Story / Plot / Adventure Structure / Formula?

Story / Plot / Adventure Structure / Formula - Sciences, Education, Art, Writing, UFO - Posted: 27th Aug, 2010 - 7:27am

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25th Aug, 2010 - 7:57pm / Post ID: #

Story / Plot / Adventure Structure / Formula?

Hello there, I've got sort of a basic, but possibly complex question, maybe just overthought.

I used to have a subscription to a writing magazine, I think it might have been this, decades ago, back when I thought I could be a pro. My writing now is just for myself and a few others when I share a PDF I turn out for my peculiar interests.

I am aware there are, perhaps somewhat fallaciously overemphasized, patterns or formulas for writing, in various arenas of writing, such as the 3 Act Play, the standard Rising Action/Climax/Falling Action, etc.

I'm wondering if these truly apply as-is. They really don't see to be accurate - you can't write, say, a 300 page book with 3 steps, I mean, legitimately. You have to repeat the steps more than once, in varying levels, and intersperse it with other things, character development - they're not really the true structure of how you write, the *real* components of what goes into solid creative writing for fiction and books.

Anyway, I know this is a pretty obscure and arcane topic, but my interest is tabletop roleplaying games (like D&D though I don't play that), so I am interested in writing "adventures" or scenarios or modules, whatever you want to call them, and I believe they are made up of a majority of the same components of any story or movie script or book, with some differences for the players' own freewill with their characters' actions, so the author can't legislate the heroes every movement or thought, only that of the story itself and the non-player characters within it.

I'm on medications and have a hard time being creating and improvising, and want to work on keeping what creativity I do have, active and flexible, so what I'm looking for is a solid and usable and versatile "basic" structure" or spine for "standard" writing, specifically for adventures, but I believe I can adapt that from a good story standard myself.

Is there such a thing as a "standard" skeleton, that you can change around, something modular, that a writer can use consistently, that you always need to include, that is specific enough, that isn't "head/body/end", because I can't remember the intricate specifics each time - something more in-depth, an outline of what is needed for a story, something like a 10 or more part breakdown?



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26th Aug, 2010 - 12:51am / Post ID: #

Formula Structure Adventure Plot Story

No expert but I think what you may be looking for as a help if not just a start to getting things together so you can begin is some creative writing worksheets. Have a look at these;

1. Creating a character: Source 5
2. Create a story setting: Source 3
3. Create a scene: Source 7

From there you can then know what your 'start' will be, how the middle will ome to fruition, etc. I hope that helps somewhat.



26th Aug, 2010 - 4:32am / Post ID: #

Story / Plot / Adventure Structure / Formula? UFO & Writing Art Education Sciences

Wow, that exactly what I was looking for but those were actually really great additions that helped clarify some of the elements that I do need in scenes, JB, thanks a bunch! Those are similar to the kind of things I'm looking for, in a way, just that I'm looking for the overall breakdown of a plot itself, what changes a hero or heroes are supposed to go through, what points of the story are - the twist, progress, etc.



26th Aug, 2010 - 5:21am / Post ID: #

Formula Structure Adventure Plot Story

Along with that I will say that I improvise a lot. When I do though I put myself into the game as best I can and try and "see" what is going on. Once I get a good visual picture in my head I formulate what most likely would happen.

It isn't really a formula per say but I have found that planning everything out days, weeks, or months before hand isn't the way to go (for me). Often times I think of the best things just at the moment and all the planning ahead just stagnates my creativity.

I do think of a basic end or path to what I am trying to do. However I have spent countless hours filling in every detail to a dungeon just to throw it all out, many times. It makes me more prepared I think but at the same time, like I said, it stagnates my creative thoughts.



26th Aug, 2010 - 8:38pm / Post ID: #

Formula Structure Adventure Plot Story

Well I'm not able to link to show you the example, but I have a PDF I wrote in 06 and revised in about 08-09, and though it's not widespread, as I've mentioned before, most people said it was pretty good. But I don't know WHY it is pretty good.

It's not that I'm wanting to "capture lightning in a bottle", but I'm wanting to know if it follows any/the standard pattern/formula, or what it does right/wrong, and what it could do better, and what I can do with my next adventure, to equal or improve, to at least continue that level of quality.

I don't want to have to happen or stumble or luck onto writing a decent adventure - I was inspired to write that one due to a number of factors, but I don't get inspired like that often, and I know it doesn't take that kind of once every few years inspiration for some people to turn out adventures half a dozen or more a year, usually of at least good quality if not better - so while in my case mine was a lucky break from a sub-par writer, gamer and GM, I believe I can improve to a higher level of proficiency, I don't know HOW to do that and am looking for a self-improvement way, and a solid skeleton to work on so I develop my own practical "model" seems like the best course for me, and if possible, I'd then be able to share that development process with others who could use it to improve their own adventure writing.

This isn't just about writing adventures for my group - in fact, at present, I have no immediate group - it dissolved months back. I don't even have a particular game system, though I favor Warhammer second edition for fantasy - this is about developing my own ease and proficiency for being able to be spontaneously creative but with a practical and intuitive grasp of the important aspects for an adventure, the "must-have" components, and which can be laid out generically for published PDFs for anyone to use, as any GM could adapt the information presented to their own group with a little personal effort and investment and creativity, as to how it could apply to his particular players.

Reconcile Edited: JPatt on 26th Aug, 2010 - 8:39pm



Post Date: 26th Aug, 2010 - 11:50pm / Post ID: #

Story / Plot / Adventure Structure / Formula?
A Friend

Story / Plot / Adventure Structure / Formula?

I know I am far from being a writer but I write some things down for my games. I like to ask myself when I come up with a plot what if.

Like I want the characters to go out in the woods and kill orcs. What if they go out and then decide to go west instead of north. So I plan for that. Then what if they decide to go south now instead of getting them back to the original path of north. So I plan on that. By asking what if all the time I soon find that I have a good basic campaign set up that is ready for almost any possibility that they may come up with. SO from there I can place a notice on the community jobs board and the characters can take up that adventure or another that may be there. I still find that I have to come up with some things as they go out on a tangent I did not think of. But I usually have some items in the waiting that I can stick in anywhere.

I think if you try something like this then maybe you can come up with a story line or a module that can have more than one possible outcome.

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27th Aug, 2010 - 7:27am / Post ID: #

Story / Plot / Adventure Structure / Formula

I don't think you are a sub par writer by any means. From what I have seen of your writing I think you are an excellent writer. I would also toss in that it is very impossible to capture lighting in a bottle. The amount of energy it takes to do this bypasses the energy you receive from it.

Rather I would say keep doing what you do. If it doesn't feel right it probably has one or three flaws, feel them out.

You have to plan ahead, and there is a set skeleton of guidelines for every GM (for some they are different). I go by the GM guide book for ADnD and try to keep those basic things in mind. The important thing is that everyone is having fun.

That mean you as the writer are enjoying yourself in what your writing. While keeping in mind that it is being written in the spirit of giving others the chance to have a little fun. If your not enjoying what your writing or having fun doing it, that will come out in the text and game.

Likewise you can't just indulge yourself and forget about the most important component, the players.

Your "lightning in a bottle" may have just been you living in that moment and loving it. Just relax and let it come, I feel that is almost always the best course. And if it doesn't work, at least you had fun trying, learn from it, try again.

Reconcile Edited: Oliron on 27th Aug, 2010 - 7:29am




 
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