Story Craft
30 items
- Arc Types Arc type is decided at one moment. That moment is the crux: the point where a character's old belief about themselves and the thing they have come to see
- Breaking the Story Breaking the story is the step where what happens in an episode gets decided completely, before a line of script exists. It runs on cards rather than prose,
- Character Voice Character voice is what lets a reader assign a line to a speaker before reaching the name attached to it. It is not vocabulary and not a verbal tic. It is the
- Companion Arcs and Party Banter A companion arc is one closing beat for a recurring person, paid for in advance. The beat spends a habit, the thing this character always does. It lands only
- Diagnosing a Character Diagnosing a character is running a short fixed list of checks on one character's build: the same questions every time, in the same order. The first question
- Foils and Pairings A foil pairing puts two people next to each other so that each one shows something about the other that neither could show alone. It is the cheapest structural
- Interiority Through Action and Object A reader can be brought all the way to what a person is feeling without a single word for the feeling. Two channels do it: a thing and a gesture. Choose an
- Motif and Symbol A motif is a concrete element, an image, an object, a phrase, or a situation, that comes back in a story and builds thematic weight by coming back. The first
- Premise and Controlling Idea A premise is one causal sentence the story sets out to prove. It takes the form of a trait leading to an end. It only has to hold inside this story, not in
- Reading Frames and What They Hide A reading frame is a fixed list you score a character against, present or absent. Its strength is that it cannot be charmed. Every claim has to land on
- Round Characters and the Telling Detail A round character is built from one interior contradiction that actually gets spent: it changes what the person does at a moment where doing it costs them. One
- Seeding and Payoff A seed is something shown early and deliberately left unused. Leaving it unused is what makes it a promise rather than scenery.
- Setting as Character A setting works as a character when it presses on what the people in it can want, do, and say. That pressure has to reach the reader through what characters
- Spotlight Rotation Spotlight rotation is a way to schedule a large cast across a serial. Pick a window of episodes. Inside that window, every returning character has to be seen
- Stakes Without Mortality A story where nobody can die is not a story without tension. It buys its tension earlier. First the reader is made to care about something specific and
- Story Craft This wing is how this project builds a group of people who stay believable across a long story. Two constraints decide every method: a tight word list, and
- Story Craft, Condensed A story written under a rising vocabulary limit is built from its characters, and it reveals those characters only as fast as the reader learns the words
- Story Under a Vocabulary Ceiling A vocabulary ceiling is a fixed word list that a story may not exceed. It can be used as the story's schedule for what gets revealed, instead of as a
- Structure for the Ear Structure for the ear is how a story is built when the listener has only sound. It starts from one fact about recording. A character is present for the
- The Beat Board A beat board is a story laid out on index cards, one event per card, arranged so that the order can be changed. A beat is one event-sized unit of the story:
- The Burnout Arc The burnout arc is a story shape with no antagonist in it. What fails is the character's own capacity, and nothing anyone defeats will bring it back.
- The Change Arc A change arc is an argument a character is having with themselves. It resolves only when they give up something visible in order to keep something real.
- The Character Blueprint A character blueprint is a first appearance that already contains the clash the story will keep using for the rest of its length. It is loaded in two moves.
- The Character Web A character web is a cast designed together instead of one character at a time. One question sits underneath all of them, and each person is built as a
- The Iceberg and World as Pressure A story world does its work by pressing on the people inside it. The pressure narrows what they can want, what they can do, and what they can say. Two
- The Low Point and Catharsis The low point is the place in a story where the version of the character the whole book has been promising stops looking possible. The loss that does the work
- The Moral Core A character's moral core is the short list of rules they will actually pay for. These are not the values they would state if asked. They are the rules that
- The Rogue's Code A rogue's code is a list of things a thief will not do. It names people he will not rob, methods he will not use, or a claim he will not make about himself. It
- The Wound and the Lie Interiority runs on one causal chain: a past event, the false belief that event installed, the external goal that belief produces, and the inner truth that
- Tonal Modulation Tonal modulation is the deliberate sequencing of emotional register across a stretch of story, so no single tone plays long enough to stop registering. The