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.
These chapters are much shorter on html to fit about 3 screen space.
01
Who would you describe the narrator's character?
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.
What I dislike the most in 01 is that I named two characters. When I read, everytime names pop up, I felt that I had to memorize.
02
[Edited by - Wai on September 6, 2007 11:50:02 AM]
It's true that naming characters does tell the reader to pay attention because these characters will be important later, although this does not apply as much for a character the reader knows is already dead.
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 narrator enters in chapter 1, the Housemate in 2, so the Avatar should actually be entering in 3. But this is what I had originally for chapter 3.
03
The Avatar should be entering around now. But it hasn't. What I was doing in 03, is to setup a trap for later. In 03, the narrator and housemate are living in harmony. Later on when the narrator wants to change things, the reader and the narrator would both know that it would break the harmony with the housemate.
But at the moment in 03, the reader wouldn't really know that something will go wrong. A better way to do 03 is to incorporate it into a dialogue so that it doesn't just serve as a setup. It seems too obvious that I have been setting up symbols, although the reader may not know what they are for. Perhaps the narrator should express more opinions to divert the attention.
Oh did you intend to write the scenes in the exact order you listed them?
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
That's not a good idea, because it would be boring to read. It would be better to spread them throughout the novel, or at least the first half, interleave them with scenes about the avatar and the narrator's emotions/sanity, and maybe combine CW2 and CW3 or CW2 and CW4.
I like section 3 - you could put section 3 into section 2, where the narrator is anticipating his roommate coming home, or you could put section 3 first where the narrator is going to the dojo, before the disturbing announcement, and you could also introduce the arrangement of the desk as a long-standing annoyance there. The way you have it currently you are beginning immediately with the initial incident - this is emotionally strong but more confusing, while the approach of having an orienting prologue establishing the setting and narrator's normal life is not as dramatic but more clear. Either option would work well for your story.
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 wrote this based on the comment you had about the dojo being a place where unrelated people come together.
00
Is this easier to read? (page 02 is not done.) With the new pace, the death scene would come on page 5 or 6. I can introduce the roommate on page 2, the avatar on page 3 hopefully. It seems pretty hard to smoothly direct the flow into talking about the avatar.
[Edited by - Wai on September 7, 2007 12:23:51 PM]
On a somewhat different note, I personally think it's best not to re-write anything until an initial draft of everything, or at least several things, are written. I never know what the perfect beginning would be until I know what the middle and end are from having written the rough draft of them, so major rewriting before I know that usually turns out to be wasted effort because I just have to re-rewrite it later.
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.
01-01
The narrator is the philosophizing type. In the story, he was driven into a corner because he philosophizes/thinks/concerns too much. It is not a story about a person from knowing nothing to learning something, but more from knowing something to knowing when not to think.
Do you think that it is a better idea if I just write unconnected passages from different section according to the original outline? Or do you mean I should continue from 03?
"having the understanding behind the speech be inconsistent with the narrator will have on the next page confuses readers."
Is this because it is not clear that the next page is a flashback? I think I messed up on the tense.
[Edited by - Wai on September 7, 2007 3:50:46 PM]