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Writing Excuses 16.43: The Narrative Holy Trinity of World, Character, and Plot, with Fonda Lee
 
 
Key points: The story is like a three-legged stool with world, character, and plot working together. Worldbuilding is a part of all kinds of fiction. Most stories start with a kernel, either a world kernel, a character kernel, or a plot kernel. Then you build out from there. For example, starting with a world kernel, look at what attracts you to this world and what kinds of conflicts does it have. That will suggest potential plots, and lead you to types of characters. Starting with a character kernel, think about the character's journey, and what kind of world would make that journey more compelling and difficult. From a plot kernel, backfill, and think about what kind of world would make the stakes of that plot compelling and gripping. The world, in turn, is made up of environments, culture, and technology. Think about the ways things are interconnected. Wherever your story starts, take that kernel and build the world around it, tie the world, characters, and plot together.
 
[Season 16, Episode 43]
 
[Dan] This is Writing Excuses, Worldbuilding Master Class with Fonda Lee.
[Fonda] 15 minutes long.
[Mary Robinette] Because you're in a hurry.
[Howard] And we're not that smart.
[Dan] I'm Dan.
[Fonda] I'm Fonda.
[Mary Robinette] I'm Mary Robinette.
[Howard] And I'm Howard.
 
[Dan] We are incredibly excited to be starting a brand new eight episode series. We're going to be talking about worldbuilding. We have one of, in my opinion, the very best worldbuilders working today. Fonda Lee, can you tell us about yourself?
[Fonda] Yeah. Thanks for having me on the show. I'm Fonda. I write science fiction and fantasy novels. I'm best known for the Green Bone saga, which begins with Jade City, continues with Jade War, and concludes with Jade Legacy, which is coming out November 30. I'm also the author of a few science fiction novels, Zeroboxer, Exo, and Cross Fire, and a smattering of short fiction. I live in Portland, Oregon, and I love food and action movies.
[Dan] Cool. Well, thank you for being on the show. We're really excited to have you here.
 
[Dan] You have prepared a class for us about worldbuilding. This first episode, we're going to talk about what you call the narrative holy trinity, world, character, and plot. What… Start us off with that.
[Fonda] Yeah. So, I love worldbuilding. It's one of the topics I always enjoy talking about. People often ask me about my worldbuilding process, how do I actually go about it, how long do I take, what steps. I often have a difficult time describing the actual process for them, because in my mind it's really impossible to distinguish the act of worldbuilding from that of developing the plot and character. The reason I called this episode the holy trinity is because in my mind, the story is like a three legged stool, or perhaps a three cylinder engine, that only functions because the pieces of world, character, and plot are working together. When you ask yourself as an author, "Well, why do you go through all the effort of worldbuilding in creating this entire fictional campus?" On one hand, you could say, "Well, it's really fun." Which is true, a lot of us authors worldbuilding because it's really enjoyable. But for me there also has to be a reason why that invented world exists and contributes to making the story uniquely what it is from a narrative perspective. I feel like we often talk about the relationship between plot and character, and what I'd really love to do in this master class is dive into the relationship between the world and the other elements of story.
[Howard] As I was thinking about this, I looked at the outline last night, I was reminded of an anecdote that I love to share about college Howard. Which has each of these elements in it. I was waking up in the morning and thinking, "Oh, I'm so happy that today is Friday, because I don't have my 7 AM class. I'm so glad that today is… Or, no, I'm so glad that it's Thursday because I don't have my 7 AM class, and I'm so glad it's Friday because the weekend is beginning." Howard is lying in bed, mulling over these things and suddenly realizes, "Wait, those can't both be true." I asked my roommate, "Hey, David, what day is it?" He's like, "It's Friday." "Oh, good, I'm glad it's Friday. Wait, what time is it?" "It's 6:45." At which point, I leapt out of bed. The worldbuilding detail that I've left out is that the day before, David and I had installed bunkbeds, and I was on top.
[Chuckles]
[Howard] So I pancake on the floor and David looks at me and says, "If this is going to happen every morning, we can trade."
[Chuckles]
[Howard] The point here though is that there is this character who's kind of doofy, and there's this plot about what he likes and what he doesn't like. Then there is this worldbuilding detail which arrives a little late, but which sells the whole story. If you don't have all three of those, it's just another story about me waking up late.
[Chuckles]
[Mary Robinette] The other… And there are so many of those, honestly.
[Fonda] Now I want an entire series of just Howard's college exploits.
 
[Mary Robinette] Right! But actually, this is a thing that I do want to point out for our listeners, because I know that while we tend to focus on science fiction and fantasy, and people think about worldbuilding as being a science fiction and fantasy hallmark, and it certainly one of the things that drives us, worldbuilding is something that you have to do with any kind of fiction. Even something that is set contemporary in your real home because you are still making narrative decisions about every piece of the world that goes on the page. So all of the things we're going to be talking about are things that you will still be able to find and apply, even if you're writing something that is contemporary.
[Fonda] Yeah. I've often said that even if you have your story set in a small town, or a nuclear submarine, the odds that your reader has actually been to that small town or has been on a nuclear submarine are vanishingly small. So you have just as much work to convince your reader of that world as you do a fictional world. The only advantage, or really difference, that you have when you're writing that is opposed to a speculative fiction story is that you have more… You can count on your reader having more real-life cues to help them along in building that world in their mind than you necessarily would if you're creating a completely secondary world from scratch.
[Dan] Yeah. I made this mistake yesterday, actually. In the book that I'm writing, I have a scene set in a law office. I wrote it. It just didn't feel wrong, it felt hollow and weird, and I realized I had included zero worldbuilding details in it. There… If someone doesn't already know exactly what a law office looks like or how it works, they would be completely lost trying to read that scene and understand it. So, yeah. You need to include this whether it's real or… Real stuff or stuff you make up.
[Fonda] If you don't get those details right in a real-world setting, there are people who will tell you that you got your worldbuilding details wrong.
[Dan] Yes.
[Mary Robinette] Even if you do get them right, I'll just say, FYI, even if you do get them right, people will still tell you that you're wrong.
[Chuckles]
[Dan] Yes, but at least you can feel good about yourself.
[Mary Robinette] I know. So, what are some of the tools that we can use, Fonda?
 
[Fonda] Well, often times people have asked how do you come up with the ideas for your story? Like, every single one of us has had that question put to us, at a reading or a book signing. The reality is that there's no idea factory. Most of the time, we have some little kernel, and we glom additional material onto that kernel in order to make it turn into something that could potentially be a story. I find, at least in my case, that the story tends to show up as an initial kernel of either a world kernel, a character kernel, or a plot kernel. This is happened to me with each of my different projects. They've come to me as different kernels. The Green Bone saga, for example, that came as a world kernel first. So the world, the premise of the world, was what first arrived, and then I had to do the work of developing plot and characters. So if your world comes to you first, I think the thing to ask yourself is what attracts you to this world and what inherent conflicts are there that are present in that world? That will lead you then to what kind of potential plot might unfold as a result of the conflicts. It might lead you to what types of characters will enable the reader to experience that world and to experience those conflicts. But if you have, let's say, a character kernel come to you first, then you can ask yourself, well, what is the character's journey and what is it that you can do with your worldbuilding that makes that journey more compelling and difficult. Then, finally, if you have a plot kernel come to you first, it may be a twist or a cool climax idea, then you can backfill it with, okay, now you're going to go do your worldbuilding. What kind of external worldly pressures are going to make the stakes of that plot extremely compelling and gripping?
 
[Dan] I am excited to talk about all three of those and dig into some examples. Let's do a book of the week first, which is actually me. I'm going to talk this week about a book called She Who Rides the Storm by Caitlin Sangster. This came out just a couple of weeks ago, and it is an epic fantasy heist novel, with some really just incredible worldbuilding. One of the main characters has this incredible magical sense of smell. So, not only is it written with this really wonderful sense of sensory detail, but the smells that she is including in her fantasy world are all incredibly compelling. It has kind of driven her to create all kinds of interesting foods and medicines… She's an herbalist… Things like this that came together through the sense of smell to give a really fascinating sense of place to the world that she is telling the story in. So that is She Who Rides the Storm by Caitlin Sangster.
 
[Mary Robinette] Cool. Well, there's a thing that Fonda was talking about right before we took the break that made me think of a thing, which is that when we're talking about the world, that I also find that the world is another three-legged stool. That it's made up of environments, culture, and technology. And that each of those pieces influence the others. One of the things that I want you to be thinking about as we're going through this whole thing is that just as the culture's influenced by the environment… If you're in a very warm place, that's going to affect the kind of clothing that someone wears. The technology that you have will affect that as well, because if you're in a warm place with air conditioning, you're going to have a completely different reaction than if you're in a warm place without air conditioning. So there's this kind of cyclical interconnectedness. When we're looking at all of these things, again, through the whole master class, one of the places that people come part with their worldbuilding is that they don't think about the way things are interconnected. So they don't think about how the technology affects the character and that then affects the plot. Or they don't think about the way the plot affects the technology. Like they don't think about the ways… That there's a web. The thing about a three-legged stool is you can't take any of those legs away without the whole stool falling over.
[Howard] There's the classic example that we used in one of the very first episodes of Writing Excuses, which is the continual light spell in the Dungeons & Dragons setting. Which, if it's been around for a generation or more, candlemaking is dead. Because I don't care how much those things cost, now… They're continual. You've upset an entire economy. So contemplating the implications of that cool stuff that attracts you to the world is key to making that world feel believable. Because at some point, we walk through these worlds that people create and something rings wrong and we realize it's because, "Oh, wait. If A, then definitely not B. We're spending all this time on B. We need to skip straight ahead to M."
[Chuckles]
[Fonda] Right. I mean, there's so many choices that you make in worldbuilding. Ideally, you want all of those choices to continue to reinforce your characters, challenges, and their choices, and enable the story that you want to tell and make your plot more compelling. You don't want your worldbuilding to undermine your story. I think we'll talk a lot over the course of this master class about how do you make choices that help your story as opposed to just acting as a backdrop for the story.
 
[Dan] I really love this idea that you gave us about the kernels. World first, character first, and plot first. I'd love to dig into those a little bit and get an example. I kind of want to ask about the Green Bone saga. You mentioned that idea came to you as world first. Can you give us, very quickly, kind of a sense of how you developed that? How starting with the world informed the way that you came up with the plot and the characters?
[Fonda] Yeah, so my initial kernel for the Green Bone saga was Jade City. That was… Those were the two words, it's the title of the first book, and that's what came to me first. The premise of it was almost an aesthetic one. I wanted to create a world that had these… An awesome kung fu magic powers that I saw in my favorite films. People being able to like leap off buildings and punch through walls, and ground that in a story where that made sense and there was a magic resource that explained that. Then mashed it with my favorite crime drama aesthetics. So that was the premise of the world. In order… Where I built off from that was saying, "Okay. Well, what kind of world is going to most fulfill this vision?" That allowed me to decide where to set it in terms of time. Because the default with a lot of fantasy stories is to set it in like a medieval period. But I had a really clear aesthetic in my mind. I'm like, "What is a gangster family drama unless it's got luxury cars and the submachine guns and the dark alleys and the men in suits smoking in rooms?" So that led me to the decision to set a fantasy… An epic fantasy story in a more modern, latter half of the 20th century time period. Because I knew from the start that I wanted to invoke a family saga, like the Godfather, that made me make a decision around characters. They have to be… I had a multiple POV story with a cast of characters, and each of them has a different role in the family. Then, that led me to a lot of plot decisions, around how the characters would interact. So it's sort of a cascading effect in which you come up… You have a kernel, and then you make a number of choices in your worldbuilding that help you tell the story that you want to tell.
[Howard] I find it really useful to prioritize the things that you loved early on, the decisions that you're making. Because I inevitably in my worldbuilding in my storytelling will arrive at a point where I can see very clearly, "Oh. This is the thing that I absolutely need to be exploring, but in order to do this, I have to knock down that very first piece of foundation I built because those don't work." Because I'm working in comics or in prose, that's not terribly expensive. If I were working in cinema and had already built a movie set, then that would be a terrible decision to have to make, but I don't. So that's not the way it rolls.
[Chuckles]
[Dan] We are running… Letting this episode run slightly long because we wanted to introduce the full master class. Let me give a really quick example of a plot first story kernel. With my Zero G middle grade books on Audible. The whole impetus behind that story was Home Alone in space. The idea that there is a kid on a colony ship who has to defend it from pirates, because everyone else is asleep. In order to tell that story properly, starting purely with the plot, that created or forced a lot of worldbuilding decisions such that I didn't want it… If he has to defend the ship by himself, then the cryo-technology that keeps everyone asleep can't be something that he can just undo… He can't wake people up and put them back to sleep again. It forced a lot of the technological details because I needed a story in which a 12-year-old boy had to solve all of the problems by himself. Does anybody very quickly have an example of a character first?
[Mary Robinette] Yeah. I do. Ghost Talkers started with the character of Ginger Stuyvesant. All I really knew about her, the sense that I had, was that she was this glamorous heiress, and that she was a medium. That was kind of all I knew. I wanted there to be some banter, and that there was a noir feel, kind of a… Then I had to figure out sort of where she lived and figure out what the world was that she inhabited that allowed her to be a medium that solved crime. Which I knew that… That also then gave me the plot. It's like, "Oh, she's solving mysteries. That's what she's doing with this thing." But it definitely started… I had a very clear image of Ginger. Then I had to figure everything else out around her.
[Fonda] What I love about all these examples is that it shows that wherever your story starts, you are taking that kernel and you are building that world around it as opposed to just sort of putting it up against a backdrop. You're trying to find ways to tie the world into all the elements of character and all the elements of plot.
 
[Dan] Awesome. Well, this has been a fantastic episode. We're going to end with some homework. Fonda? What would you like our listeners to do?
[Fonda] I would like you to pick a favorite book with worldbuilding that you admire, and see if you can identify in what way the worldbuilding supports the character journeys that happen in that story, supports the plot, and also supports the themes.
[Dan] Cool. Well, there you go. This is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 15.42: Writing The End
 
 
Key Points: How do you pick the right kind of climax? Your beginning, the first act, telegraphs the ending. How do you pick the right one for the story? Identify what kind of story fulfills the character's journey. Write backwards, plan the ending and let that determine the rest of the story. The ending defines the story. Start with who are the characters when we leave them, then rewind to figure out what leads them there. You need to know what you're making to figure out the ingredients. How can the characters fail and still satisfy the audience? Give them hope. It should be satisfying, but still a train wreck. Build up to it. Fulfill the promises, and still surprise them. Don't change your ending just because someone guessed it. Satisfying does not necessarily mean happy.
 
[Mary Robinette] Season 15, Episode 42.
[Brandon] This is Writing Excuses, Writing The End.
[Victoria] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Brandon] I'm Brandon.
[Victoria] I'm Victoria.
[Dan] I'm Dan.
[Howard] And I'm Howard.
[Brandon] And we're done.
[Chuckles, laughter]
[Brandon] I don't usually get to do that joke.
 
[Brandon] We're going to talk about writing endings. We have questions from listeners, and a couple of them are really curious about how we pick what kind of ending we do. So, the first question is, how do you decide what kind of climax fits your story? They list battle, escape, conversation, inner turmoil, etc. All of those together sounds like a great idea.
[Chuckles]
[Howard] Well, the… There's a school of thought that says your… Whatever your first line, your first paragraph, your first chapter, that will tell you in some sense what your ending will be. That will telegraph the whole story. That works much better for short things than for long things. But, by the end of the first act, you should know what kind of an ending… Whether this is going to end in a gunfight or a conversation.
[Brandon] Yeah, I agree. Now, if you're a heavy duty discovery writer, you may not discover that till the end, and then you need to rewrite it in. That's totally fine. But let's just say in the finished product, the reader should be able to anticipate what kind of ending it is… You are looking for after the first act of your story is done. Most of the time. That said, sometimes you do get twists, like, Into the Woods by Sondheim is a classic example of sometimes reversing expectations. It's very hard to do. But it's very rewarding if you do it right.
[Dan] I'm not sure that we're answering this specific person's question. Because they said, here's my list of things, a battle, a chase, a conversation. If I know that my book has to end with the hero defeating the villain, that could take the form of a battle, that could take the form of a chase, that could take the form of various different kinds of violence or action. How do you pick which one of those is going to be best for this particular story?
[Brandon] I like your reframing it that way. Because we're taking the easy answer to this…
[Yeah]
[Brandon] I think the harder answer, because… Looking at something like MCU films. One of my favorites is Doctor Strange. I know a lot of people think it's one of the weakest, but I love it, because magic and wizards. The ending of that one is basically a conversation.
[Dan] Yeah. And it's a very clever one. It is a puzzle, and especially coming on the heels of so many where, so many Marvel movies all ended with we're all over a city and the city is blowing up and we're flying around and shooting each other, that one ended with a conversation and a puzzle.
[Brandon] And you totally could have ended that one with a fight instead, and it would have felt appropriate for the themes that were happening through the story.
[Howard] Let's look at that ending a little bit. There is a whole bunch of very satisfying fight leading up to that ending. That ending is the capstone to the fight, the capstone to all of this action there at the end. To me, that's what made it satisfying. If he had arrived and immediately gone and had his chat with Dormammu, I wouldn't have felt satisfied.
[Brandon] That's true.
[Howard] I wouldn't have seen all the fun magic stuff I wanted to see.
[Brandon] Although, I will say, part of the reason I like that ending is it was a theme for the character, learning patience…
[Right]
[Brandon] We had seen that his trouble was he wanted it now, he wanted to be the best, and he wanted his answers. If you haven't seen the movie, he travels to get healed from a terrible injury so he can go back to being a doctor. He finds people who will help him, and they turn him aside. They send him out. He's like, "No, no, no. You've got to help me." But he has to learn to be patient with his flaws and with himself to find inner peace. Then he uses that to defeat the enemy.
[Dan] Now, to Howard's point, a lot of what's going on in the early action stuff is try-fail cycles. I think we can win by this. No we can't. I think we can win by this. No we can't. Then he puts the pieces together and completes his own inner arc, and that's when he figures out how to do it.
[Howard] I think that comes back to the original question. Am I going to end with a battle? Am I going to end with a chase? Am I going to end with a conversation? Well, Brandon's first answer was, these all sound nice.
[Chuckles]
[Howard] You can have all of those. You can have, in the final six minutes of act three, you can have a battle that… Or, excuse me, a chase… Well, a battle that fails and someone gets away and you have to chase them and you catch them and you have a conversation, and then we're done.
[Brandon] I think the key here is for you to identify what kind of story will fulfill, not necessarily what you need to do, but will fulfill the character's journey. Then you could pick any one of these things. Whatever feels right at the time. As long as you are completing that character's journey. That's the harder decision.
 
[Victoria] So, I feel like I'm the monster at the end of this conversation.
[Chuckles]
[Victoria] Right? Like, the thing is, I have been waiting to talk until the end of this because I write my books backwards. So I actually don't do anything until I've planned the ending. The ending, for me, and that climax basically through the last page, determines the entire story I'm telling. So, for me, the total cohesion of it is second to figuring out the ending of the story. So I feel like I have perhaps a different perspective on this, because rather than write toward the end, and think what kind of resolution do I need in order to fulfill the promises that I've made early on, I write backwards, from the end to make those promises from the ending that I know I want to achieve.
[Dan] So, you are still then at a point in the process deciding how your ending is going to work. I actually write the same way. I think about the ending first. So, how do you pick?
[Victoria] It's the story I want to tell. I feel like the ending is not a culmination, it's the definition. For me, the ending is the punctuation at the end, it's the thing that we're working toward. An entire sentence has to end at that moment. I… It is part of the fundamental questions I am asking myself when I begin to have an idea and when I begin to ask what kind of story I'm telling. I really treat the ending is the opportunity for the absolute collision of all of the ideas that I have, of all of the places that I want to end. The thing that I actually ask myself, before I figure out if it's a battle or a chase or anything, is who are my characters at the moment we leave them? So, really, it comes down to who's alive, who's dead, where are they act physically and psychologically, and then, from there, I begin to rewind their last moments in order to figure out what is the thing that leads them there, and I rewind from there all the way until I get to the beginning and figure out who the characters are when we first meet them.
[Howard] Your Doctor Strange metaphor is feeling even more fitting now.
[Victoria] Yes.
[Chuckles]
[Howard] The bit about working backwards from the ending, it does not feel backwards to me. When I'm outlining, these days all of my discovery writing tricks are now rolled into my outlining process. The… I've talked about the process where my first outline is a 10-year-old boy tells you about his favorite movie at high speed. The 10-year-old boy will say, "Ohohoh, I forgot to tell you this one thing." That actually goes into my first pass at the outline, because it's silly and it's fun. But I begin that process thinking, "What is the big awesome moment at the end that got the 10-year-old boy to come home and tell me, 'Oh, I have to tell you about this movie, it's so great!'"
[Victoria] Yeah.
[Howard] "Because there was this thing. But before I tell you about the end…" And then off we go.
[Victoria] Also, I have used, I feel like over the course of the episodes that I've been here, a lot of food metaphors. But to use yet another food metaphor, it's like the ingredients, like, you're gathering apples along the way, and you end up with an apple pie or something. I don't want to end up with, like, an orange cake. Like, if I grew… Like, I don't want to, like… If you write towards a discovery and you don't actually have a plan in mind, you risk gathering ingredients which result in a different end, which result in something that doesn't feel cohesive. Whereas I want to know what it is I'm making, so that I can figure out the ingredients that I need to find along the way to make that dish. It is all about that dish.
[Howard] If you're gathering apples, it is entirely possible to end up with cyanide.
[Laughter]
[Howard] Because there's cyanide in apple seeds.
[Victoria] Okay. Different fruit, then.
[Howard] But that's… No no no, but your metaphor works perfectly, because you can gather apples, you can be gathering these things, and still have some options for what happens at the end. That's, for me, where surprising but inevitable will come in.
 
[Brandon] Let's stop and talk about your book.
[Howard] Oh, yes.
[Victoria] Yeah. I have a new book out. Or I will, by the time this airs. It is called The Invisible Life of Addie Larue. It is essentially about a young woman in 18th-century France who is deathly afraid of dying in the same place she was born. She decides to summon the old gods to help her out of her life, out of her predicament.
[Brandon] As one does.
[Victoria] As one does. As one does. But the problem is, none of them answer. She prays that Dawn, and no one answers. She prays at midday, and no one answers. She prays at dusk, and no one answers. The one rule she has been taught all her life, never pray to the gods that answer after dark. She makes a mistake, and she does this, and she accidentally summons the devil. When he asks her what she would be willing to trade for her soul, she wants time. She doesn't know how much, she wants to live forever, and the devil says, "No." Because if you live forever, he doesn't get your soul, he gets the soul at the conclusion of the deal. So, in a moment of desperation, she says to the devil, "You can have my soul when I don't want it anymore." Sensing an opportunity, the devil agrees. The deal is done, and she discovers afterward that he has granted her the ability to live forever and cursed her to be forgotten by everyone she meets.
[Brandon] There you go.
[Victoria] I did not start writing it until… I had the idea eight years ago, and I didn't start writing it until two years ago when I figured out the ending.
[Brandon] What an awesome premise.
[Howard] And is this under the name…
[Victoria] V. E. Schwab.
[Howard] V. E. Schwab. The Invisible Life of Addie Larue.
 
[Brandon] All right. So. Another question we had… Kind of take this from a different direction, is, how can you end a climax without neatly resolving the conflicts, or, also, how can you have your characters fail without leaving the audience disappointed? How can you build up all this tension, and build up all these indications that there's going to be a heroic victory, and then… Not. Give. It. To. Them?
[Chuckles]
[Victoria] Well, in YA, you would say you would need to have hope. So you can end with a bad ending or a failure in YA, but the thing that you don't want to end up with is the lack of hope. I'm also a really big believer in saving the day, but not the world. I love it when your characters survive to fight again, maybe solve one of the problems, but in so doing, much like the try-fail cycle, end up creating another problem that they're going to have to face at some point down the line.
[Dan] Yeah. Unsatisfying endings are like my favorite thing.
[Chuckles]
[Dan] Unsatisfying is the wrong word, because if you do it right, it will still feel satisfying and it will still feel resolved, even though you didn't get what you want. So, in all of my John Cleaver novels, except, arguably, the very last one, he does what he's trying to do. He fills the goal he sets out to fill, and then looks around at the wreckage surrounding him and goes, "Oh, my gosh. What was the cost of actually destroying this demon? I've lost my family, I lost everything that I had." And I just over and over for five books because I'm an awful person.
[Chuckles]
[Dan] The ending of Extreme Makeover does this same thing. It has an incredibly dark, desolate ending that a lot of people come back to me and they're like, "How… Why did you do that?" Because that's where it needed to end. That is actually the resolution of the arc that I set up, is that these characters are going to fail in the world is going to end.
[Brandon] It's why everyone on Seinfeld should end up in jail…
[Dan] Yeah.
[Brandon] At the end of the series. That is the satisfying resolution, under some understandings of how the plots were going.
[Dan] Okay. So. Taking Extreme Makeover as an example, all of my early readers, all of the offer readers, the writing group that I ran it through, they all came back and said, "What? How dare you end it there? We thought they were going to pull it out." I realized, okay, this is satisfying to me, but I need to make it satisfying to the audience. So, I played a lot of tricks on you. First of all, I started every chapter, and this came very late in the revision process, started every chapter with a countdown to the end of the world. So that you know, even if you think that I'm going to cheat at the end and pull it out, you at least have been told, every couple of pages, nope, the end of the world is coming.
[Brandon] That worked really well. What it did was it made the end of the world become a thing you're anticipating, and kind of looking forward to.
[Dan] Yes. Then, the other thing was, I kind of amped up the darkness inside of all the characters, so that when it happens, you're like, "Oh, good. That one just got his comeuppance." Then, "Oh, good, that one just got it." We get to the end and you realize, like, the worst thing that any character does in that book, in my opinion, happens in one of the last couple of pages. If you actually look at the dates and the times of this countdown, it's not counting down to the end of the book, it's counting down to that one betrayal. So, by the time you get there, you're like, "Well, yeah, he deserves to die. I've been following this whole time, I've been waiting for him to pull it out, he just did this awful thing to her, I want him to die."
 
[Victoria] This comes back, again and again, to promises. Right? To promise versus expectation, to finding a way to surprise people even when they know what they want. Because that's essentially the bargain that you're trying to strike here, is, a reader reads and, if you have a cohesive narrative, they have an idea of how they expect it to end and how they want it to end. You, somehow, have to find ways to surprise them, and not be predictable, while still fulfilling the general promise. You made a tonal promise over the course of your book. So, then, they can't be betrayed by the tone. They can't be betrayed by the ending. So there's like… It's a lot of promises to keep up with. You're going to end up with somebody upset. Like, no matter how well you end a book, somebody is going to wish you ended it differently. That's one of the hard parts of this.
[Howard] The one counsel I'd give is that if you have a public audience for a series, and you have not yet published the ending of the series, don't let the fact that someone correctly guessed the ending of a thing make you change the ending. I was on a panel with a guy who wrote for comic books. He would go through the letters and if somebody guessed his ending, he would just change it. I thought, "That is no way to live."
[Laughter]
[Howard] I assume that somebody is going to put all these things together, even if they're just rolling dice, and figure out what I had planned. That person gets to do a little dance…
[Victoria] [garbled… They get a cookie]
[Howard] And know that they are smarter than me, and that's fine.
 
[Brandon] Going back to some of the things that Dan and Victoria were saying, I think satisfying doesn't have to mean happy. If you can learn to split apart those two things… George Martin made a career on being satisfying but not happy in his epic fantasy. That is what people came to expect. That… Being satisfying… Even satisfying deaths is like a thing in the Game of Thrones series, that if you don't fulfill on, reader expectations are like, "Wait a minute. This is not what I was promised. I was looking forward to satisfying deaths."
[Dan] You can see that in the final season of the TV show.
[Victoria] We can't… I can't even talk about it, I'm so angry.
[Dan] So many people…
[Victoria] I'm still angry.
[Dan] Started to complain about halfway through the season, "Wait. All of the main characters are going to live through this!" That is not what they had been promised, years and years ago when that first book started. Then the show kind of flinched and stopped killing off main characters. It didn't satisfy.
[Victoria] That is a tonal promise break. You promised not only death, but satisfying death that adequately reflected the crimes which were perpetuated in life. It is one of the only things we all had to look forward to…
[Chuckles]
[Victoria] I am still upset about it.
 
[Brandon] Moving on. Let's go ahead and do some homework. Dan, you have our homework.
[Dan] Yeah. So what we want you to do is just practice this. Take something you've already written, whether it is a short story, a novel, or whatever length. Then, rewrite your ending so that the opposite thing happens. This is not just let a meteor land and kill all of your heroes before they succeed. Find away that they can fail, but that it's satisfying. Whether you do this the opposite kind of tone or the opposite kind of… The opposite person wins. However you want to define opposite. Write it, but do your best to make it feel satisfying.
[Brandon] I'm really curious to try this on some of my own stories. I think it would be… This is going to be a fun exercise to practice kind of pantsing an ending, where you're taking all the things you've set up, and then coming up with a new ending. Very hard for someone like you or me who always knows our endings.
[Victoria] I was going to say… You've gathered all your ingredients for apple pie, and now…
[Dan] Now I'm telling you to make orange juice.
[Victoria] You have to go and bake something completely different with it?
[Howard] I've already told you, there's cyanide in there.
[Victoria] I know, I know. [Garbled] poison.
[Howard] You've got this.
[Brandon] You're out of excuses, now go write.
 
[identity profile] mbarker.livejournal.com
Writing Excuses 11.17: Elemental Adventure Q&A

From http://www.writingexcuses.com/2016/04/24/11-17-elemental-adventure-qa/

Q&A Summary:
Q: In an adventure story, what is more liked by readers? If protagonists go through many different incidents and locations, or a fewer number of incidents and locations, but that are similar to each other and have a theme?
A: Do them both! It depends. Big globetrotting tale, more cool exotic locations are better. Smaller scale, more focused. Adventure stories need lots of exotic settings, using the element of adventure to enhance may not need that.
Q: What lessons can we take from your favorite adventure games for writing adventure fiction?
A: Multiple levels of terrain and that environment you can interact with are more interesting. Different characters, different strengths; so include different kinds of adventure, chase scenes, fight scenes, talking scenes. Make sure there is something personal at risk for the character.
Q: With all the superhero franchises around, what are some tips on writing adventure stories outside of fight scenes and world ending consequences?
A: Exotic locations don't have to include a fight scene. Great adventures don't even need villains. Use accelerated timebombs – escaping the burning building, getting out of the path of the avalanche, getting to the hospital. Two different people trying to get the same thing in an exotic location makes an adventure!
Q: Are there tropes that have been overdone need to be avoided in regards to adventure fiction?
A: Tropes are ingredients, not inherently bad. What you do with it and the ingredients you combine it with make the difference. If adventure is the only thing a scene is doing, that may be a problem. Advance the plot, reveal stuff about characters, mix in other ingredients. Make your adventure scenes complications that change the story or the characters, not just obstacles in the way.
Q: Do you have any suggestions for non-Western, nontraditional styles of adventure that could provide variety or a fresh take on things for readers?
A: Grab a bunch of books and read them. Consider the kung fu final fight where the bad guy faces a whole group of heroes.
Q: How do you make the journey exciting? Do you have to include all the details to it? If you skip a bunch of it, how do you get across to the reader the character moments that I have taken place during the parts that you skip of the journey?
A: Think about what you're trying to accomplish. Different stories focus more or less on the journey. Skip the boring parts, trust the reader to fill in between the high points. If you can find a way to make the journey not boring, put it in.

A fight, a chase, an ambulance racing to the hospital... It's an adventure! )
[Brandon] I'm going to have to shut it down here. I'm sorry for all of you that put questions. There were 54 responses and we answered like seven of them, if that many. But we thank you very much for listening. We're going to point you at some homework for next time, for our next elemental genre. So I want you for your homework to make a list of set pieces, really cool places that people could visit. I then want you to go a step further, and I want you to say, "How does my main character entering this place, interacting this place, change who they are?" We don't want you to just go to cool places, we want those cool places to change your story and change your characters in interesting ways. That is what I think will make adventure fiction kind of go up a level for you. Now, as I said, we'll be moving on to horror next week. We want you to brace yourselves for that. Dan's going to make you afraid. But until then, this has been Writing Excuses. You're out of excuses, now go write.

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