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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna
howtofightwrite

Anonymous asked:

Do you have any advice on subtly guiding readers to villainize a character so that they dismiss the character's legitimate concerns over another person's trustworthiness? I am hoping the perceived personalities will help, but I don't want to rely on them alone.

howtofightwrite answered:

Well, you hit on the answer: Make the concerns legitimate. Not just the concerns you want to discredit, but also the reasons your other characters have to discount their observations.

When you’re writing it can be very easy to get tunnel vision and view the world through the lens of your protagonist. Your audience will gleefully follow that cue in turn. It’s part of why there are a lot of novels with the protagonist acting in egregious ways, but fans will (and do) disregard it, because the protagonist thinks that behavior’s fine.

This is how characters like Harry Potter function. The character operates from a limited perspective of the world, makes snap judgments based on their perspective, and as a result, devalues legitimate advice and insights from people who know what they’re talking about. I’ll stress, there’s nothing wrong with a character having this kind of an approach, so long as the author understands that this is a flaw.

There is nothing wrong with having a character say, “yeah, but that’s just Steve, and we all know what an idiot he is.” So long as you remember, as the author, that Steve may have a point, and licking that light socket was probably not a great idea.

So, let’s step back for a second and start over: As the author, you control the game board. That’s your job. You set up the characters, the arena they operate in, and direct them. You know that the sky is going to fall in six minutes, and that poking the toad over there is a spectacularly bad idea. But, your characters don’t.

In a story told from the position of one character, you’re presenting the narrative from a limited perspective. You need to understand the entire situation, but your character doesn’t, and shouldn’t. They see and react to the information they have access to.

Now, the hard part, staying within this weird little metaphor, every other character in your story is another piece on the board. Looking at the information they have, and acting accordingly. Everyone has their own goals, and perspective. Just like your character, their perspective is limited. They may have more information. They may have less. What they know shapes their opinions and perspectives.

AND. THEY. REMEMBER.

The simple answer is to go back and ask how does your protagonist feel about the character. If they like them, and have had positive experiences in the past, they’re more likely to accept that character’s viewpoint. If that character has betrayed them in the past, or worked against them, then they’ll discount the value of their advice.

Past actions are incredibly important factors if you’re dealing with characters who’ve changed loyalties. It’s entirely plausible your protagonist would hold a grudge against a former foe, who’s switched sides and is working with them now. Conversely, if the protagonist has had a change of heart, then they’re more likely to face distrust and opposition among their new allies.

Okay, so, maybe someone does know that the sky is going to fall if you poke that toad. Maybe they didn’t make that information clear because, “NO! AREYOUOUTOFYOURGODDAMNMIND!? DONTDOTHAT; THEFUCKINGSKYWILLFALL!” Maybe they’ve cried wolf before. Maybe your protagonist thinks poking the toad is a key to immortality and Steve just wants that for himself.

You’re correct, personality does matter. It affects prejudices, and how we weight information. Some of this is subconscious, but it works. Consider which you find more credible, some Rasputin looking homeless dude raving about the end of the world, or a composed academic? Personality and presentations matter, particularly during first impressions. Even if the Rasputin looking fellow comes back, shaved, with the crazy toned down, they’ll still be weighed against their previous iteration, by characters who originally met them in that state.

Confirmation bias is another relevant factor. This is the drive to actively seek out information that supports your understanding of the world while actively discounting information that contradicts it. If your protagonist really wants to believe that toad will give them immortality, they may very well ignore the advice of people they respect, and normally agree with, when they’re told it’s really an amphibious button to initiate the end times.

The really important thing to walk away with is the idea that you don’t need to vilify other characters’ positions. If your character has a legitimate reason not to follow it, then that’s all you need. Trust your audience make their own decisions on who they should be listening to.

-Starke

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nosouphere
proteusolm

There’s something really terrifying about the concept of being pursued by something that can only walk slowly after. Just slooowly following. You can chill for a while if you get far enough away but it’s still coming.

kaijutegu

That’s called “persistence hunting” and it’s how humans hunted all sorts of megafauna to extinction, as well as what let our species become so disperse and so numerous. Our existence is a horror story told from the monster’s perspective.

hufflepuffskeepmovingforward

So you’re telling me zombie is absolutely a valid career path

envymyblackness

Watch the movie on Netflix called “ It Follows” lol

kaylapocalypse

Basically our hunting super power is that we are really smart, good at tools and can walk/run forever. 

My roommate Kait runs 20 miles 4 times a week.
Horses can only travel about 32 miles a day.

If my roommate ran 20 miles twice in one day (possible if she does one in the morning and one in the afternoon) she would out travel a horse.

 She is not FASTER than a horse, but if a horse was walking away from her for 8 solid hours,  Kait could catch up to it.  She could probably also walk after it for an additional 5-10 miles after the run and then stab it when it got too tired to go on.

But kait’s athletic. 

 I, on the other hand, am a fatty fat who weighs 210 and never exercises ever.

I once, completely spontaneously because i had no money for the train, walked 17 miles in the winter from one end of Chicago to the other. I had also not eaten and was wearing a backpack. It took me 3 hours, but I accomplished it with ease. If i wasn’t a chub goddess, and had eaten and it was summer and I wasn’t wearing a backpack with a laptop in it, imagine how far and fast I could have gone. 

Now. Horses can only sustain a run for about 15 miles ( at 8-10mph it takes them a little over an hour).

If my fat ass was walking towards a horse for 3 hours and it was literally running away from me. It would become exhausted after 15 miles and unless it can recover completely in 2 hours for another lengthy sprint, I can reasonably catch up to it and stab it. (not that i would ever stab a horse. horses are terrifying and should be regarded with suspicion, respect and fear)

The longest run ever was 350 miles over 80 hours without sleep.

We are endurance monsters. 

gothiclolitapl

humans terrify me

wonderful world
howtofightwrite

Anonymous asked:

How practical is a hidden sword inside a walking stick/cane? How wide could a person go before the cane became suspiscious as to be concealing something? And would such a weapon be strong enough in serious skirmishes? Or should a user stick to simply using the cane, and perhaps having a hidden blade in the end?

howtofightwrite answered:

Amusingly, I used to own a sword cane. I threw it out during the last move, otherwise I could post pictures.

The sword canes I’ve seen have been screw on arrangements. Externally, they look like a normal cane with a metal band just below the grip (which isn’t unusual for normal canes either).

They use very narrow blades to maintain the silhouette of a normal cane. This is a necessary component of the design, by the way. The entire point is to have a hidden blade, which falls apart when you’re carrying around something that looks more like a scabbard than a cane. You’re talking about a blade that’s going to be, at most, around 1/2″ across, and usually around 24″ to 25″ long.

The primary purpose of these things was as a self defense tool. It’s not a weapon intended for heavy combat, just to deal with one guy armed with a knife.

To some extent, overall practicality depends on the individual weapon, not sword canes as a whole. For example, the one I owned featured a very loose blade, which could be rattled by shaking the grip slightly. Rattling it may serve the intended purpose of scaring off a potential mugger, but I wouldn’t have wanted to take the thing into a fight.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you.

carrot-pimp

Why, in the name of all that is holy, would you throw out a sword cane?

howtofightwrite

Because the cane shaft had cracked and was splintering wood chips everywhere. This was not a high quality piece.

dragonquesters
retphienix

Dragon Quest 1 was much shorter than I was expecting.

This has got to be one of the most straight forward RPGs I’ve played in a while, and I don’t mean that in a bad way at all.

The DQ series in general has added so many staples to the RPG genre that it’s scary to think of what it’d be without them alongside FF, and one of the things I have a habit of saying about them despite all the ‘new and incredible’ features they’ve incorporated over the years is that DQ always and repeatedly shows that simple isn’t a bad thing. That simple can make the games accessible and fun. And I’d say this is one of the first instances of Enix proving that. (Or should I point attention towards Chunsoft for deving this, as they helped pave the way other devs like Level5 would continue for the series)


Whether from technical limitations, or avoiding overextending themselves, the game seems to bend over backwards to AVOID straying from the main goal.

Save the princess, build a bridge (with 3 artifacts, only one of which needs an additional item to attain) defeat the Dracolord.

It’s pretty sweet to see how focused the game remains.


This spills over into the rest of the design, for better or worse in some areas, and overall made the game feel charming in it’s simplicity.

One party member, few weapons, few armor pieces, TWO accessories, ONE optional dungeon with a single reward, ONE hidden piece of equipment that you could ‘maybe’ call a side quest due to how the npcs talk of it.

It’s incredible to see how big an adventure this is when not only are there so few parts, but there isn’t artificial filler dragging those parts along either. Each was given attention and the end result is better for it.


It’s just fun.

Simple and fun.

goddamnshinyrock
goddamnshinyrock

I read a lot of nonfiction about shipwreck, antarctic exploration, and other historical survival situations and it makes some fanfic- especially one particular category of star trek fanfic (i.e. ‘maroon the characters on a hostile wilderness planet for a few weeks/months so they have an Emotional Realization’)- hard to read

…basically what I’m building up to here is would anyone be interested in a resource post about the aspects of historical shipwreck survival that can be translated to sci-fi writing to enhance authenticity?

tinsnip

YES!!!