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Post by Sharkalien on Sept 6, 2016 1:40:43 GMT
I would imagine you'd want to "close curtains" on a high note, something that's just dripping with grandiose dramatic tension. If you wanted to end Oceanfalls' Act 1 right now, I think the best way would be putting Five in clear danger, Nino dramatically raising sword at said danger, closeup and end shot on danger.
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Post by tailortf on Sept 6, 2016 2:05:43 GMT
Good to see you're still around!
Despite being a million pages long, Cult Following IS actually using acts. I'm coming close to the end of Act 1 right now! As for ending them, I definitely agree that an act should end with a bang. It doesn't necessarily have to be a big cliffhanger, but it's got to be something that makes people want more. I think intermissions are pretty great too. Since they're usually not part of the coherent story, you can do whatever you want with them - backstory, sidestory, or maybe something entirely different. And it ties in with people wanting more at the end of each act, since it makes it all the sweeter when you get back to the actual story.
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Post by hargleblargleboo on Sept 6, 2016 3:59:35 GMT
I would imagine you'd want to "close curtains" on a high note, something that's just dripping with grandiose dramatic tension. If you wanted to end Oceanfalls' Act 1 right now, I think the best way would be putting Five in clear danger, Nino dramatically raising sword at said danger, closeup and end shot on danger. I agree. Even though with my own adventure, I use chapters instead of the act format, it could still work just as fine if a big conflict was right in front of your reader and/or protagonist, making them anxious or however they feel. For example, when I ended the first chapter of own my asinine adventure, there was a huge conflict for the main protagonist: his holy owl pal was kidnapped by a pink game piece and a floating blue trash bag and dragged into what is essentially Ghost Hell, and now the protagonist is lost and has to save his owl as well as find a way back to the human world, and other stuff. So, yeah. If a conflict reaches some tension, or preferably a lot of it, it'd be best to close an act of some kind to that. However, if it happens to be a conflict that is really cliffhanger-y or WAY too tense, it might not be a swell idea to do that, especially if you are busy and cannot update your adventure too often. (or if your drawing tablet died...)Anyway, that's what works for me anyway. I hope that makes sense...
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Post by Piono on Sept 6, 2016 4:15:19 GMT
*slides in thread* so how's everyone's adventure going? i'm trying to catch up with all the updates and new fanventures that i missed in the past 2 months suddenly there's like a million new canwc albums and updates, a trillion Forumstuck updates, hexane is suddenly returning, and wow so many new cool fanventures in the cradle? holy heck?? i've missed the forums so much??? i've been working on oceanfalls' update, i hope i can finish it before next week also i hope somebody's still interested in my almost dead adventure ;-;
anyway, i have a question. do you guys cut your adventure's story arcs into acts? how many pages do you put in a single act? also, do you add intermissions between acts in your fanventure? i want to end my adventure's equivalent of act 1, but i'm not sure how i'd go about doing that, so i thought i'd see everyone's methods... P: Yeah, I'm doing acts, but mostly fit the purpose of having an excuse for intermissions. It's an easy way to say "we're going to put the main plot on hold for a bit to some groundwork fire something that isn't relevant quite yet" and as a result, I don't have a specific page number per act, I'm defining them more by "when do I have enough stuff happening at once to justify an end of act bit". Basically I'm using acts as a tool. It makes for a nifty segregation of parts. I haven't read Oceanfalls yet, although I'll probably give it a shot now that it's going to be a thing again, but if you didn't already have doing acts in mind, I'd probably recommend against it. If you don't have your plot set up to come to clear crescendos every so often, I doubt acts will work well for you.
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Deleted
Deleted Member
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Post by Deleted on Sept 6, 2016 4:52:47 GMT
oh heck thanks for all the helpful feedback! :'D the thing is, i don't really want to use acts in the same way homestuck did the idea is that since my adventure is kind of like a "game" (i hope i'm making sense), i want to structure it like one. i've been thinking of separating it into acts (or chapters?), and giving each act some sort of game-y "bossfight" or some huge event at the end, followed by a small intermission before beginning the next act, but i'm not sure if that works? as for the length, i think every act should be around 200-300 pages...maybe? i'm not sure, i guess it depends on the amount of "plot" each act needs to wrap up? I would imagine you'd want to "close curtains" on a high note, something that's just dripping with grandiose dramatic tension. If you wanted to end Oceanfalls' Act 1 right now, I think the best way would be putting Five in clear danger, Nino dramatically raising sword at said danger, closeup and end shot on danger. omg stop almost spoiling things unintentionally pls i'm not gonna end it right now, i'll give things some time to develop further! BUT i'm definitely gonna be ending each act with a dramatic cliffhanger, that's a really great idea
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Post by Sharkalien on Sept 6, 2016 5:05:23 GMT
the idea is that since my adventure is kind of like a "game" (i hope i'm making sense), i want to structure it like one. i've been thinking of separating it into acts (or chapters?), and giving each act some sort of game-y "bossfight" or some huge event at the end, followed by a small intermission before beginning the next act, but i'm not sure if that works? Yeah, I was going to say that the danger could be a mini-boss fight with like, a pack of giant forest ghoul wolves or whatever But that's probably never going to happen
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Post by Piono on Sept 6, 2016 5:42:17 GMT
Alright, yeah. The way you've got it planned out sounds like separating it into acts will work perfectly.
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Post by Arashi500 on Sept 6, 2016 6:37:10 GMT
Don't discount the value of ending your acts or chapters or whatever you end up using on more closed notes as well. Especially if you intend on liberally using intermissions. If you run the risk of losing your dramatic tension by the time you get back to the main plotline, it might be better to consider giving parts a more definitive conclusion. I actually end the first Part of Rootborn at a fairly low-risk moment of relief for the Player Characters so that the readers can process and contextualize the significance of all the PC's encounters up to that point. Because even that first Part, almost more of a Tutorial or Prologue, took almost 3 years and ~40 forum pages of posts to get to.
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immemorAugur
Bravesprout
"I'm a Wizard, Lizard, and about to cast a Blizzard." -My level 109 Argonian mage
Posts: 88
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Post by immemorAugur on Sept 6, 2016 20:58:50 GMT
So, what's the largest image size that can be put into an adventure? Because I kind of want to get away form the pixely look just a touch, and was wondering if there was an image size restriction, or if larger images do wonky things to the forums.
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Post by Sharkalien on Sept 6, 2016 21:42:02 GMT
Well, it takes longer to load larger images, so that's a con. Even longer if it's a PNG file. I guess the only thing you'd have to worry about is bandwidth. It may be fine if the reader could read every panel one at a time, but on a thread, ooh wee, you gotta wait a minute for the page to load
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Post by Sharkalien on Sept 10, 2016 0:53:10 GMT
Does anyone else feel dissatisfied when they first write dialogue between two characters? Because that's how I'm feeling right now
There are some parts that I like, but then there are other parts that just feel kind of... bleh. I just don't seem to have the knack of making sentences segue into each other
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Post by tailortf on Sept 10, 2016 1:11:10 GMT
Oh yeah, absolutely. It's extremely awkward to write a conversation between several people with distinct personalities and opinions. Pretty much everything I write sounds like nonsense to me for the first week after I wrote it.
I think the thing to do is just remember that, at the end of the day, you're a good writer and it just sounds weird to you because it's new. Go back and read some of the early stuff you've already forgotten writing and it'll probably be pretty good!
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Post by Arashi500 on Sept 10, 2016 1:31:57 GMT
That's a definite worry of mine. I find it helps to separate each call-and-response in the conversation so you can see where exactly in the conversation it becomes flat or bloated. See if any of the characters are saying something that feels unnatural for them to say in-character, then you can tweak and paraphrase those individual parts until they all read like you imagine the characters would talk.
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Post by Piono on Sept 10, 2016 2:15:20 GMT
Characterization is not easy. It's something I seriously struggle with, and the reason why writing four pesterlogs for Omegasplit has taken a week. It takes practice, and I'd honestly recommend you look around for tips and tricks. It's hard.
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Post by Zerio on Sept 10, 2016 5:25:03 GMT
I always worry about dialogue in my adventures, but I find using a rough draft helps. My method of writing dialogue is to first write as it comes to me, then rewrite it while using the first attempt as a sort of guide. I think it helps make conversations smoother as you already know specifically where the conversation goes (making it clearer what to reword, rearrange, add, remove, etc). But of course even then I still worry it sounds boring and lifeless and stuff.
But it also helps to remember that most people tend to be their own worst critics.
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tronn
Rungjumpin' Ragamuffin
Posts: 287
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Post by tronn on Sept 10, 2016 14:50:42 GMT
Personally I like writing dialogue the best, and it comes easily to me. What I do is first write a rough outline of the conversation that includes the commands I want to use in that part. I do this fairly quickly, using whatever lines that come to mind. Then, I start refining and redoing the text. I put in jokes or clever turns of phrase, check that the vocabulary used matches the character who is talking, and do overall polishing so the dialogue flows naturally and conveys the information that I need pass to the reader. It usually takes me two, three passes before I'm satisfied with the text.
Hope this helps!
Edit: Oh also, considering editing: don't be afraid to delete entire lines or passages (you have to kill your darlings after all). The first thing that comes to your mind usually isn't the best, and if something feels clumsy or clunky you're better off without it. Also, unless the character is known for their verbosity using less words is almost always better than more.
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quixoticTokki
Void
baby gangsta
Posts: 702
Pronouns: she/her/hers
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Post by quixoticTokki on Sept 10, 2016 16:09:58 GMT
Wow I feel so unprofessional when it comes to me writing dialogue, lol. I literally just go 'hm what would these two be talking about in the current situation they're in?' and then 'how would they respond to what the other person said?' and I write whatever comes to me, based on how well I know my characters. Then I go back and read through it to check for mistakes, flow, and if it seems in-character with whose talking.
Uh, this is probably not the best method so don't listen to me I'm a lazy writer, haha.
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Post by Sharkalien on Sept 10, 2016 23:01:20 GMT
Thanks everyone for the advice. I thought I would have a upper hand writing dialogue for these characters as I incidentally based most of them off of real people, but it's not as easy as teenaged fan fic writers make it seem I don't know, what do you guys think? Is there room for improvement, or did I hit the nail right on the head? On a side note, I've recently started to add a commentary of sorts to my panels:
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inspiredsimji
Gritty Midget
Posts: 263
Pronouns: they/them/theirs
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Post by inspiredsimji on Sept 10, 2016 23:04:59 GMT
Wow I feel so unprofessional when it comes to me writing dialogue, lol. I literally just go 'hm what would these two be talking about in the current situation they're in?' and then 'how would they respond to what the other person said?' and I write whatever comes to me, based on how well I know my characters. Then I go back and read through it to check for mistakes, flow, and if it seems in-character with whose talking. Uh, this is probably not the best method so don't listen to me I'm a lazy writer, haha. That's what I do too, and people don't seem to have any issues with it in my adventure. Granted, I think dialogue is my weak point, so take that with a grain of salt.
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Post by continuityofficer on Sept 11, 2016 0:35:41 GMT
I think in an interveiw hussie once said that he feels like he doesn't actually characterise characters. He just gives them a voice and then people say "wow, thats some good characterisation".
I really like this was of thinking about characters. Trying to give them raw data just leaves you with less options and often doesn't make sense, but if you give your character a voice, with some veige perspectives and alignments, its easier to write.
Think about Rose, while she is brought up in her first page as a gothic nerd, that doesn't define her voice at all, she's sarcastic and a little blunt, with maybe some taunting and teasing laid in there. This fits the "gothic nerd" idea, but its not something you could get from her introduction page.
I really think DnD is the best way to help with these kinds of things. There's a reason Wizards of the Coast use such a veige alignment and backstory system. Because it's easier to play an interesting, better and more realistic character without being strapped down. Same for DM's, its not unrealistic for a DM to do upwards of 16 characters in a single session, but it's done because the DM doesn't worry about the characters raw personality but their voice, and how it makes the most sense for the character to act in the moment. Even the part of the Players handbook that literally asks you to "personality" is much more focused on perspective "I was raised in the temple, with its lavish food and comfort, so I expect as much", "I know a story about every situation", "I often take the more complex solution over the simple one", "The common folk love me for my generosity", etc.
Focus on a characters voice and perspective, not their "personality" and writing becomes a lot easier.
For my own characters, Sarah is optimistic to a fault and doesn't really worry about things unless they are getting directly in her way, in which case, she will simply denie that they are allowed to happen and gets back to optomism. Eliot hates himself and blames himself for everything, he doesn't see how things can not be his fault and how the world can't hate him. Kaira is realistic and beleives that focus is the way to succeed, she cares about making friends and tries her hardest to get people to like her, but again, knows when to give up. Aleta cares about people, but doesn't understand them, wrapped up in her own world, she wants people to be happy, but is too different to have that happen. "Aleta" doesn't understand caring about people anyway, it's all about herself and Aleta and what will help them the most. Hugo is logical and observant, he thinks through things as far as he can and beleives in these skills of his.
With this, I have had a fair time writing diolouge, with the only real problem I find, sometimes feeling like i'm not making my diolouge as interesting to read as it could be, and having to read it tommorow to edit it.
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Post by Arashi500 on Sept 11, 2016 2:43:06 GMT
Thanks everyone for the advice. I thought I would have a upper hand writing dialogue for these characters as I incidentally based most of them off of real people, but it's not as easy as teenaged fan fic writers make it seem I don't know, what do you guys think? Is there room for improvement, or did I hit the nail right on the head? On a side note, I've recently started to add a commentary of sorts to my panels: The dialogue seems pretty on point to me (at least for that linked panel)! Also really like the idea of the commentary. Not sure how many people will ever even realize it's there to appreciate it, but it's definitely a nice lil bit of flair.
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tronn
Rungjumpin' Ragamuffin
Posts: 287
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Post by tronn on Sept 11, 2016 6:33:31 GMT
The character voices come out well, and establish the nature of their relationship - they must be good friends, one has trouble at home, the other seems rather gullible. You use hyperbole quite a lot, making it's hard to tell whether they really think his mother is a horrible person or if it's just them being snarky. That's one reason why I personally dislike chat logs and don't use them - the characters often wear their online persona in them instead of speaking genuinely. You could shorten the exchange to a third by cutting out excess banter and posturing, it's not really necessary and I hate reading long, meandering logs that take forever to get to the point (especially when catching up on an adventure, I just tend to skip those completely). Remember that you're not being paid by the word, so there's no reason to have characters talking just to fill space!
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Post by Sharkalien on Sept 11, 2016 20:23:41 GMT
The character voices come out well, and establish the nature of their relationship - they must be good friends, one has trouble at home, the other seems rather gullible. You use hyperbole quite a lot, making it's hard to tell whether they really think his mother is a horrible person or if it's just them being snarky. I intentionally left this open ended for now, but readers should come close to a definite presumption of which one it is in the upcoming update That's one reason why I personally dislike chat logs and don't use them - the characters often wear their online persona in them instead of speaking genuinely. You could shorten the exchange to a third by cutting out excess banter and posturing, it's not really necessary and I hate reading long, meandering logs that take forever to get to the point (especially when catching up on an adventure, I just tend to skip those completely). Remember that you're not being paid by the word, so there's no reason to have characters talking just to fill space! Yeah, I was worried if it would be rambly when it went on twice as long than it should have. I really have to learn how to make my writing concise while still making it funny and interesting
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The One Guy
Rust Maid
Posts: 1,148
Pronouns: he/him/his
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Post by The One Guy on Sept 12, 2016 15:56:29 GMT
Does anyone else feel dissatisfied when they first write dialogue between two characters? Because that's how I'm feeling right now There are some parts that I like, but then there are other parts that just feel kind of... bleh. I just don't seem to have the knack of making sentences segue into each other I feel I have the opposite problem: I'm good at making sentences segue into each other, but when it comes to dialog I fear that I might be a bit too good. Dialouge is supposed to be a natural interaction between two (or more) people, and while, granted, dialouge in any work of fiction tends to be less awkward than conversations in real life, I still worry the dialog I write is a bit too streamlined to seem realistic. Furthermore, I feel like when writing dialog, I tend to put things in my own voice, but when I try to go away from that I worry that I'm making the dialog seem fake or exaggerated. Though in fairness, that's not a problem specific to dialog, but rather an overall problem I have with making characters in general. I'm much better at making settings and storylines than I am at making the actual characters. Wow I feel so unprofessional when it comes to me writing dialogue, lol. I literally just go 'hm what would these two be talking about in the current situation they're in?' and then 'how would they respond to what the other person said?' and I write whatever comes to me, based on how well I know my characters. Then I go back and read through it to check for mistakes, flow, and if it seems in-character with whose talking. Uh, this is probably not the best method so don't listen to me I'm a lazy writer, haha. Actually, that seems like a very good way to make dialouge, as it mimics the way conversations happen in real life!
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tronn
Rungjumpin' Ragamuffin
Posts: 287
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Post by tronn on Sept 12, 2016 16:44:47 GMT
Dialouge is supposed to be a natural interaction between two Nonsense. No-one wants to read realistic dialogue because it is awkward and stilted and not clever at all. People want to be entertained not reminded of overhearing their two co-workers going on and on about irrelevant stuff.
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