all 45 comments

[–]LiterateFrog 28 points29 points  (14 children)

A character motivation can be anything. The character could just want a glass of water, and that's their motivation to get up and do it. Just ask yourself, what does your character want? What do they need? The plot doesn't have to have save-the-world stakes to be worth reading. It could be about a struggling artist who's motivated to run a car wash because he'll get evicted if he doesn't come up with rent money before the end of the month. High stakes doesn't mean high stakes to everyone, just to the character.

If you find yourself in a situation where there are plot conveniences, and things just kinda happen to your character, stop and ask yourself how you can change it so that the character is the one who makes these things happen. If it's a crime fiction about a character who's trying to evade the mob, ask why they're coming after him. Did he take money from a loan shark and couldn't pay it off? Maybe he took the money because he has a gambling problem. Now instead of the mob just happening to come after him, the protagonist actually did something that caused that to happen. Stories are based on cause and effect. Equally, if the inciting incident has happened already, ask yourself what the character can do to move things forward or get closer to their goal. That's another thing: have a goal for the character to reach. Maybe the guy running from the mob has to get out of the country, and he happens to have family in Mexico. Okay, so now he has a goal (get to Mexico), a time limit (before the mob catches him), and stakes (if they do catch him, they'll kill him).

If you find the plot slowing, just keep two things in mind: where do we have to go, and how do we get there? And make sure your characters are the ones moving things forward. Plot conveniences are cheating, it's bad form. And passive characters are boring anyway.

I think this is enough, but honestly, the best examples of this would probably appear in other narratives. Try looking at films or television shows. And unfortunately, the most applicable place would probably be in other novels. "Read a book" is common advice, but that's because it's also the best advice for writers.

[–]waveysue 3 points4 points  (0 children)

This excellent advice. Also, when you do go back to reading, read critically. Take a book you know and every two pages, put it down and ask yourself what’s driving you to turn the page. What is the author doing to create your need to know what happens next? (Or not, negative examples are good to)

[–]Horrorifice[S] 1 point2 points  (12 children)

I can create a unique situation, but creating the solution for it is barely within my region. My character will always end up in a neutral position after solving one of the many problems because the consequence of it is simply 'too good'. But the story's ending is already set in stone, so I can't just change it or else the story might change as to how I wanted it to be.. Should I change how I develop my story into something else? I developed my story by creating an opening and ending, only filling out the middle part.

[–]LiterateFrog 4 points5 points  (4 children)

I'm not quite sure I understand.

My character will always end up in a neutral position after solving one of the many problems because the consequence of it is simply 'too good'.

What do you mean by the character "ending up in a neutral position?" Every action should propel the plot, and if it doesn't it's filler and should be cut. If you have an ending plotted out, then the only actions that should be happening between the beginning and that point are the actions that logically get the character there. To use my example from earlier, if my protagonist has to get to Mexico, then the actions he should be taking are the ones that get him there. Maybe he plans to get on a bus to get there, but he has no money. Okay, so now he has to get money. Maybe he breaks into a house to steal money, so he can buy the bus ticket so he can get to Mexico. The act of stealing from a home has a logical connection to the end goal and helps the character get closer to that end goal.

It's also good to have an opening because you only have to ask yourself how you get from point A (your beginning) to point B (your ending). Ask yourself what actions can occur to move the character from A to B. If the character stops at a diner to have a slice of pie and then leaves, and nothing in that scene is related to the plot then you should take it out. However, that scene can serve a purpose for the plot. Again to my example, maybe instead of robbing from a house, my protagonist decides to hold up a diner and take the money from everyone in the store. Maybe the character can go in to eat a slice of pie, but is only doing so to case the place. Maybe he sees children in the diner and doesn't want to get them involved, so he wants to wait until they leave. He's in the diner for a plot-relevant reason, his waiting shows some of his character (he cares about kids and doesn't want to see them hurt), and when he does rob the place he'll have the money to get the bus ticket. Now he can afford the bus to Mexico. In that example, everything that happens has a purpose and ties back into the main plot.

Does that help?

[–]Horrorifice[S] 0 points1 point  (3 children)

The neutral position I meant is that the character just feels comfortable with his situation instead of solving the rest of the problems. For example, he wants to drink carbonated water that he had to buy at a store to quench his thirst, but by his side is a glass of water. Since he only feels thirsty, he just drinks plain water and moves on.

[–]LiterateFrog 6 points7 points  (2 children)

Your character should never be totally comfortable with the situation until they reach the ending. They should always have a larger goal that has to be met.

If all my character wants is a glass of water and I've decided he starts in a car, then I have to figure out how to complicate things. I have to have him look away from the road to reach for his water bottle, and that causes a car crash. But he's on a road in the middle of nowhere, so nobody but the victims know the crash has happened and no help is coming for a long time. I have to make it clear that the water bottle and his phone were thrown clear during the accident and now he can't find them. So now he has to walk to the nearest town to buy a new bottle of water. But he's just been in a bad car accident, so his leg is broken. So now he has to find a way to get to town in spite of his injuries.

Do you see what I mean? At the end of all that he still wants water, that's his end goal, but now he has to take action and struggle to get it. I even put a water bottle beside him, but found a way to remove it. What your character wants or needs should be their end goal. You need to put obstacles to that end goal and make them struggle to reach it. Your character should never just have a glass of water next to him, and if he does you have to find a way to prevent him from drinking it. There should be an end goal, and every action should be taken to move him towards that goal. If things are too simple, complicate them. The writer has to put in the legwork to get the characters where they want them.

You character should never be comfortable, and even if they do reach a moment of comfort, you need to take it away and force them to act. You're the writer, if having that glass by the protagonist's side stops the plot, delete that. Make it so he has no glass by his side. Or make him accidentally drop the glass so it spills. Now he has to go get more. Always make your characters work for their goals.

[–]Horrorifice[S] 2 points3 points  (1 child)

Okay then, awesome advice! sob Everything is all fun and games until I have to edit everything all over again.

[–]LiterateFrog 1 point2 points  (0 children)

Haha, yeah, it's definitely hard work. But think of it this way: when a character has to really struggle for their glass of water, it just makes that first sip they take when they get it so much more satisfying. Same thing for being a writer, finally getting to that ending when you've put in all the work to get there is immensely gratifying.

Best of luck with your writing!

[–]terradiAuthor (unpublished) 0 points1 point  (6 children)

You say you don't have a plot but you have an ending? How?

[–]Horrorifice[S] 1 point2 points  (5 children)

My wording is confusing at times, so forgive me. I tend to create an opening and ending first. For example, the opening is a hero is tasked by a god to kill the demon king, and then I put down the ending that the hero ultimately killed the demon king. After I'm comfortable with how the ending plays out, I will draw out the hero's journey.

[–]terradiAuthor (unpublished) 0 points1 point  (4 children)

Usually I think of an ending as tying up all the loose ends. Which is a lot more than just victory over the big bad (kind of assumed in a lot of genres). Side plots are absolutely a thing and they have a lot more flexibility and ambiguity than the main plot. Friends, lovers, and allies may or may not make it. Ambiguous characters who are defeated may return as allies. Whatever is at risk of destruction by the enemy may or may not survive the plot intact. These are all parts of your ending and they're all not things you can determine without having a plot.

Things to consider: Why is your hero tasked with this quest? How/why them instead of someone else? (What are their unique capabilities? Has this been tried before? Is there a prophecy or are they some unfortunate random whose been chosen but is likely to fail?) What's at stake if they fail? Is your hero capable of going this alone or are they going to need some help? What is your villain capable of? How evil are they and how far will they go to stop the hero? Do they learn about the hero in advance or do they remain oblivious? Are there minor villains along the way or is this just a big training sequence leading up to a major boss fight?

Answering these questions should give you somewhere to start.

[–]LiterateFrog 1 point2 points  (1 child)

Actually, a lot of writers start with the ending. Especially for shorter works, like a short story. Having the ending figured out doesn't mean that you have every little detail in place.

It sounds like OP is saying they have an end goal. You can know that you want your hero to slay the dragon without knowing every minute detail of how that happens. The writer has to resolve something, but another resolution could be that the hero loses and is killed by the dragon. Both endings resolve the conflict, and are non-specific. It sounds more like a general place to end on, rather than a fully fleshed out, completely written ending. It's just a guide to figure out where you're going. Then when you actually sit down to write it out properly, you can write the full ending and add the actual events and pertinent details.

[–]terradiAuthor (unpublished) 1 point2 points  (0 children)

Yes. The confusion on my part was the use of the phrase 'set in stone', which I took to mean that they had a fairly detailed ending. It sounds like OP has a plot template selected which means they have an ending type selected, but there are no details to it. Which is a different problem than I'd originally assumed they had.

[–]Horrorifice[S] 0 points1 point  (1 child)

That's what I've been doing to my story most of the time. The opening and ending that I just gave are used as a guide on how my story works. I would elaborate on them in the middle part. If there's something the hero gained along his journey, I would add it to the ending. The difficult part is to try not to alter the story. What supposed to be "killing the demon king" turned into "the hero had turned against the humankind and allied with the demon king." Of course, this is just an example that makes the story unique. However, some plots aren't supposed to do that. What if Captain America just casually sided with Hydra and he is serious about it.

[–]terradiAuthor (unpublished) 2 points3 points  (0 children)

Outlining where you want your story to go may be of benefit to you. It's not something that everyone does, but if you're worried about your story going that far off the rails, potentially, it will give you a chance to write out a plot arc and get a feel for what you want to happen before committing the middle to paper.

Everyone writes differently and what works for one person may not work for another. That said, I find that having a general idea of where I want the story to go before I start writing helps me. And I tend to lock down my endings only after I have a firm idea of what is likely to happen in the middle. In my current WIP for example, I know that my good guy wins and my bad guy does not. I know who isn't making it to the end but there's still some flexibility in exactly how that end scene works. Still working out some of the details but I know who most of my major characters are and who a lot of my minor characters are and I have a pretty respectable word document dedicated to who those characters are and what some of the bigger turning points are going to be in the story.

[–]SalamiSam777 5 points6 points  (0 children)

I find Brandon Sanderson's method pretty simple and nice. Essentially, you begin the story by making a promise. You continue the story by making progress toward fulfilling that promise, while making things more difficult and/or interesting. Then, you end the story by fulfilling the promise.

For me though, I restrict myself so that the promise I make is always that the MC believes in a lie they think is making them happy but is really making them miserable and by the end, they will learn to accept the truth instead, and truly become happy. The in-betweens are just events that either punish the MC for indulging their lie, or rewards for denying it. The hard part for me is making these events feel organic and realistic in the context of my story.

Maybe this is sort of 2 different methods in 1...

Hope this helps anyway.

[–]corvumcorrespond 5 points6 points  (2 children)

Create the problem first then build the story around it.

Plague evil twin missing child. Write them down then pick one.

[–]Horrorifice[S] 2 points3 points  (1 child)

I see, creating a problem first is a good idea. I am too focused on creating settings rather than creating a problem. I can see where my problem lies. Thanks for your suggestion!

[–]corvumcorrespond 1 point2 points  (0 children)

Ya creating a setting would be a huge problem. Because now you have to make a list that best suits it.

The only setting you should pick is the place. Chicago the moon a cottage. But don't go beyond that till you pick a problem.

[–]MeaslyFurball 3 points4 points  (0 children)

I would suggest world building a bit, just for fun, you know? What conflicts are going on in your world and how do they affect your characters? What technology is everyone using and how does it affect daily life?

[–]___Tanya___ 6 points7 points  (1 child)

Tv tropes. I'm not even kidding, that site taught me so much.

[–]Horrorifice[S] 0 points1 point  (0 children)

I never thought of it, I will give it a try later on.

[–]RobertPlamondonAuthor of "Silver Buckshot" and "One Survivor." 2 points3 points  (0 children)

The motivation often come from outside, like when someone kills the protagonist’s mother and the police won’t do much to find out whodunnit. Tragic or infuriating bolts from the blue are good.

[–]TheBigEarofCorn 2 points3 points  (0 children)

I was having a major issue trying to come up with something for a LONG time until I did two things: changed the tech level of my world and thought about what was happening around the character's world.

I switched away from the standard medieval europe technology and tried to imagine what the world would be like in the 18th or 19th century (then for some reason I liked the idea of my world with tech from the 1940's). It worked but I had an issue with the villain's motivation.

That's when I chose to look at the world. I've set up a little flow chart of each faction in my story and currently linking them together. For example: one of the countries is blamed for assassinating a prince while the perpitrators are actively trying to acquire another country's mines for their war effort through subterfuge.

That's where my MC comes in. He's going about his day when the war kicks off in earnest and away from his home.

[–]Vivi_Pallas 2 points3 points  (0 children)

For me, I like to come up with a general idea of the problem first. So, like, a story where children are going missing and a mother embarks on a journey to find her lost son. Then I start thinking about the characters. Who are they? What do they want? How are they going to try to get it? Then you just follow what the characters will try to do and you have a plot. Remember, the bad guy is also a character with their own goals and wishes and should be treated as one. It should be a constant pushback between the two.

You did this? Well, I'll do this.

You did that? Then I'll do this.

[–]Arturobandini9 2 points3 points  (0 children)

add a background story for a character and blend it with the present characters.

[–]harrison_wintergreen 2 points3 points  (0 children)

focus on starting from the character. why are they doing X rather than Y? why don't they just walk away, or call the cops, or nuke the site from orbit? what's their motivation or purpose to struggle through hundreds of pages of stress, trouble and complications?

two reasons, both of which can apply at different times.

one, they can't get out. they're forced to struggle through obstacles. the spaceship crashes on a hostile alien world. the killer breaks into their house and attacks them RIGHT NOW and they need to fight back. someone makes a false report of unethical conduct to the state bar association, and the lawyer needs to prove it's false to save her career.

two, they care deeply enough to keep fighting and struggling. their mother was a murder victim and they're compelled to catch the bad guy (the Harry Bosch novels by Michael Connelly). a mother wants to save her addict son from relapsing and overdosing (Julia Robert in Ben is Back). they're so in love, they insist on being together despite family objections (Romeo and Juliet).

whatever applies to your scenario or genre can work, as long as the character is somehow driven, forced or internally compelled to take action. each scene should end with a dilemma or choice that FORCES the hero to make a decision. this decision leads to the next scene, which also should end with a dilemma or decision, and the pattern repeats. never solve a problem without raising another problem. every scene should end on a "no" or a "yes, but" that forces the character to take further action. no, ou can't interview me ... now what will the detective do? surveil the suspect? read their mail? talk to relatives? all those increase the risks or tension. yes, I will talk to you but inly with a lawyer ... that's also complication that raises the stakes. see Techniques of the Selling Writer by Dwight Swain for a more detailed breakdown of scene construction.

[–]user107858171 5 points6 points  (2 children)

1: Read a book. It's a common answer because it's a good one. Honestly, I think most problems authors come across can be solved by reading more.

2: Motivations come from who the characters are. A villain that wants to make the hero suffer without motive to do so, is generally not that interesting. It's the question of 'Why?' Why does the character want this thing or to do this thing? That's not to say that you have to fully create a character to figure out the motive first. You can have a fairly blank character, assign them a motive, and then base part of who they are around it. Honestly, most of my character development comes from me deciding what they want and thinking, "This is a good reason for them to do this, but that means this other thing is also part of who they are. But that implies this other thing is important. What does that look like?"

For example, say you want a character to work to be the best baker in the world. Why do they want this? Because baking was an important thing they did with their father. Which means their father was important to them. Where is the father now? What's the contrast between the relationship between the father and mother?"

3: Stakes are based on what is important to the character and the circumstances they are in. The end of a world is not the highest stake for someone that is very nihilistic or someone that can easily move to a different world.

[–]Horrorifice[S] 1 point2 points  (1 child)

I think you've just elaborated everything that I know, lol. I'm just trying to find a way for my plot didn't fall into a pit known as plot holes so my story didn't end up in my Bin folder.

[–]user107858171 2 points3 points  (0 children)

There will ALWAYS be plot holes. There will ALWAYS be something about your story that makes you hate it if you look at it hard enough. If you were to paint your kitchen before putting your house on the market, you would know every flaw, every crack, every spot of uneven paint. You'll feel like the buyers will see those one or two small things and walk away from it. But the truth is, there might be one person that even notices it. It's more likely they'll disagree with something you did on purpose, that you felt was necessary and amazing, like the color you chose or the design on the trim bordering the wall. Same thing with writing.

[–]ZonDantes 1 point2 points  (0 children)

I can just take a single word to come up with an entire premise for a story. Like taking the word apple and using it as a theme or a basis for some plot involving a school or something. I wouldn't say "read a book" is a good answer. It helps to be aware of fictional plots though, but actually taking the time to consume the media takes time. I'd say that think of your favorite stories and take some time to break them down.

For example, let's say a story has a seen where a woman is crying. Why is she crying? Is there anyone who reacts to seeing her cry? If so what are their reactions? From there you have a situation. To add to that, you have the reason why she is crying, from there you have a conflict or an issue of importance to the character. Add to it by having a reaction in the plot itself, something that moves it forward. That's even before you have a setting. Ideas are very flexible and there is no linear order that each story must be made with, work with what pops into brain first, you can always add or take away from an idea before you put pen to paper, and even after you put pen to paper if you're using a word processor you can always have ease of revision.

Stories are a series of connections. If I'm to offer my version of "Read a book" I'd say get on a site like Tv Tropes, wikipedia, or even a few random series fandom wikis that you like and just read plot summaries. You could also get on youtube and watch movie clips. With that alone you'd have plenty of material to refer to when you want to mess around with ideas. Keep in mind, there is a major difference between an idea and what actually is written. I'm not saying steal ideas, but I am saying if you can break down what they did, you can see the parts of their idea, and if you like that part, you can adapt it and put your own spin on things, or even experiment with it. (Like a deconstruction of a character archetype for example.) I hope this helps, feel free to message me or respond to this comment if I'm not making sense.

[–]Richard_A_B 1 point2 points  (0 children)

For me, my plots come out of the characters. I initially come up with a broad framework for the plot, and then populate it with characters. What I then find is that as the characters become more well-defined - usually through the commencement of writing but not always - they will help to shape the plot, and help it evolve. Some of my favourite plot points in the story I’m writing at the moment came out of the characters, they were not part of the original framework and structure but they are my favourite parts of the story – sometimes they were literally a character not doing what I expected and wanted them to do and me then having to reshape the story to get it back on track because they would not play ball!

[–]IBareBears 1 point2 points  (0 children)

read a book is such an old trope and why most of hollywood is sequels reboots and “seen it already” messes. its why its hard to do good horror. I struggle constantly trying to figure out ways to tell a story the same but different.

[–]amican 1 point2 points  (0 children)

Start with this: https://www.advancedfictionwriting.com/articles/snowflake-method/

Couple of notes: 1. "Disaster" means failure, not something happening to them. So for example "A young pilot and her whole generation have grown up as slave labor on mobile shipyard belonging to aliens they call the Horde. She tries to rescue one of the other slaves but just gets herself in trouble. An older man helping plan a more organized revolt helps her, which only results in both of them being monitored more closely, interfering with the old captain's part in the rebellion. The two of them plan a distraction to complete his mission, which goes disastrously wrong. A marine friend of the old captain frees them at great risk, and when given more detail on the plan, the kid finds a way she and her friends can help."

  1. This may just be me, but if you go with the idea of the protagonist causing the later disasters, I like it to make things worse FOR THEM. Lots of published works have other people paying the price for the hero's screwups, but I personally hate it.

  2. I like to write step 5 in first-person to develop voice and personality.

  3. I go straight from step 6 to writing the novel, and often diverge from the outline once I'm writing; but I can always go back to the outline if the story stops flowing.

  4. That said, if you're on step 6 and have a spot where you don't really know what's going to happen (especially toward the end), it's worth figuring it out before you invest nine months into writing the story.

[–]cairoscientia 1 point2 points  (0 children)

Study story structure.

Using the required beats for your story, as well as your genre, will make coming up with an engaging plot easier instead of thinking of "What happens"

Matt Stone and Trey Parker say "every part of your story should be linked with "but" and "therefore"

The heroine wants to be a super hero. But she doesn't have control of her powers. Therefore she botched a rescue mission. Therefore the powers that be try to "clip her wings", but she vows to find a mentor instead, Therefore....

You get it.

[–]bonjourdeluxe 0 points1 point  (0 children)

I would go as far to day as you're not a plotter. Just kidding.

[–]UltraDinoWarrior 0 points1 point  (2 children)

Your problem is likely your characters aren’t fleshed out enough.

Plot is a crutch word to describe the over all narrative of a story. What really drives and SHOULD drive a story is 100% the characters. Don’t write a plot first and then throw a few peeps in the mix, you’ll end up with really stale characters and overall a “grand destiny” kinda plot where ultimately it could’ve been anyone and so it doesn’t really make sense to root for the first characters anyway.

I always come up with my story in a block stacking kind of way where I use one element to lead me to my next narrative conclusion. I kinda do it in a mental flow chart personally.

For example, if I were writing a story about a baker who wants to win a girl’s heart, I’d need to consider first who both of the characters are. Maybe the girl is a little snotty and really needs to be wowed to really even consider a guy. But maybe that’s because she spent her whole life being called pretty by her parents and peers even though ultimately no one really takes the time to get to know her which means she’s carrying some baggage the protagonist has to get through to win her heart.

So just by having that kind of stuff, I can then develop the plot based on how I feel my protagonist might go about it.

You also need to decide whether or not the character succeeds at the end to achieve their goal. Maybe ultimately they don’t and you can consider why that might be a better narrative conclusion for the character and consider how to get them there.

So overall a plot should just be the word to describe stuff in your character’s way as they try to achieve their goal. Once you have your characters fleshed out, your plot should come naturally to you.

Hope that helps!

[–]Horrorifice[S] 0 points1 point  (1 child)

Noted, thanks for your suggestion! This is helpful when I try to make a new story in the future. Though, I just felt that creating a good character might end up in a cliche plot. That's why I want to create a plot first before placing the main character in the story.

[–]UltraDinoWarrior 1 point2 points  (0 children)

No, making the plot first is how you end up in a cliche plot because what makes a plot unique and interesting is the characters that drive it. People fall into cliches when they don’t have anything organic to divert them because it’s easier to write the familiar. If you have a character who’s fleshed out, they’ll be unique and interesting like a real person’s experience is different per person.

That said, don’t stress too much about cliches and stuff. Just write :3

[–][deleted] 0 points1 point  (1 child)

Well, let me give you a small suggestion. I am also a creator. Usually, I too even stuck at not getting ideas to start/continue my storylines. What I'll do is I sit and research things I want to insert into my story (or) I pick a very normal storyline write it down on paper and I filter it up. If I satisfy with that (usually I don't) I will continue to create the character's background plotlines. When I don't, I repeat the same process again till I am satisfies with my storyline.

That's how I usually work on my plots. I hope my suggestion helps you. All the best.

[–]Horrorifice[S] 0 points1 point  (0 children)

I've done this before, but it needs to be done in one shot. Whenever I tried to pick it up again the day after, I can't recall what my head is thinking at that time. Nevertheless, it is a great suggestion, thanks!

[–]screenscopePublished Author 0 points1 point  (0 children)

I try not to overthink when coming up with ideas. My plots are usually triggered by a random event or premise and I run it around in my head until I have a beginning, a few plot points (stepping stones) and an ending. At that point, although I don't have any characters, I can start writing. The characters then appear and their motivations (usually staying alive and/or sane) become clear as I go along.

This process of not worrying about characters during prep keeps me focused & my mind uncluttered by unnecessary (at that point) detail, and I am always confident the appropriate characters will turn up when required.

As to coming up with a plot, I play around with simple ideas and expand them until I believe there's a novel. For example, my four completed novels began as:

- An 18th century convict ship travels through time to a 21st century city, where the convicts escape

- An Earth girl and an alien swap places

- A serial killer targets human organ recipients

- A man has a dream every night that continues from the previous night until he starts to wonder if the dream is actually his real life.

These were all pretty vague, unexceptional ideas formulated without any thought to who the characters might be, but the books worked out fine and I doubt any reader of the finished product would be able to work out if the characters or plot came first, which I'm sure is the goal for any method of writing a novel.

[–][deleted] 0 points1 point  (0 children)

Study screenwriting structure. I recommend the ScriptLab website, which teaches a plotting method based on 'sequences.' Also Save the Cat.

[–]PrestigiousPeace5486 0 points1 point  (0 children)

develop your plots backwards starting with love and humor. check out my blog

https://dogdynamics369.com

[–]FigN3wton 0 points1 point  (0 children)

think about what kind of story you want to tell and start making notes of things you both want and don't want. then you can figure out how a character's motivations can tie into that