/r/storyandstyle
The home for discussion of all the tools in a writer's toolbox.
What do we post here?
We allow pretty much anything that fits our definition of 'discussions about the mechanics of fiction.' This includes discussions about character, plot, setting, theme, writing style, and more.
Here is a list of recommended post types:
Essays: Discuss a topic or argue a point. Label as [ESSAY]. Example: "[ESSAY] A look at how unreliable narrators are constructed."
Case studies: Analyse a writer or piece of writing. Label as [CASE STUDY] Example: "[CASE STUDY] Epistolary style in Dracula."
Post essays, video essays, blogs, or articles written by others, so long as they conform to the rules of the subreddit.
QUESTIONS ARE NOT ALLOWED outside of designated question threads.
RULE 1: No off-topic discussions. Stick to the mechanics of fiction, such as plot structure, character design, and writing style.
RULE 2: Do not ask for help with your own project. You can still get the help you need by asking the question appropriately. For example, don't ask, "Can you help me with my villain?" Instead ask, "What goes into writing a good villain?"
RULE 3: Do not self-promote or seek critique. (See below for exceptions.)
RULE 4: Do not be toxic or pretentious, including expressing views that some forms or genres are lesser than others. Writers of films, novels, comics, etc. are all welcome here.
In the interest of getting a little more traffic in the sub, we will be allowing blogs that fit the rules (essays, case studies etc.) to be copied and pasted in full with a link to the original blog site at the bottom.
This has been allowed be special permission before, but now it's open to anyone—so long as the rules are still followed.
Limit of one such post per week.
Other subs:
/r/storyandstyle
i apologize if this doesn't fit the tone of the sub, but i'd like to hear your thoughts.
so, let's say a character in a story you are reading starts noticing their name everywhere they go, and it's not one of the super common names like john or jane. like...xavier. xavier mall, xavier highway, xavier town, xavier road, xavier brand products at the supermarket, xavier on a billboard, xavierco, xavier creek, xavier on their security system, xavier camera, xavier in a website address, xavier medicine on tv. maybe its spread out so the character only gradually realizes.
of course the character is gonna be a little weirded out. but what would you, the reader, assume the meaning behind this event is? what do you think the story might be trying to convey?
Hi! In the book I'm currently writing, one of the characters discovers an app/website created by her brother. It's important that the reader understands what she sees on the screen as she navigates through the app. How would I format this?
Currently, I have it written in dialogue like this:
A modal pops up. "Welcome to the Portal!" It says. "Enter the password to continue."
I've also thought about putting anything 'on screen' in italics, like this:
A modal pops up. Welcome to the Portal! Enter the password to continue.
Is one of these "correct" over the other, or would either work? What would you recommend? I think the context of what is onscreen is important, but I don't want it to bog down the page either. ALSO: I'm curious if there are any books out there that do this well? TIA!
An online quality writing course (advanced) on how to write and sell one or all of the following:
* op-eds
* magazine/ newspaper essays
* feature writing
* short stories
Money not the issue. I'm looking for high-level with results.
Saw this question come up in the Pixar sub, and wanted to see if my interpretation was correct.
Someone called Chick Hicks (the trash-talking rival of Lightning McQueen in the first movie) the antagonist. I pointed out that while he was a villain, it would be more correct to call Doc Hudson the antagonist, as he was the one standing between McQueen and the race.
r/WeeklyScreenwriting is back up and running and now open to all forms of writing. While originally created for screenplays (hence the name) the idea is to allow writers of all types to submit and interact with low-stakes work up to 8 pages. New prompts are posted every Monday. Check it out if you're interested!
So I've never thought about it before on a detailed level. But I want to learn more about animation, story writing, script writing, character, Arc, character design, and all that stuff! I want to look into this as a side project for fun. I have had a story in mind for the longest time but there's so many things that I just can't figure out and I'm hitting walls!
I used to draw a lot but don't finish any of my drawings. Partly because I'm ADHD. But also partly cuz I really would just kill to have an instructor to help me walk through some of the problems I'm having. I've only ever made characters and they've always been the same. I've never made backgrounds or environment or any detailed stuff. Another thing I would love to do! I want to understand three-dimensional space to make better characters and environments! I want to be able to do voice acting and add sound effects and music!
Aside from this being A LOT of information for someone who doesn't know anything about it....😅😅 I'm going to take it a step at a time
I wanted to ask if anyone has some advice on things I should look into to start! I'm primarily interested in the characters and learning how to make character designs, character personalities and things like that.
For the life of me I can't think of what it's called! But what is the concept of visual association with characters? Like as a bad example LOL. If you see someone with shorter hair versus longer hair? It may be subtle, but it can help you associate characteristics with that character. Same with clothing, design, environment, accessories, things like that. Now I know that that doesn't make a character to fit the stereotypes of their appearance. But I've always been interested in that concept. 🤔 Is it called visual association? Anybody know what it's called?
Also, does anyone have any recommendations on where I can start to learn this stuff for free? I don't want to pay to go to school for a hobby because I don't know how far I want to take this. I really would like to just start off by making better connections, taking free classes, or cheaper classes as introductions to this stuff to see how I feel about it.
What was your journey into this? How did you find out whether you enjoyed doing this as a hobby or something further? What steps did you take? What kind of classes or people did you connect with to help you learn these things better?
What are some ways to develop a single character story without losing your audience? I’m thinking about Gary Paulsen’s novel, “Hatchet” in particular. How was he able to create such a dynamic solo character? How did he keep the central conflict exciting? How did he create such a vivid setting using only one set of eyes, so to speak? So far I’ve only managed to write a very tedious, droll inner monologue, and the beginning of what turned out to be nothing more than Hatchet in a different setting. I have tunnel vision I can’t snap out of it.
So I’m wondering what techniques were most effective in “Hatchet” in your opinion? I need to escape my comfort zone and rethink my voice entirely. Everything I write feels monotonous and overdone to me. I’ve tried making subtle adjustments based on suggestions I’ve heard or read, but I always ends up sounding more like an imposter with a poor imitation of another, much better writer who influenced me at some point. I can’t get anything to sound like myself, but a 2.0 version of myself if that makes sense. I feel like I’ve forgotten some very important basics of story structure and if I want to grow as a writer, I really need to I need to flip the script and challenge myself. Additionally, I have a story in mind that I’d like to write someday but the only way it works, is if my character is alone in the dark for the majority of the book. I am planning on introducing two other silent characters near the end, but they’ll play only minor roles. Right now it’s a journalist who will have been listening to and recording my main characters retelling of his experience. And an unseen witness who will only address the character directly at the very very end.
I’m also drawing a bit of inspiration from styles that I know very little about - The Odyssey, The Divine Comedy, etc. I know that those both make use of multiple characters obviously, but they’re still essentially one-man journeys
GENRE: Fiction/Fantasy
passive or stable character conflict is when something goes against a characters values but they tolerate it anyway an example would be doing your bosses dry cleaning tokeep your job or something goes with a characters values and they dont tolerate it anyway an example would be two characters wanting to be together but them both knowing it would never work.
active or unstable character conflict is when something goes against your characters values and they dont tolerate it like a women getting her ass grabbed and then proceeding to smack the guy that did it, or when something goes with your characters values so you do it despite conflicts that arise with others from doing so ordering pizza even though everyone wanted chinese food.
the title has them mixed up its supposed to be passive/stable active/unstable
As a very amateur writer, I don't know much about writing super compelling characters. However, a trend that I've noticed among well-written characters is that they tend to have their own thoughts and feelings, in such a way that you could analyze the character like a psychologist, to figure out how their past connects to their feelings connects to their actions connects to their words.
I think it is very important to treat characters like you are a psychologist trying to pick them apart and put them back together. When I find characters to be uncompelling, it's usually because I get the sense that they don't have anything going on in their head or their heart. The writer doesn't take time to think about the character's emotions, morals, goals, drivers, or anything at all. They don't shape the character into any type of person and only use them to further the plot. The character doesn't have any clear sense of identity and thus the story suffers from it. Often their lines and their actions will feel random or directionless, and the character feels undefined or vague.
This is where I think psychology comes in useful in creating a character. First, you define the type of story and the type of struggle they will be going through this is useful in defining the purpose of the character. Then, you define how the character will change throughout the story. Perhaps they have a flaw that they overcome to succeed, perhaps they slowly decline throughout the story, perhaps a certain flaw, aspect, or quality is brought out, or perhaps a character's inability to change is what leads to their downfall. Your focus should be on defining a character's core qualities and visualizing where the story will take them. Think of the emotions that they feel, their thoughts and goals, their sense of identity, their habits, connections to other characters, and how the story will rock the boat on who they are.
Second, you consider what has caused these characters to become how they are. Maybe they were simply born with a certain tendency towards certain actions and behaviours, or maybe a traumatic or formative experience caused them to react a certain way and take on a particular identity. This experience doesn't have to be obvious, it could even be a series of experiences or just a general lifestyle, but you need to think of why a character is the way they are.
Third, you need to think about what aspects of the story will prompt them to change their actions, thoughts, feelings, etc. Maybe a character who has been traumatized by betrayal and is suppressing their emotions learns to care about others again after another character demonstrates how it can be done. Maybe a character is thrown off course from one of their largest goals and is left lost and directionless, and through one way or another finds a new way and redefines themself. Maybe a character unearths hidden insecurities they have about themselves and manages to become a better person by confronting or challenging them.
Throughout this 3rd step, you should constantly be thinking, "How would an actual real-life person with these qualities react to this situation?" Consider how someone would react, but also what things would make them react in the way you need to move the character along their story at the pace that is needed.
I guess if I were to summarize my points, it is that you should think of:
I'm writing 12 "main" characters (most are pretty much side characters) in my one story, and 7 of those characters are based on the 7 deadly sins, the 5 others representing other sins. Basically, each of the characters begins the story embodying each of the sins, and throughout the story, they learn to be better people and overcome their flaws.
Currently, I'm going through some writer's block at the conceptual stage and I'd like some help jotting down how the character arks of some of the characters might work. You got ideas?
I find myself generally thinking in first person and wanting to default to 1st person. It feels like most books I've been reading are more 3rd person, but I've only been paying attention now that I'm trying to write something of note.
Example:
"I can't be believe you'd say that" I shake my head looking at my husband with sheer disgust
vs
"I can't believe you'd say that" Amy shakes her head looking at her husband with sheer disgust.
Would writing in 1st person limit you in any kind? It feels like i'm losing my narrator godly powers though maybe I'm over thinking it. Any thoughts?
I remember, when trying to figure out what actually makes a great character, I would grab a bunch of different characters from different popular movies, books, shows, comics, etc, and I would try and find throughlines on how they're handled to understand a core idea of what makes a great character. I realised later, it doesn't exactly work, as I think now there are fundamentally two major components of stories, and a lot of popular forms of media don't necessarily make use of both. I do think, however that it's important to be aware of these two sides when creating your story, as to understand what you're trying to achieve. It also helps in really understanding simply the basics of storytelling I think.
A lot of people discuss this as "STORY VS. PLOT". I'm going to use examples from different popular media to help realise my points but will leave out spoilers on plot beats, I'll simply just use them to explain how they fit in this framework. Lee Child explained in his NYT article on "A Simple Way to Create Suspense" that you want to give the reader a question or imply a question and delay the answer for as long as possible. This is the basic idea, you give them the setup in the form of questions and you give progression towards the answer over the course of the story.
I've actually seen this idea pop up in a few places now. The idea of framing your story or thinking about any story in the form of questions. These components are...
EXTERNAL CHALLENGES
INTERNAL QUESTIONS
INTERPERSONAL CONNECTIONS
I saw Craig Mazin mention these 3 when discussing screenwriting but I think he was really vague on their application and didn't really go into depth about them. I personally got these 3 from a book called "The Compass of Character" By David Corbett. It's a book that's very specifically about exploring nuances about character motivation. These are the different components of a story, I mentioned, and the idea is that you can interweave them or even just focus on one or two. I did mention two major components before and while there are three, I believe interpersonal connections are shaped around the other two. So what does each really mean and how do these apply to a story exactly.
EXTERNAL CHALLENGE
INTERNAL QUESTIONS
INTERPERSONAL CONNECTIONS
There are a lot of story craft principles, I believe, get preached way too much as gospel and I wanted to use the question method I have mentioned to basically argue against some as I believe the popularity they get spread around is kind of dangerous to beginner writers or the rules have lost the intention of what they originally were meant for.
Characters Must Change
Why? This can be said for a lot of these arguments however there exists a lot of stories that serve as living examples for why this doesn't apply. Sometimes people argue that a character, if they don't change, must at least grow but still I'd argue a character's refusal to change can be the catharsis of a story all the same as a character that undergoes change. A character that gets tested but ultimately stays steadfast in his values and integrity after a hellish conflict that tests and tries to bend them I think has the potential to be equally as emotionally compelling as a character who changes after their conflict. You may also have characters that inspire change in others, characters that possess a certain perspective in the story, and their interpersonal connections and action in the story will impact those around them.
Uncle Iroh in ATLA is one of the most beloved characters while being exactly this, and he still has emotional depth in the story, seeing his backstory for his current attitude, seeing his relationships change with those around him and how they impact each other emotionally while he still remains the same, the only internal change being an emotional one if anything.
Characters Need FLAWS, or flaws make a character more realised
This is a complex topic and I think mostly my issues come from how a lot of people use and apply the term "flaws". If a character is to undergo a positive change arc, then the character will need a "narrative flaw" to overcome to make that change possible. The existence of these flaws alone don't make a character compelling, it's the question on if the character can overcome this flaw that makes them compelling.
I've already mentioned the existence of external only stories, and characters that don't undergo any change arc at all but still have emotional depth. There are also characters that don't change but rather grow, not overcoming a flaw but adopting a new perspective or appreciation for an existing internal trait.
If the story is a tragedy, then the character may not even show he has a flaw, or may have a trait that at first seems positive, but may change into a more negative person by the end of the story. For example a character's earnest service to justice at first may twist over the story as we see in new context that it's a lot more sinister in just how devoted to that principle they are. Or the other way round, what appears to be an initial weakness may be recontextualised later in the story as a virtue.
I see a lot of people mention Indiana Jones as an example of a character with a flaw that makes him empathetic. I'd argue Indy is a character that just exists on the external side of a story. The interest coming from the plot and him overcoming the obstacles in it. His fear of snakes isn't a traditional narrative flaw since he doesn't exactly overcome it but the trait does help make the plot funnier (when it's introduced) and more tense (later on in the plot, adding suspense to the scene) I don't think the fear makes him more nuanced but it does make him more charming and the plot more fun.
Similar to Indy's snake fear, there are a flaws (or think of them as weaknesses, limitations and such) that aren't to be overcome but just add to the tension of the narrative. A normal dude that has been put in the wrong place at the wrong time in an action movie may not turn into a hardened badass by the end but just seeing someone like that in that situation adds tension to the plot.
Also be aware, that it seems a recent trend is to give a character a bunch of negative traits/ flaws however these aren't narrative flaws and aren't the basis of some arc or add to the plot in any way, they just exist because the writer thinks they will make the character seem more interesting and human. These negative traits, at worst, can lead to the writer invertedly rewarding action that is based on these negative traits to push the plot forward, these will heavily disconnect your audience from the characters and plot as the logical cause and effect makes no sense and the character no longer seems like a flawed character but an asshole that the audience should approve of. If a character is arrogant, for example, then make them suffer consequences in the plot for it, make it humorous just how cocky they get and let it backfire on them, they don't have to ever stop being arrogant but let them feel like a real person by actually utilising the negative trait in the story in some way. Don't just have the negative trait exist thinking it makes the character more 3-dimensional, acting in ways that make no sense and make them seem more confused than complex. You have to rely on the organic reactions of other characters and the world as well. If Character A is an egotistical asshole around Character B, don't just have Character B accept them, maybe Char A just supresses that side of them more and more around Char B as a reaction to Char B calling them out on being an asshole.
Depth = Number of Traits
A character doesn't need a set number of traits. You give them however many that makes sense for the story. As long as they have relevancy in the narrative then you're fine. If you add too many and the story never makes use of them then there's a disconnect with the audience and the character, this also usually happens when you have to tell the audience about the large list of traits your characters have. If you don't focus on a list of traits but rather the character's purpose in the story and their journey and you organically show them off in scenes, whatever traits will naturally be shown to the audience and feel more substantial. If a character's trait is utilised later in the story but doesn't show up in a while and you're afraid of it coming out of nowhere then find a way to organically fit it into the earlier stages of your story, the entire point of the Act 1/Early Act 2 is SETUP. So if you need your character to rely on a skill later, for the plot to make sense, then at least allude to this skill early on but don't just outright tell the audience and still try to make them seem consistent.
Some traits will add to the EXTERNAL/PLOT side, these may include skill sets, fears/limitations/weaknesses that aren't overcome as we discussed previously, virtues that are relevant to the plot like bravery, wit, etc. The important part being that the trait adds to the tension of the story in some way, it may act as an obstacle to make the external challenge seem more difficult, may add to the wish fulfilment of a character and be something they use to fight the external challenge, or may just evoke some charm/humour in the plot.
Some traits will rather add to the INTERNAL/STORY side, including a character's morality, value system, beliefs, perspective, emotions, longings, needs, fears (that aren't there for plot tension but for a character level). It's where the emotional depth of the story and the empathy for the character will come from. To clarify my distinction on fears for INTERNAL STORIES I mean fears that the story is about the character overcoming, coming to terms with or failing to overcome, that fear may manifest as an extension of some core issue the story is actually about like a fear of ghosts that's connected to the core internal question about the character's grief about losing several loved ones. The traits can seem surface level but may actually be a connection to something more deep and internal. A clumsy trait may be an extension of a character's anxiety (Or could just be for the sake of the plot to have a humour) just don't give them traits like clumsiness to make them seem more human when it adds nothing to the story, themes or plot even.
Characters must be likable
Just as we mentioned in the flaws section that you don't want to give a character a bunch of negative traits to make them seem complex as it can backfire, you also don't want to give them a bunch of positive virtues that aren't utilised properly otherwise the character can seem boring and fake. So this point is not only about arguing that characters don't have to be likable but in fact that forcing scenes or aspects of a character where the only purpose is audience sympathy can harm the emotional connection to the audience.
If this character isn't even remotely heroic, kind, compassionate and the story never utilises these aspects then don't have him save a cat at the start. Show them for what they are honestly. Nobody really cares for a virtuous protagonist unless the journey is about that aspect like Captain America and his stories that test his righteous values and loyalty. If they're an apathetic asshole but you want them to undergo an arc of gaining empathy then by all means show something that helps make that arc make sense early on, just don't have them do something that will gain audience sympathy if it is never used outside of that. There's plenty of pitfalls the forced sympathy aspect early can lead to like making it seem like you want the audience to approve of all the negative stuff the character does.
You want the audience to empathise not sympathise. You want them to understand the WHY behind their actions and journey not just like them early on to draw them in. Kindness in one character may seem like a boring aspect to them while for another character it may be incredibly resonate because the story actually focuses on exploring that trait.
Contradictions = Complexity
Sort of, but not exactly. Be aware of invertedly making your character seem confused instead of complex. The contradictions should feel organic and believable not just there to have a contradiction in itself. They may be incredibly xenophobic but love their family, this is believable and it's a organic complex aspect to their moral system. They may have a reputation for a good ruler, but in actuality, from an objective viewpoint, they may have been a cruel, vicious conqueror that treated only his people fairly (thus earning the positive reputation)
Don't make the character seem schizophrenic (unless that's the point), we need to understand the contradiction not just see a contradiction. It can work if the point of a setup scene is to show a contradiction and raise mystery. Have the audience question "Why are they x sometimes but y other times?" Giving clues to why that contradiction exists before actually revealing the why behind it. This aura of mystery around a character can add intrigue however I feel it doesn't work as well with protagonists. Especially if you're writing a book, the reader should be getting an insight to the character's mindset from the beginning.
A mysterious protagonist, when the story never really expands on their internal side and their motives until much later on is a boring protagonist, how are you supposed to feel emotionally connected if you have nothing to latch onto. A mysterious antagonist, side character or a protagonist who you have some sense of at first but gets expanded on throughout adds intrigue. You can have a protagonist who you empathise with for one reason but something is revealed later on that recontextualises their actions for example.
These were just some common rules I wanted to at least argue against, as I think they are harmful to a lot of beginners and especially since they're always broadly used in essays and such but never expanded upon.
Hopefully you can understand the two different aspects of your story, the external plot side and the internal thematic side. The best stories will have strong sides in both but you can write a story with just one. (Though I find it hard to imagine a internal story without any plot at all, mostly you get boring slow plots in these) The Internal, External and Interpersonal components in your story should interweave, the external plot being a metaphor for the internal struggle for your character and such.
Of course, this doesn't go over how you actually make those individual sides as powerful as possible I just wanted to get this framework out there to anyone that may benefit from it. Learning this idea really helped me analyse and look at stories better. I would love to discuss this if people are interested and maybe expand on using actual examples more and applying this idea to see how stories work with it in mind.
This stuff may honestly seem really basic and obvious to a lot of people but it helped me at least and may help others. Also I heavily recommend the book I mentioned "The Compass of Character" by "David Corbett" he goes a lot more in-depth about interweaving these different levels.
##Are your scenes too plot-heavy or character heavy?
A guide to making your plot- and character-driven moments work better
#Preface
Tell me if you've been in this situation before:
You are writing a plot-heavy scene, and you're aware that you have to slow things down and have a character-heavy scene. Then you know you have to write a plot-scene again, and then after that another character-scene.
But things aren't feeling quite ... right.
You're conflicted about what to do next. You want to make things progress better, somehow. Faster paced, more intriguing and interesting. You want to cut the slower scenes and get right to the interesting stuff ... but you also know that your hands are tied. You have to have slow scenes, scenes where the characters talk about stuff ... but what stuff?
Maybe you fill the talking scenes with conflict. Instead of discussing things, the characters bicker constantly. Or maybe you end everything on cliff-hangers, hanging the tension on higher and higher cliffs. Maybe you cut the slower scenes right down. Maybe you keep the slower scenes, reasoning that people who have a taste for slower stories will like it, at least.
If people don't have an attention span, that's on them, right?
You don't like writing the slower scenes because you're stopping all plot movements to have some character time. And you genuinely do need to have slower, more character-focused scenes. Those character scenes – more dialogue, slower paced, less plot-focused – are the only spots in the story where the audience gets to learn about the characters, right?
Similarly, when you write your plot-focused scenes, you've paused all the character development. The plot-focused scenes are the only scenes with stuff happening. In a way, it feels like they are the main draw. They’re the reason people like stories. Right?
Writing character scenes and plot scenes feels like the right way to do things. Pausing is just such a hassle. Going from 100% character to 100% plot is the problem. It's the part that drags, wrecks the pacing, kills the tension.
And it's not even necessary.
The trick is to let your characters into the plot scenes, and let your plot into the character scenes in a particular way. Maybe not a 50/50 mix. Maybe more like 80/20, or 70/30. What matters is how you let character stuff into a plot scene, and vice versa.
Here's how you do it.
#Introduction
We think about plot in a limiting way
What comes to mind when I ask you what goes into a good plot?
Pacing? Tension? Set-up and payoff? Conflict?
Surprises and reveals? Resolution? Act structures, beat sheets, Dan Harmon's story circle?
What is a plot, really?
A bunch of stuff that happens in a story. The stuff you mention in a synopsis. Everyone knows that, right?
We tend to draw a box around 'the stuff that happens.' We talk about it as a separate thing from character, setting, and everything else.
The way we talk reveals the way we think. Inevitably, it affects how we write.
Consider a few common problems:
What if a huge contributor to these problems and more is simply the way we think about plot as a concept?
What if drawing a box around it is the mistake?
By isolating plot as a series of things that happen, we might start to think that the remedies for all our plotting problems lies with the happening of the things. We need to edit the stuff that happens, the pace of it, the tensions of it. Right?
Often, that's not actually true.
We end up making a thousand little balancing acts out of these problems.
Don't pace too fast or too slow.
Don't have too much conflict or too little.
Don't have bad twists, but also don't be predictable.
Don't blindly follow 3-Act structure, but don't stray too far from it.
The balancing act gets chaotic very quickly. That's a lot of plates to spin. Worst of all, you can tinker with the pacing and twists and everything else for a long time and yet still find that the problems have not been fixed.
Where do we go from here?
#Body 1 – Redefining Plot
Define plot in terms of characters and the choices they make.
Here is something people always say: "Your protagonist should be active in the plot"
People also say: "If a scene doesn't advance the story/plot, it should be cut"
People also talk about scene/sequel structures and try/fail cycles. They talk about 'yes, and' vs 'no, but.'
I find these to be useful ways of looking at things. My main problem is that it's very rare for people to tie these ideas together.
So let’s tie them together.
If you pursue them all separately, I feel like there's too much going on. Usually, for example, people write try/fail cycles ... but without any clear idea of what to try or how to fail.
What's missing is an overall framework, a game plan, something to steer by.
Here is the way I define plot to help me navigate:
Plot: The events which inform, involve, evolve, and result from proactive character choices.
It all hinges around the active choices made by the characters, especially the protagonist/s.
I think this is better than saying that the protagonist has to be active in the plot. That sounds like the plot is a separate thing, and the character is just visiting. You can't always keep the plot and edit the character. You can't keep the character and edit the plot, either. Usually, you have to change both. Unite them, merge them, blur the lines between them.
Their involvement in the plot has to be there, deep in the bones of the structure. The structure ought to be built on a foundation of choice.
So, breaking it down piece by piece, here's how the framework can help.
#Character Choices
**Characters change the course of the plot when they make choices.
Choices are the moments when the plot and the character blur together.**
The simplest type of active choice is proactive. That is seeking a goal, usually facing steep obstacles and resistance. The more they want to pursue their goal, the better. When the character has the freedom of making the next move in an unrestricted way, that is proactive. They will choose the way of doing things that is most comfortable to them, which makes it an ideal way to show their usual problem-solving skills.
Another powerful type of choice is a dilemma. Some stories (It's A Wonderful Life) are all about dilemmas. They are powerful when both possible routes are equally desirable — or equally unpleasant. The choice the character ends up making demonstrates who they really are.
Another type is reaction. Most stories cannot hinge totally on reaction, which seems passive. However, sometimes reaction is crucial. When a character needs to face new, unexpected trouble, their reaction can drive the plot forward. It is better if their reaction is unique to them -- some people fire up while others crumble under pressure. Who is your character? Sometimes, being forced into a reaction is the only way a certain character trait or plot point can progress. Usually, pure knee-jerk reaction should be kept out of the climax, unless that is the whole point of the story.
In every case, choices show the audience who the characters are. Not their favourite color or their starsign or their place of birth. Real information about them. Who they are on the inside. The choices they will or won’t make, especially when they’re under pressure.
Use choices to design the plot, then focus the other elements around it. That way, every scene advances both plot and character, at least to an extent.
Once that foundation is laid, you can give the character all the fleshing out they need, with details and backstories and quirks and unique dialogue.
But when does this information add to the story and when is it just fluff?
#Contextualising the Choices
Contextualising the Choices
Imagine an action scene in a blockbuster.
In the scene, our square-jawed hero has to wade through crocodile-infested water to get where he has to go. There are no boats around, no other choices.
Dilemma: Go ahead or turn back?
He takes a moment to steel himself, then wades through. He fights off the crocodiles and makes it through easily. Onto the next scene.
That would be a scene of almost pure plot. A bunch of stuff that happens. It can involve perfect pacing, tension, conflict, resolution, etc. The audience might even enjoy watching it.
He made a choice, too! The audience sees that he's uniquely brave. Most people wouldn't try that. Character is inescapable, it seems.
The thing is, I don't think it really ‘deserves’ its place in the story. Think about it: the whole scene could be cut and the plot would be unaffected. Especially if other scenes have proved that he's brave. What would it be adding, other than padding out length?
Let's involve character a bit more, now.
My recommendation is to always use quieter, slower, or dialogue-heavy scenes to serve as context for choices.
If you know what conflict is up ahead, and you know what choices need to be made, you should use your 'set up time' to make the plot and character mesh together. (Or, write the conflict scenes and go back to edit earlier stuff)
First, let's make the scene character-specific. That involves using the unique personality of the characters.
I'll design a better character.
This action hero has a particular fear of crocodiles and the water. They certainly don't like swimming, either. They've also been shown to be resourceful, able to cobble together tools for any situation. Additionally, they have to get to the other shore -- their close friend is in danger.
So now we have a character who I think is better designed. Crucially, I designed them for this situation, but it could always be done the other way around. As long as the situation and the person fit together in the end.
So, our resourceful adventurer comes up to the bank. Crocs everywhere. Nothing but rocks, trees, and water around. They look at the crocodiles in fear. But they need to get across to save their friend.
Dilemma: Proceed to save the friend, or go back and abandon them.
They choose to proceed of course, but first they search the riverbank. They find a broken rope and plank bridge. But it's guarded by a big croc! They take out some rations from their pack -- their last bit of beef jerky -- and lure the croc away. Doing so nearly scares them out of their wits, but they manage it. Now they have access to some rope and planks.
Choice: How to use their new tools to save their friend
They try to throw a line across for a simple rope bridge, but the line won't catch onto anything. The crocs keeping swimming menacingly around, closing in. At last, the hero decides to lash some planks together in a type of raft, and make a precarious journey across. Crossing is terrifying, especially for our croc-phobic hero. The crocs snap and churn around in the water, knocking the flimsy raft. At last, the hero makes it across. They are a little shaken, but safe.
The contextual information there was supplied by me, of course. In a real story, you would put that information in previous scenes.
There is no need to drag down the pacing with aimless dialogue scenes ever again. Now, you know that you have to design the slower scenes to support the unique character choices of the upcoming high-conflict scenes.
Think of these scenes as if you are actually writing a dynamic, plot-driven scene. It just so happens you are writing the dynamic tensions of the conflict ahead of time. Doing so well can be challenging, but hey, maybe it will make the process less boring.
What context would the audience need for this?
Take care with the order information is given. Many writers might choose to have this scene happen, then fill the audience in afterward. "Man, I really hate crocodiles. And that was my last scrap of food!"
Unfortunately, this common choice is often a mistake. If the audience knows just how croc-phobic the character is, they'll be on the edge of their seats the whole time. Likewise, if the hero makes a raft without demonstrating how resourceful they are earlier, the audience will feel like they skated through the conflict in a contrived way.
Prior knowledge turns an interesting scene into an emotionally engaging one. As long as that prior knowledge is targeted -- strengths and weaknesses aren't just there to 'flesh out' characters. They're there to charge the plot with emotion.
Proper set-up that contextualises a character's choices can be the difference between believable tension and boring, contrived filler.
#Evolution
Most writers agree that character arcs lie somewhere between a really good idea and compulsory.
So I won't labor the point: let's assume you have a character who grows and changes over the narrative.
With this element added, you no longer need to spend much time wondering just how many try/fail cycles you'll need. Nor will you need to ponder what's the right ratio of talking to action scenes. Instead, you can pursue an active goal -- just like your protagonist does.
A plot is a series of meaningful character choices, and the context that highlights those choices.
If all the choices and the context for those choices add up to a character arc, a lot of the task of focusing and balancing becomes much more streamlined.
Before we were juggling tension, conflict, set up and payoff, and a host of other things.
Now, we have a consolidated goal and method.
Early in the story, the protagonist is early in their arc. They choose to do things one way -- the flawed way.
In the bulk of the story, their flaw holds them back from resolving the conflict. They try to solve things with all their strengths, but their flaw is still there to block them. Tension grows and grows.
Finally, the protagonist hits rock bottom. Their flaw has seemingly brought them to the depths of failure.
They fix their flaw and win, or they stubbornly hold onto it an fail. The denuement is a snapshot of them making new choices -- if they triumphed over their flaw, better choices.
Don't think of a plot as a sequence of interesting, well-paced things.
Don't think of character as someone who has an intriguing assortment of flaws and strengths.
Think of them in terms of each other. Plot reveals character, character drives plot.
The plot can force the character into tough dilemmas.
The character can change the course of events.
The plot is engaging because we care about the character.
We care about the character because the plot showed us who they are.
The loud scenes work because they are the payoff to the quiet scenes. The quiet scenes work because of the loud scenes they're setting up.
Both kinds of scenes work when character and plot drive each other.
#Keeping the Plot Interesting
Pacing
Most think of pacing the wrong way.
'Good pacing' and 'fast pacing' are not the same thing.
The pace, on a scene level, depends on the way you pursue your goal for that scene. People wrongly assume that slow scenes intrinsically make the story slower overall.
As a result, they agonize about cutting slow dialogue scenes so that the reader can get to the conflict, the action, the fun. They agonize over writing slow scenes, feel obligated to have them, are tempted to cut them, but they just get dizzy.
The problem is not actually how slow or fast the story unfolds moment to moment. You can and should work on that, but it's not the real problem. The real problem is when the writer doesn't know what slow scenes and fast scenes are for.
The pace on a story level depends on the progress of the character arc.
Sometimes people love quiet, emotional scenes. Sometimes people hate loud, vibrant, well-choreographed action.
Slow and fast, quiet and loud -- these things don't matter. The only thing that matters is progress.
Not all conflict is a violent battle or a screaming argument. Each story defines its own parameters. Progress along those parameters, using character choices to show the way.
A story about grief will often involve a catharsis for the protagonist. A way to move beyond the grief, assimilate it in a healthy way, and keep on living. (Pixar's Up)
A thriller about catching a serial killer will involve uncovering shocking truths and probing the unknown. Often, the protagonist is changed by the horrors they see. (Silence of the Lambs)
A fantasy epic about a farm boy fulfilling their grand destiny will involve maturation and coming of age. (Star Wars - A New Hope)
Each story defines its own parameters.
Once you know what they are, pace according to them.
Pacing is good when the audience is happy with the progress toward the overall goal -- the character's evolution.
Cut action that doesn't involve their unique flaw. Cut slow dialogue that doesn't contextualise the arc. Or, if you cannot cut, change.
You can keep things the same 'pace', the same word count, the same slow or fast movement, and yet still drastically improve the feeling of pacing this way.
A related quotation here to demonstrate:
"I was once editing a manuscript that had all the right beats and emotional draws ... But it felt slow and boring ... I discovered it was because it had next to no subtext, and ... I wasn't actually invested in understanding and figuring out the text."
The above demonstrates that pacing can be determined by factors other than the external trappings of pacing.
It makes even more sense when we understand subtext -- message, theme -- as the lesson learned by the protagonist. The character arc is the theme in most stories. When the story is founded on character choices that make up the spine of the character arc, then the subtext has a real impact on the feeling of good pacing.
The subtext isn't just the secret sauce, the garnish put on at the end. Subtext is the foundation, the solid base the rest is built on.
#Tension and Conflict
Tension is created when a character wants an outcome, but there are powerful barriers in the way.
Survival is an obvious source of tension, but it often fails. Protagonists usually survive until the end. Characters that face death-defying odds over and over start to feel invincible.
The best tension is couched in character, so it's good to design them together.
Characters, especially protagonists, ought to have a goal in the story. Something they want.
There ought to be a reason they can't get it. That's conflict. Good conflict creates tension.
Now, your goal is to unite plot and character.
The more a character wants their goal, the more actively they will pursue it. By pursuing it, they will influence events. By influencing events, they will drive the plot. The way they do this, the reasons they do it for, the outcomes of their actions, their reactions to the outcomes -- these things all reveal character.
Character is not revealed with teary backstories or quirks or favourite colors or childhood memories. All of those things are details, and they can potentially add to the character's depth.
The real, concrete, deep knowledge of who a character is comes out in the conflict and tension.
If a character doesn't want their goal very strongly, there's no tension.
If a character gets what they want easily, there's no tension.
If a character is passive in the plot, and their goal falls into their lap, there's no tension.
If a character could never plausibly get what they want, but the story hands it to them anyway, there's no tension.
So give your character something they desperately want. Spend some of the quiet scenes demonstrating how much they want it. (Edit: a good character arc also involves want vs need, look into that for more detail because I can't fit it here)
Show profound conflict blocking the way forward. Internal, external, monsters, battles, divorce proceedings, surviving the wilderness -- whatever it is. Give them a tiny 1% chance of succeeding.
And remember what the conflict is for: it is to drive their character arc. To exploit their flaw.
If they have a fear of crocs, force them to face crocs.
If they have trouble keeping secrets, give them an especially juicy secret and an urgent reason to keep quiet.
If they can't control their anger, make them angry in a way that's laser-targeted at them. Make them the angriest they've ever been, then make them destructive, then force them to see how bad things are -- show them that they need to change.
If an older man is the expert in his field, but resistant to a new way of doing things, give them a young rival who is innovating everything. He'll be forced to change, use his superior experience, or retire.
The reason to heighten tension and conflict is not for their own sake.
That's why SFX battles and screaming matches don't always work.
The actual goal is for conflict and tension to reveal character, to put pressure on them, and to instigate the need for a character to change.
The thing that makes tension work is the fact that the character cares about getting their goal, but they can't get there.
Plot drives character, character drives plot.
When we forget that, all tension goes out the window.
#Payoff
Whenever the big, crowning moment of success and victory feels hollow, writers often feel like the scene that needs work is the moment of victory.
In nearly all cases, the scenes that actually need work are earlier in the story. They also usually involve moments where character and plot should have been more intertwined.
Most of the time, when an ending falls flat, it is either because:
It is not often that a story will have the first 90% of scenes point the right way and then fumble with the final climactic scene. Stories written with a clear focus tend to stay focused.
The stories with bad, mediocre, or hollow endings are written without a proper understanding of how things work.
They don't realise that you have to write the catharsis for the character and the plot, or they don't know how.
You can only do this if decisions made by the character resolve the plot.
This only feels like a proper payoff when the character chose one way (early arc), faced conflict from their flaw (middle arc), then finally overcame their flaw with a clearly different choice (catharsis).
If the character's personality changes in a way that has nothing to do with the plot, things don't feel like they actually resolve.
Too many stories fail by doing something like this:
There is no possible payoff scene that can be a catharsis for those two different things.
Writers will too often design a 'cool interesting dynamic' plot, set the plot aside, then design 'cool, interesting, dynamic' characters.
If they are not designed together, it fails.
Instead, make them unlock the Chest of Time with the Time key, to defeat the wizard of the Dark Timeline. Along the way, the protagonist learns how crucial timing can be, and that by always being late, they were holding everyone up. That flaw matches that plot better.
There can only be payoff when the set-up works.
The set-up AND the payoff need to be based around active, personality-revealing choices made by the protagonist.
#Character
Many writers consider good characters to be:
These things are all true. However, if you look closely, this list explains nothing.
What these things boil down to is a bunch of observations that are passed on but haven't been properly understood.
Yes, it's good for a character to seem lifelike ... but why? Why is that good?
It's good for a character to have strengths and weaknesses, but why?
It's good for a character to have a good backstory, but why? What makes a backstory good?
The most usual set of answers here is to say: because it makes them relatable.
Now we've just retreated a step, instead of making progress.
WHY should a character be better just because they're relatable?
Here's a test for you. Imagine a character who feels lifelike, but is still a bad character. Or, perhaps, a lifelike character who is trapped in a bad story. Can you think of a story like that?
I can think, for example, of a lot of prestigious character-driven films that won Best Actor or Best Actress ... and yet nobody watches them. They have been totally forgotten.
How strange! I thought the pleasure of watching them was to see how lifelike that character was? How come nobody can stomach going through those plotless, meandering movies?
They are often written as showcases for the actor's talent, of course. As such, they lean heavily on character detail: backstories and monologues and conflict after meaningless conflict. Most people don't invest in the story. Most people sit through it thinking "Wow! Such good acting!"
Could it be that 'lifelike' is not enough?
Apply that thinking to all the other ingredients that make a supposedly 'good' character.
Once again, we circle back to the same thesis.
Separating character and plot leads to bad writing.
You cannot have a good character without a good plot to back them up. And in both cases, 'good' is defined by how well they work together.
There is no way for an audience to get to know a character except through the things that happen in the plot.
The plot must therefore be engineered to paint a vivid picture of the character. Likewise, the character must be tailored precisely to match the conflicts and dilemmas of the plot.
Why, though?
It comes back to subtext -- the lesson, moral that lies beneath each story.
Why should characters change in the face of conflict?
Because it's the truth. In real life, conflicts change us.
Why should characters feel lifelike?
Because we need to feel that a story is real and true to learn from it. To take the truth of a story and to live it out in our own lives. We can't get the truth from cardboard cutouts. We need real people.
Why should characters have strengths and weaknesses?
Because the plot intersects with characters with their choices. If they choose wrong, the plot goes wrong. If they choose based on their flaws, the plot pressures them to change. In the end, they succeed or fail. A happy ending goes to those who change and grow. An unhappy ending to the stubborn who don't change -- or those who change in the wrong direction.
From the largest flaws to the smallest quirks and preferences, every character trait matters. But no traits can possibly matter in a vacuum.
Does your character like vanilla or chocolate ice cream?
Here's a better question: Who cares??
On it's own, that detail is utterly meaningless.
Instead, let's say we have a character who's flaw is a taste for excess. They want more and more of everything, to the detriment of everything else.
So, imagine they walk into an ice cream store in Chapter 1 and this happens:
"Chocolate or vanilla?"
"I'll have a double of both."
Then, they walk out, all four scoops piled so high with toppings that they leave a trail of nuts and sprinkles behind them.
This tells us something about the character. Its such a little moment, but at least it tells us about their flaw, the conflict to come, and it distinguishes them from other people. Everyone else is either/or. This protagonist's answer to life is to say 'both.'
Is that a plot moment or a character moment?
Well, if the story is written well, it should be ....
Both.
There are no pure character scenes. There are no pure plot scenes.
Every scene can be, and should be, both.
Be kind and be good.
This month's recommended resource: John Truby's "Anatomy of Story."
By imagining plot, character and theme as interconnected parts of a living body, Truby teaches you how to craft an organic story by understanding its deeper anatomical workings.
You may ask questions in the comments of other people's essays, but not as a top-level post.
There will be a (probably monthly) thread where you can ask general writing questions or ask for help on your projects.
The main feed of the sub might move slowly, so I will try to post suitable essays, blogs or video essays that I find, or re-post some of our well-received essays from the past. You all are welcome to do the same.
Suitable content includes but is not limited to:
Usually unsuitable content includes:
Please aim for this level of analysis in your posts and comments.
Edit: Dagnabbit, this essay's actually about the film Serenity. I saw the word 'Firefly' and didn't read further.
Also, pay no attention to my abysmal spelling of the word 'efficient'
https://www.reddit.com/r/storyandstyle/comments/dsupwo/essay_subtext_in_emotionally_charged_dialogue
Please aim for this level of analysis in your posts and comments.
https://www.reddit.com/r/storyandstyle/comments/f6n6bj/on_writing_emotion_how_to_show_not_tell
I am posting this essay, among others, to help our newer users become familiar with the original intentions of this subreddit. Please aim for this level of analysis when making a post or comment.
Storytelling is about taking a protagonist and sending them through their own personal nightmare.
What are the best examples of this?
Here's my pick: In The Dark Knight, Batman has one rule, and breaking it is the one thing the Joker wants him to do.
I don't naturally use metaphors or similes. Are there any exercises or practices that I can do to make them more top of mind when I'm writing? It's not so much using them, as picking a good metaphor or simile that is evocative. Here's one I came across (which I have paraphrased/changed details so the person is not like, wtf why is this here?):
"If there's a good side to all my heroes slowly but surely fading out like lights in the Eastbound 10 Waffle House neon sign of my life, it's..."
That may be an excessively bad paraphrase, since I wanted to change the specifics, but even so, how does it even occur to you to use that simile? Any advices would be most appreciated.
Recently, I listened to someone read something out loud. Sometimes they'd reach a tense scene, whether it be because of the prose or events. They would, as you'd expect, speak in a more tense way when this happened. But even after a new chapter began or a new paragraph started, for a while, they'd still have the same intonation in their voice. Like the tension lasted residually.
I imagine that they also still felt the same way for a while, that they still had the tension for a short period, even after it was released by a short sentence after long ones.
I also noticed that in audio books (and in the way the person read) pauses were ignored. It's a book that famously overuses commas, but a lot of the time the readers ignored the commas pause. Or ignored the pause from a ***, or the pause from a new paragraph.
I'd be interested in two things, I guess; are there any websites or resources where I can just listen to normal people read things out loud, without their mistakes and the way they read being edited or anything. Secondly, how do I prevent people from ignoring the feeling or way of reading that the prose suggests?
This is a more general problem but I need to explain it with a concrete example:
MC is seemingly 'sex obsessed' (it's exaggerated so you get the idea) when she is with SC. MC is talking about it, teasing SC, etc, while she doesn't have such needs (at least not to this extent and probably not with SC.) She is partly putting on an act (pretending), partly believing this could be a solution for her issue which is rooted in the fear of loneliness. The narrator is objective and describes MC as she behaves, so the reader will easily get the wrong idea about her. Moreover, the prominent thoughts of hers that the narrator can access and share with the reader are thoughts of delusion, still in the frame of this act, so they don't help much understand the true nature of MC, they actually have the opposite effect.
What can the author use to help the reader figure out MC's real traits and realize she is not what she seems to be? I know we need to trust the reader's intelligence, but I also trust them to be legitimately annoyed by MC's apparent personality, and at first they'll misunderstand the authorial intent. I'm afraid they could be so upset that it could blind them to a point they won't see the subtle clues that points to MC's deep feelings.
I've identified the blend that makes this a challenge for me:
I'm keeping these elements (1 & 3 are at the core of the concept and changing no 2 means a full rewrite and a change of tone and a different direction I'm not willing to go).
How would you convey the real intentions and the deep feelings of a character, through external observations, when so many elements points to another direction?
I've thought of:
MC having some dream —not really a good fit for my WIP, at most she could tell others about a dream, but the narrator won't dive into one.
Chapter epigraphs —already working on this to clear up the global authorial intent, not specifically this aspect.
'Compromise' with the MC's thoughts the narrator reveal, and give more direct clues —this seems a bit clunky to me, as the prominent thoughts are naturally the most deluded ones, but I could try to slip some clues here on lesser prominent thoughts.
A special friend she confides in, with whom she doesn't need to wear her mask —a viable option to some extent, but she is usually not even honest with herself so I don't see her that much frank and honest in her confessions. It could help.
A late epiphany where she realizes and tells someone how she sees her past self —good but also too late for the readers, I'm afraid.
In another post here, I got the pointer to "apostolic" fiction, where the story of the MC is recounted by another character, usually one who admire MC, to some extent. —It would have been a solution, but I don't have such character in the story and inserting a new one to fill this role would break most of the story, this isn't suitable. I can spread this role on the other characters, they are non-narrator but they can share views with the reader when they react to MC's words and deeds.
All those points can provide a limited help. That said, I can use all of them, so the meager clues are all sprinkled. Listing those tools helps me focus in this direction. Also, I need a leap of faith in the reader to stich all this back together.
Thanks for any help and suggestions!
In The Art of Subtext Beyond Plot, Charles Baxter emphasizes how a character having a mania serves has a 'focusing agent', also stating that such character is not only unreliable as a narrator, but also inadequate.
It is often a mistake for a writer to give the narrative reins to an obsessive unless the novel is organized to produce a comic effect. You need an explainer, someone who will make a social effort in the direction of the reader.
Examples are Moby Dick (with Ishmael) and The Great Gatsby (with Nick Carraway).
This idea is very timely for one of the problems I have in my novel, it could be the base to remodel a new character I introduced early on to solve a facet of the same problem (which I'll explain in another post if one of you is curious).
Did you use this sort of trick? How did you implement it? Do you have some nice example where it is done well?
EDIT - more info
C. Baxter starts from the wants of the character, the spoken ones and the unspoken, which sometimes leads to "some kind of obsessional and unspoken mania", and how this is put to good use as a "focusing agent", much needed for a story to have a center of interest.
A mania creates what I want to call a congested sub-text, and often the best interests of a story are served when the subtext is as congested as possible.
here "congested" = "a complex set of desires and fears that can't be efficiently described, a pile-up of emotions that resists easy articulation"
Looking into Moby Dick, with captain Ahab:
Despite his eloquence, Ahab in some fundamental way cannot explain himself. He cannot quite articulate what drives him to his personal extremes. He doesn't know why he needs to kill the whale, [...]
and later C. Baxter concludes
A person navigating through a congested subtext rarely has the self-possession to tell a story, and therefore he or she needs a witness, [...]
... who is Ishmael, the "tour guide" of the boat and of this adventure.
Here's the thing. I'm currently writing for two characters to have an extremely torrid, but short lived love affair.
Think of Fantine in 'Les Misérables:' "He spent a summer by my side. He filled my days with endless wonder. He took my childhood in his stride, but he was gone when autumn came."
In essence, she's referring to a passionate love in her past that lasted less than a full season.
I'm looking to write a similar scenario, but I want to explore the love affair and go into detail about it.
However, I can't seem to write anything palatable. Everything is either super cringy or super forced... either way, it doesn't read like romance much...
I have, in all honesty, never been able to write romance convincingly... everything is always very fromage and very purple and just makes me want to heave... If anyone out there knows how to write romance, I would love to pick your brain.
Any advice? I love romance, but have never been able to write it.
Once upon a time I started to write something in 1st person, but 3rd person seems to be a much more popular option in writing, is it a big deal or am I over thinking and should just keep writing in 1st?
My reasoning for using 1st to start was to show the progression of a character through different life events but clearly that can be done through 3rd as well.
Just curious what everyone thinks, thank you!
Hey all,
I'm just wondering if any of you know of any other good forums, discords, slack groups, etc., for writers of literary fiction.
Thanks in advance!