel Character Relationship Workshop. They were given a questionnaire:
Question 1: How did you meet each other?
N: We don't remember how we met.
Question 2: What would you do with the Narrator?
A: I would first see what he wants to do with me.
Question 3: What would you do if the Avatar and the Housemate were going out?
N: I think I would want to kill the housemate.
Question 4: How old is the Narrator?
A: 25.
Question 5: What would you do if the Avatar confessed they love you?
N: The Avatar did. But it didn't help solve any problem.
Question 6: What would you do if the Narrator and the Housemate were dating?
A: I would wish that I were the Housemate.
Question 7: Do you miss the Avatar?
N: Yes, but I don't have a good reason to see the Avatar.
Question 8: Who is the Narrator dating?
A: No one.
Question 9: What do you think of the Avatar?
N: I think we have an unsolvable relationship.
Question 10: What do you think of the Narrator?
A: He has a solution, but he rejects it.
Question 11: Who does the Avatar like?
N: The Little Red Riding Hood (?)
Question 12: Would you marry the Narrator?
A: Not in any possible future.
Question 13: Do you love the Avatar?
N: It is painful to say it either way.
Question 14: Ever slept in the same room as the Narrator?
A: Every night.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.