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All right, guys, let's do class. Yay!

Oh,
boy, class!

The way I'm going to format the class year


is, we will do our second week on plot this

week, and then next week I'm going to dedicate


to going through your questions that you've

written on your little slips about plot or


whatever it is. I'll do last week's and this

week's. If there are things that I don't answer


about plot, or things that are confusing or

whatnot, or you want me to dig in deeper to,


put them on your sheets, and those will come

to me next week and we'll do a Q&A episode.


The week after that, I believe, Isaac can

confirm, will be the week that Mary Robinette


will be here.

Isaac: The week of the 18th.


The week of the 18th? Whatever the week of

the 18th is, the week that Mary Robinette


will be here, and she is going to talk to

you about short stories, I think is what we


decided, something she's much better at than

I am.
Let's talk more about plot. Last week we dug

into this kind of my philosophy about promises,


progress, and payoffs. It was kind of high-level

conceptual stuff. Today I want to dig into


a little bit more of the nitty gritty. How

do you actually construct a plot? What are


the pieces that go together to make a plot

work? How do you make an outline?


Now, the caveat to this is, not everybody

uses an outline. An outline is not necessary


to write a story, even a very complex one.

Generally, as we talked about the first week,


people do kind of fall in this spectrum between

how much upfront work they want to do, and


how much back end work they want to do. That's

really the discussion you're having when you're


deciding if you're more of a discovery writer
or more of an outline writer, how much up-front
work, how much back-end work. Both have to

do some up-front work, and both have to do


some back-end work. A discovery writer is

generally offloading a lot of stuff that the


outline writer does to the end, to do more

revisions, to try and fix things that are


broken, whereas the outline writer tends to

front load it and get a cleaner first draft.


If you are a discovery writer by nature and

you think, why are we-- can I go to sleep


for this entire thing? Well, I was a student,

so yes, if you need to go to sleep, go ahead.


These are comfy chairs, much more comfy than

most classrooms.
But most of the time, most of the discovery

writers I know, they like knowing this stuff,


because this is the sort of thing you do in

drafting, is you look for what is the structure


of my plot? What are my promises? What are

my payoffs? How am I making this work? In


fact, a lot of my friends who are discovery

writers, it's like their first draft is kind


of like a really good outline. Their second

draft, then, becomes the equivalent of the


outline writer's first draft. In fact, I have

a good friend who writes every book twice


from scratch. Writes the book all the way

through, puts it aside. Now that's her outline,


and she starts on page one and writes every

word again, using that as an outline. I think


that would be miserable. That's why it's good

that there are different writers and there


is no one way to do this. Because for me,

doing up front work and creating an outline


helps me a great deal.

Why do I like this? Well, I've talked to you


guys a little bit about how, as a writer,

as you progress as a writer, you learn to


do some things by instinct, and you then can

focus on other things in your actual writing,


hour by hour, day by day, and get better at

those things. An outline works a little bit


like that for me, in that I can offload some

of the work that I would have to be doing


while I'm sitting and writing to a planning

session before I start the book. Which means


that when I sit down to write the chapter,

there are fewer things I have to keep in my


brain, because the chapter outline has provided

some of the high-level stuff that I need to


accomplish, and I can just focus on making

this chapter exciting, making it interesting,


making sure it's active rather than passive,

making sure that instead of info dumps we're


focusing on what the characters motivations

are and how I see the world. I


do this. We're going to talk about my method

of outlining right now first. This is just


one that works very well for me.

When I was in high school or junior high or


whatever, they talked about outlines. They

talked about an outline having a number 1,


and then an A, and then i, and then ii, and

that was what your outline looked like.


When I got into writing, I assumed that's

what an outline was. An outline is not necessarily


that. In fact, if an editor asks you to send

them an outline for your story, that is just


shorthand for about a three-page document

telling them your story. It does not indicate,


they do not want heading 1, subheading B.

If they say, "Send me three sample chapters


and an outline," it can be longer than three

pages. Three to five pages is what I would


recommend, nothing longer than 10. Ten is

getting into, like, if you are writing an


epic fantasy, and you are working with the
editor, and they've already bought the book
and they want the outline, then they can get

longer. But they upfront are just asking,


what they want is a summary. Outline means

summary to editors.
Now, for me, that's not what my outline looks

like either. It is not a summary. In writing


my books, and if we get on the ball, we will

post for you guys one of my outlines, because


I can give you the one for Steelheart or for

Skyward. Because those ones are a little bit


easier to understand than Stormlight outlines.

This is in part because so many things in


the Stormlight outline are actually referencing

to my Wiki, my internal Wiki, which is all


my world building, and things like that. Most

of my outlines will look like this. They will


start with a heading for character. Then they

will have a heading for setting. And then


they will have a heading for plot. These will

each be, I will use Microsoft Word's document


map, and I'll make these top level of an outline.

In this case it is building an outline. So


I can easily get through the document and

click to things that I want.


Then underneath character there will be the

names of each of the characters. So, you know,


Kaladin, Shalon, Dalinar, Szeth, for the main

characters. Let me erase underneath and just


kind of go a little bit more. I will give

each main character their own heading, and


then I will have a separate heading for side

characters underneath it, and then there'll


be some bullet points under there that are

a different outline level. The character one


is, I start out saying what is the character's

arc? Under each of these characters, like


if you went to the Kaladin one-- By the way,

I'm explaining it to look way prettier than


it actually does in the original Way of Kings
outline. In Skyward it looks like you might
be able to understand, so I'll try to get

you that one or Steelheart. But it'll say,


under this I'll have a paragraph that explains

who they are. Then I'll have another one that's


just kind of like, this is intro, and this

is arc. That'll be like arc 1, arc 2, and


things like that. This will be for every character.

It'll be like, this is where they're starting,


this is where they're going. I'll get into

how I build those arcs in a minute. All right?


I'm just giving you what it looks like.

The side characters might only have one little


paragraph about each of them. Under setting

I will have large headings that will talk


about things like the magic or the tech, the

world building, like the physical setting,


and the cultural setting. Don't stress too

much about this, because we will have two


entire weeks talking about setting, and we'll

have two entire weeks talking about character.


I'm just giving you the format of what this

looks like for me. Under there, that's going


to read more like an encyclopedia entry. This

is me defining terms for each of these. There'll


be subheadings if it's getting very long.

I usually do split between physical setting


and cultural setting, and we'll do a day on

each of those during world building. We'll


talk about the differences and why I group

them that way. But ignoring all of that for


now, let's look at plot, because today is

our plot day.


When I am building my plot in an outline for

a book, I am looking for a couple of things.


One of the main things I'm looking for are

my promises, my progress, and my payoff. The


most important thing, generally, for me to

determine is the progress part. Because once


I understand the progress part in my outline,

I can figure out the correct promises and


how to make good on that. When I'm doing that,

I'm usually looking for some sort of plot


archetype that I can use. By my definitions

today, a plot archetype is different from


a plot structure. Plot structure, which we'll

talk about a little bit later is something


like three act format or the Hero’s Journey.

A plot archetype is a style of plot, what


we're trying to achieve.

To explain this, I'll talk about, I'll use


Mistborn. When I was building Mistborn, there

were a couple of things that made me excited


to write the book. The first was that it was

going to be a heist. This was one of my primary


plot archetypes. A heist is a type of story.

It is a story that you can go find other heist-type


stories and learn what they did. You can research

them, you can figure them out, and you can


start using them. I also knew, in my outlining,

that there was going to be a master-apprentice


plot, that there was going to be the story

about Vin learning to because a Mistborn.


This is the My Fair Lady side of it. Vin trains

under Kelsior to learn to move among the nobility


and also to learn how to use allomancy.

Then I also knew there was going to be what


I'll call an information plot. This is a plot,

it's a mystery. There are certain things we


don't know about the Lord Ruler that are going

to be teased as clues. I look at these three


things and I say, how do I build a story around

these ideas. Oh, there's also one more. There


is the relationship. There's a relationship,

a Vin and Elend romance subplot. I think I


got all the main ones, looking at that.

Someone asked, when I was scanning the questions,


which we'll start digging into next week,
they said, "Do you use only one sort of progress
and one sort of payoff for a book, or do you

use more?" Which is an excellent question.


There's your answer. Mistborn has four major

ones that I was juggling. This is appropriate


for an epic fantasy novel.

The thing is, one does kind of have to be


more important than the others, and as I worked

on this book, I really kind of moved the heist


kind of almost being secondary, and it was

the master-apprentice plot that became the


actual main, like if you're reading the book,

most of the sense of progress you're getting


is Vin becoming Mistborn, and that is the

core. Most of the time you're spending with


her is her going to the balls, fighting the

people, learning the magics, all of these


things. So it's actually really a master-apprentice

story that has a B plot or a sub mode that


is a heist, that also has these kind of minor

other secondary plots.


Now, building one of these, I'm going to focus

a little bit on the heist, because I want


to talk to you about what I did to build the

heist, even though I just told you it became


the secondary plot. What I find very useful

is to see what other people have done. You


can create something whole cloth. Well, some

people will say you can't. But you don't have


to use one of these plot structures or even

these plot archetypes. But man, it can be


handy to look and see what other people have

done, to try and become a chef in the way


that I told you in the first week. Instead

of just following a recipe, I want you to


start looking at recipes and things people

have created and try to pull out what works.


What I did is I went to a bunch of my favorite

heist stories. I'm going to use films as examples


because they are a little easier to break
down the structure, because they tend to be
more focused than a novel does by the nature

of their medium. I'm going to use, I watched


a bunch of heists, I read a bunch of heists,

I mentioned a bunch of those in a previous


week, and I settled on there being two main

archetypes for a heist. I realized there was


what I'm going to call the Oceans 11, and

what I'm going to call The Italian Job. Both


of these have had very prominent remakes around

the time when I was working on these books.


What happened with these, I looked at them

and I'm like, what makes them interesting?


Why do they work? Well, the Oceans 11 type

plot goes like this. You gather a team. You


usually have one newbie to explain things

to. So you gather a team, you grab your newbie.


You then have an explain the problem. In Oceans

11, the remake, they have this thing where,


it's Brad Pitt that's there, they're saying,

"We have to do this," and he's like, "Which


we can't ever do." It might be George Clooney

saying it. But it's basically they present


the problem with the cool cinematic methodology

to them. It's like here is the casino we're


going to rob. They have this thing that we'll

have to beat, which we can't beat because


it's impossible. And they have this thing

we have to beat, which we can't beat because


it's impossible. And we have this thing. And

they lay out basically here's the big problem


of what we're going to do. Then they start

talking about breaking it to little pieces.


And you follow the newbie, usually, along

going to get all the little parts that are


going to come together for your big solution.

But one of the key attributes of this heist


was, at the end there's a piece missing that

the newbie often is like, "But what about


this?" And they're like, "Oh, we'll figure

that out. You don't have to worry about that."


There's a big piece missing. You get to follow

along in these little pieces as you see how


they're going to solve each of the problems

that they had in the explain the problem plot.


But you've still got this lingering what's

going to happen with the piece that's missing?


Everything's going to go wrong. It creates

this sense of doom and dread and inevitability.


Until you get to the end and the twist is

they all knew how they were going to solve


that problem anyway. They just didn't tell

the newbie so they could surprise us. At the


ending you think everything went wrong, but

then they take off their masks, and lo and


behold they were the S.W.A.T. team all along,

or something like that, and boom, we actually


all went according to plan. You just didn't

know it.
This is different from The Italian Job plot,

which has kind of some similar attributes,


the gather a team, explain problem. But this

style of heist did something really interesting


that I found. They introduced problem A, problem

B, problems A, B, C, and D. They said, "We


are going to solve them with solutions 1,

2, 3, and 4. You follow the plot kind of the


same way. Except at the end, they get to the

ending and they find out that instead of problems


A, B, C, and D, they have problems E, F, G,

and H. You've probably seen heists like this.


They do all the planning. They do all their

preparation. They're ready to go, and then


they move the target. It goes to another country,

or something like that. Suddenly all this


preparation is out the window.

We talked about this a little bit last week


in the pull the rug out from underneath--
No, it wasn't to you guys. It was to someone
else. Never mind. I told someone, they asked

me what do I do if I want to pull the rug


out from underneath people. This is a great

way to do that, because the way that they


solve this, do you guys know? Have you guys

seen this movie? What do they do? They don't.


Exactly. They take solution one and they say,

"Wow. If we jury-rig this thing, we can solve


problem F with that. And number 4, the person

that we've recruited specifically to crack


the safe can actually break into this car

that we can use. And suddenly we'll use 2


for E and 3 for H." What happens is you get

a jumbling up of all the preparations solving


the problems in different and unexpected ways.

Why this works so well is, oftentimes if you


want to have a cool twist in your story and

you pull the rug out from underneath people,


it's a little bit like I said last week, promising

someone a car and giving them something else


completely different that they're not expecting.

In addition, in your storytelling, your reader


will invest time in the middle, in your progress.

They'll spend most of the time in the book


focusing on the things the characters are

doing to progress the story. So if you built


a heist where you made 1, 2, 3, and 4 completely

irrelevant now, that is 80% of the reader's


experience in the story getting thrown out

the window, and they will feel annoyed at


you. They will be frustrated because you promised

them something. You were also probably promising


them a twist if you're doing a heist, because

heists architect kind of about twists. But


you have also upended them.

How do you solve this? You make sure that


the time they spent on 1, 2, 3, and 4 is still

very relevant by applying it on the fly to


solve new problems, which suddenly becomes
very satisfying because you both get a twist,
plus you feel like your expertise, the amount

of time you as a reader spent experiencing


the story, came together at the ending. Breaking

this down, let me ask you guys. Thinking about


as a chef, why is a heist satisfying? Why

do people want to watch a heist? Why do they


enjoy a heist? It doesn't have to even do

with the things I mentioned up here, because


there are pieces I haven't even mentioned

that are relevant. What to you? What makes


it work?

Yeah?
Student: The thrill of getting away with it.

The thrill of getting away with it. Exactly.


For a lot of great heists, even a heist where

the good guys, the heroes are actually on


the side of law, there's a sense of, we actually

got away with it. We robbed Hitler, or something


like that. Yeah, there's definitely a sense

of that.
Yeah?

Student: Hypercompetent characters.


Hypercompetent characters. We will speak in

the character week about how competence is


something really attractive to readers.

Student: The puzzle of figuring out how to


do it.

Yeah, the puzzle. Both of these leave you


with a puzzle. One of them leaves you with

the "we have to improvise," which tends to


work better if you have a lot of viewpoint

characters in charge, because you don't have


to hide things from them. You can cheat and

hide things from people. Because I used more


of an Oceans 11 style for Mistborn, if you

were following these things. I put a little


bit of an Italian Job twist at the end, but

mostly it was Kelsior is hiding things from


everybody, and he's a viewpoint character.

You have to cheat a little bit to do that.


Go head.

Student: The feeling of rebellion. They're


a little bit rebellious or sneaky. They're

sticking it to the man.


Exactly. You're getting away with something.

You're doing something cool that's outside


the rules. Even, again, if the protagonists

are heroes, it's like the Mission Impossible


team. No one else could do this because these

people can break the rules and go outside


what everyone else expects and pull off something

incredible.
Student: We also love to see people succeed

at something impossible.
We do. We really do. This is why there's that

scene with George Clooney and Brad Pitt being


like, "We have to do this, which is impossible,

and this, which we'll never be able to do,"


because it sets this expectation, this promise

to you. And that is, this is going to be cool


to see them pull this off, because it's going

to be hard but they're going to do it. That


scene is a promise. It's a really cool promise.

Yeah?
Student: Because stealing something from the

dragon, I guess, is ontologically very, or


at least we get the same feelings from that

as we-- our lives are part heist movies. Our


lives are like, everything, this whole plot

line is about how we have to confront problems


in the real world with the tools that we have

available. We don't know how we're going to


make it out and we're going to the unknown.

It's just something that's very meaningful


and important because it's real.

Right. So my recommendation to you is, when


you're doing this, when you're breaking down
a plot, one of the things I would recommend
you do is ask yourself these questions. Why

do people love this? Why do I love this? Why


do I really like taking one of these plots

and watching them or playing with them? What


are the elements I have to make sure I don't

get rid of? Hyper competence. You could make


a heist without hyper competence. It would

be a different type of story. But if what


you love about them is that hyper competence,

lean into that and make sure you're making


use of that in order to tell your story.

One of the cool things about starting to look


at plots like this is also you can strip a

plot down to its archetype, and you can apply


the genre trappings to it. It's really interesting.

I've done all this, and then I had a chance


to talk with Joe Russo, who is one of the

filmmakers, one of the directors who made


Infinity War. I asked him, I said, "Joe, how

did you build the plot of Infinity War?"


He said, "Oh, it's really cool. Not a lot

of people understand what it is, but we just


took a heist." For them it was a bash and

grab, which is actually a third archetype


I didn't even put up on here. "And we said,

we're going to do a superhero movie that's


a heist, and we're going to plot it like this

and apply it to superhero sci-fi. And people


will love it because they love a heist, but

they also won't look at it and see a heist


because they'll see a superhero story."

I'm like, "That's really interesting. Tell


me more about how you did that because it

looked really like what I'd like to do." And


indeed it is, I don't think, that uncommon

for storytellers to say let's take what works


really well in this genre and let's apply

other trappings to it so that I have a familiar


framework.
I've talked a lot about the underdog sports
story as an archetype. Because the underdog

sports story is a fun one to point out that


Hoosiers, Ender's Game, and The Way of Kings

all use the underdog sports story plot archetype


as a major section of their story. But these

are three really different stories, aren't


they? Remember the Titans versus Ender's Game,

you'd be like, oh, completely different genres


but they have the same plot archetype, which

is the underdog sports story. Being able to


look at these and strip them down also helps

you understand your progress.


This is where you can go wrong sometimes.

If you're writing a fantasy novel, and you're


like, well, fantasy novels are travelogues.

Let's say you've only read some quest fantasies


that you really like. You're like, it has

to be a travelogue. So I'm going to make my


sense of progress going from city to city

to city. But really what you want to tell


is a romance between two characters, and that's

the bulk of the time you're going to spend


on your pages focusing on this relationship,

and the relationship is not making any progress,


it doesn't matter where you're going. The

reader's going to feel bored. They're going


to feel like nothing's happening, because

the bulk of what you're giving them is a relationship


plot without progress.

What you want to be able to identify is what


are your steps. Now, a heist is kind of interesting

in this way, because your steps are generally,


you have the explain the problem, it actually

gives the reader an outline. Like, here is


the outline of what our story is going to

be. We have these 12 problems and we're going


to attack them one at a time. Then your sense

of progress is as you go to piece by piece


by piece and see them accomplishing or failing

and having to go do something new because


one of their pieces didn't work. It has a

pretty easy, straightforward structure of,


if you're checking things off that list and

coming closer and closer to be able to pull


off the heist, the reader's anticipation for

that heist will grow. They will know something's


got to go wrong, because it always does. You'll

probably put seeds in by saying, "Well, there's


this one thing we haven't figured out yet,"

or by saying, "Everything's great. We're ready


to go tomorrow. Oh, no, they moved the target."

You will be able to build this tension through


progress, progress, progress, progress.

Once you identify that, it makes your promise


scene much easier to write. Your promise scene

in a heist is this one right here. You do


not have to do it exactly as they did it.

In fact, I recommend that you don't. But you'll


see how that promise works really well, and

then your payoff at the end is them pulling


off the heist despite the problems that came

along the way. Very simple, very straightforward.


It is harder to do than say.

Let's look at some other styles of plots and


some of the progress we can have in those,

and how those payoffs can match their promises


in the beginning. Let's start with a mystery.

We've got a classic detective mystery, who-done-it


murder mystery. Why do we enjoy murder mysteries?

Anyone who does? Go ahead.


Student: They're clever.

They're clever. Okay. There's an implicit


promise that the detective is going to be

smarter than the villain. That's what we're


looking at.

Yeah?
Student: The puzzle aspect again. We want
to figure out what happened.
We want to know what happened. We want to

know how they did it. Unless the reversal


is they show you how they did it, and then

you're going to see-- like was that Columbo,


where they reversed, they inverted the trope?

Yeah.
Student: Sometimes it's a puzzle for you,

the challenge of, can I figure this out before


Sherlock Holmes does?

Yep. That, I think, is a major draw of mysteries.


Can I figure it out? Let me highlight that

one for a minute, because mysteries, if you


cheat, and the reader couldn't have figured

it out, a lot of times it will feel very unsatisfying


for this reason. People are not understanding,

writers are not understanding that part of


the promise of a mystery is you will be able

to figure this out. If you are laying the


clues, it's not going to be so out there.

If you've read or watched a mystery that was


really unsatisfying to you at the ending,

it might have been because they promised,


ooo, with these clues of information you could

solve this crime, and then there was no way


for you to come anywhere close. You feel cheated

at the end.
Student: I like the possibility of having

very witty characters with really great dialogue


to bounce off each other as the investigator

tries to decipher [___].


Right. That tends to be a hallmark of the

detective-driven murder mystery, is you're


going to like the detective. It might be because

they're witty. It might just be because they're


folksy, and they're more Agatha Christy. You're

just going to enjoy-- Not Agatha Christy,


Angela Lansbury. They're going to be Angela

Lansbury. You're just going to enjoy watching


her solve a mystery because she's just so
likeable that there's going to be a connection
to the detective. In Agatha Christy, it often

was about how clever the detective was.


Go ahead. Yeah.

Student: I think one of the things I like


about mysteries is the misdirection. You can

still figure it out.


Right.

You don't go from point A all the way to,


okay, okay, I think this is where it's going.

Instead it'll be like, I didn't see that,


but now I can see where that's coming from.

Right. A mystery implies that there is going


to be some difficulty to this, and there are

going to be new revelations. I identify a


mystery as an information plot. A mystery

is, characters don't have all the information,


and the progress is watching the characters

get that information as you try to put together


what that information means. Spoiler, in Mistborn

it is the true history of the Lord Ruler.


I won't say what it is. But the true history

of the Lord Ruler, the book lies to you at


the beginning, and then indicates that the

story is a lie that you've been told, gives


you clues along the way, and then the mystery

comes together at the end of understanding


it.

Now, what is really fun to do is, in Mistborn


the missing piece is not something Kelsior

knows 100%. It is the information plot. If


we can put together the information plot,

we can solve the missing piece of the heist


that Kelsior is confident he can do but doesn't

quite have all the pieces yet. I was able


to slot that information plot into this big

problem in the plan as presented.


But relationships, why do we like--? By the

way, usually a buddy cop movie and a Jane


Austen novel follow about the same plot archetype.

Just with some different trappings and subplots.


A lot of classic romances and classic buddy

cop movies are just relationship plots. Whether


it's a bromance or a romance, it tends to

follow the same plot beat. What's exciting


for us about a romance? Why are we reading

a romance? Why do writers put them in almost


every story?

Student: It gives poor guys like me hope.


Wish fulfillment. Yes. Wish fulfillment. Do

not discount the power of wish fulfillment,


in all kinds of plots. What else?

Student: It's very humanly relatable. We can't


relate to superheroes to the degree that we

can relate to someone who's in love.


Right. Absolutely. I think you nailed it.

It is one of these plots that you can put


into the most fantastical and strange of stories

to give it a really powerful human element.


Student: I think it shares something with

mysteries in that you know the mystery is


going to be solved. You know the two people

are going to get together, because you figure


it out before it happens.

Right. They are generally going to get together,


but how? The how is really exciting and interesting

to us. We have two romance writers right over


here. Do you guys have anything to add?

Student: I was going to say for old people


it's nice to remember how it used to feel.

Nice to remember how it used to feel. That


is also pretty awesome. We're going to have

these two ladies talk to us one of the weeks


about indie publishing, because both of them

have indie published a number of books. So


look forward to that on how we're going to

do that.
I don't want to spend a ton of time on this.
Sometimes we get up on the board and we start
breaking these all down and we spend a long

time on it. I think I did it in a previous


lecture series, so you can watch that on YouTube.

But I think you guys get the idea. Identifying


the why, why we like this, and then figuring

out how you can quantify that, how you can


break it down into small steps, is how you

build a lot of outlines. Not the only way,


but how it works really well.

This is where we get to how does Brandon make


an outline. My outline looks like this. It

starts with, at the top, what I want to have


happen. Relationship. Character A and B are

a couple at the end. I will define what that


is based on the story. That might just be

they have gotten over their issues of hating


each other and are now willing to work together.

Whatever it is, I've identified what I want


to happen.

I outline backward. I start with my goal.


Because once I've identified what makes something

satisfying, I come up with-- what progress


makes it satisfying? I'm like what is the

best ending for this story with that plot


archetype? What is going to work? What is

going to be exciting? Then I'm going to add


underneath this bullet points of all the steps

that will take them from the beginning of


that to the end. Generally, there'll be a

paragraph at the top with the relationship.


It's like, here's what I want to achieve.

These two characters start here. They get


here. Here are all the things I need to include

to make sure that happens. It would generally


be, depending on the plot that I'm doing,

like bullet point 1 would be "Scene showing


how character 1 is really competent in one

area and is living the life, but has a need,


has something that they are missing." Then
character 2, we'll show how they are capable
in their life in some areas, but they are

missing something different. The astute reader


will notice, hey, what this person is good

at is where this person's hole is, and where


this person's hole is, this person has some

strength. Then you will want to introduce


why they don't just immediately propose to

one another the first time they meet. What


is going to be the conflict that is pulling

them apart? Well, one's a Montague and one's


a--

Class: Capulet.
Yeah, that. What is going to be pulling them

apart? Then I'm going to create-- I'm not


going to actually create the scene. I'm going

to say, "Scene where they are working together."


Dave, when he taught this class, talked about

relationship plots as braiding roses. Because


everybody has thorns. At the start of the

story your thorns just smash into each other.


Your relationship plot could go with, the

first time they meet it's a disaster for this


reason. Second time they meet, it's a disaster

for this reason. But then you have a scene


where you realize that what character A does

character B needs, and another scene where


character B realizes, "Wow. What character

A is doing here is something that I admire."


You slowly, as Dave put it, you braid those

roses, so that by the end of the story instead


of the thorns pointing at each other, they

are pointing outward toward anyone who could


come in and try to destroy the relationship,

which is a really great metaphor, which is


why it stuck with me for 20 years. Braid those

roses.
You would come up with all of these things,

and they are just bullet points. They are


not scenes yet. They are, character A sees

character B with his little sister and realizes


that there's a deep caring for other people

that he doesn't often express because of whatever.


You're like, wow, that's an admirable attribute

about him. I am interested. I don't know what


that interaction with the sister is going

to be. I just know the sister is relevant.


I have all of these bullet points. Then I

jump over to the next one.


It's like, now we're going to do our my--

I'm going to say, all right, underneath here--


I guess I didn't circle it before. I put,

like, underneath here I'm like discover X,


and explain why discovering X is going to

be awesome. I want that end scene to be really,


really cool. When Raoden puts together why

the magic is broken, X happens, which is a


very dramatic and powerful scene, because

Raoden's plot is half mystery in Elantris,


and that's kind of the plot structure I was

using. Though I didn't know how to do all


of this back then. I just kind of went with

my gut. Discover X, and this is the scene


that's going to happen. This is how I do it.

And then, how do I earn that scene. Well,


here, instead of all the other things, these

are going to be clues that are going to be


discovered, that are going to interlock with

the other clues, or sometimes be red herrings


that you later on discover weren't doing what

you thought they would do. This is how I develop


my sense of progress, bullet point to bullet

point to bullet point, slow and steady quantified.


I'll do this for every plot cycle in the book,

and generally for every kind of character


arc, once I've determined the character arcs,

what they're going to be.


My outline is generally, at this point, not
in order. It is an order by section. Then,
as I start writing, I start grabbing bullet

points from different headings and saying,


chapter 1 is going to be this bullet point

and this bullet point. Chapter 2 is from a


different plot archetype bullet point and

this one. And I start organizing those bullet


points. This is where, when we give you the

Skyward outline, you'll be like, you'll go


to the end and you'll probably see that a

lot of these bullet points have been moved


into order, into a whole sequence of arcs

and plots. That I am doing while I'm writing.


I am changing this. I've got the bullet points

all done. I usually start writing, and then


I'm building a full outline of the bullet

points in order chronologically, not just


by plot archetype, but together, and I'm building

scenes out of them as I imagine where they're


going to be.

But at the beginning of the day when I sit


down to write, oftentimes it's like, you need

to write a scene that achieves A, B, and C,


which is way easier for me than trying to

keep a whole plot in my head and try to write


so that that plot works. Instead I can be

like, oh, today I just have to do this. Today


I have to write a Navani scene where she does

X, Y, and then encounters Z. I can do that.


Now let's focus on making that scene active,

interesting, it's taking place in an interesting


setting, having some good, dynamic conflict

to the scene. I can use those bullet points


to launch me into a great chapter. This works

for me because, again, it lets me offload


a bunch of stuff to the beginning.

Any questions about that? Go ahead.


Student: Do you necessarily have to have multiple

plot archetypes so they're intertwining with


one another? Or is that mostly just for epic
fantasy [___]?
Excellent question. Do you have to have multiple

plot archetypes that you're intertwining together,


or is that just something for epic fantasy?

The answer is, the shorter the piece you're


writing, the fewer of these you're usually

going to have, and the longer the piece you're


writing, the more of them you're going to

have. It is not a 1:1 correlation. There are


some very long stories that are plotted more

as a series of explosions that the character


is dealing with, and the book ends just when

there's not another explosion. Nothing goes


wrong this time. It feels more discovery written

that way. It works really well. We'll talk


about it under discovery plotting.

But most of the time, for a novel, you're


generally going to want at least one plot

archetype, at least one character arc, and


at least one sort of subplot archetype, either

a relationship or a master-apprentice or something


like that. I would say that's what you're

looking at most of the time. For Skyward,


which is much less complex, for Skyward I

was using the boy-finds-a-dragon-egg plot


archetype. I don't know if you could find

that one in books on plots, but it's one I


noticed. I read a lot of great books. I'm

like, I'm going to use a boy and his dragon


egg, except it's going to be a girl finds

a spaceship. The archetype is kid finds some


cool thing, keeps it secret, works on it.

That was the main plot that I was doing.


But I had a secondary relationship plot going

on, and I had a tertiary. I had a character


arc for her. If you haven't read the book,

Spensa's got this kind of, these ideals of


what a hero should be, and then actually goes

to war and has to deal with her idealized


picture of heroism not meshing very well with

how it is to actually be fighting, and that's


her character arc. Those are the three ones.

There's a couple minor things, but I would


say that's the three. There is a relationship

with the ship she finds, but that's kind of


built into the kid and the dragon egg story.

You can see that one is simpler than Way of


Kings, which has a ton of these things. Like,

the Way of Kings plots don't fit in a file


because I have all this world building and

things. They are crazy. One thing I do like


to do with Way of Kings, though, is make sure

that every book has one very relatable plot


archetype, because the other plots are generally

not following one. This is why Kaladin having


the underdog sports story is so important

to the Way of Kings, because it could feel


like a jumble of a whole bunch of things going

on. Because Dalinar's plot is not as simple


and as clear-cut an archetypal plot. Shalon's

is a little bit more. But there's so much


going on that if you don't have that one sturdy

central plot to hold on to, then it makes


the book feel-- it would make it feel just

crazy. That's where Way of Kings, the first


version I wrote in 2002, went wrong, is it

didn't have this. It had one section of a


bunch of different plots, but it didn't finish

any of them.
Anyway, there was a question back here. Yeah,

go ahead.
Student: Yeah, so quick question. How do you

keep this fresh? Especially like, I know that


good writing will make anything interesting.

Right.
Student: But maybe when you're pitching it

to someone?
How do you make this fresh, adding the caveat
that you know that good writing will make
anything interesting, but how to you keep

it fresh when you're pitching it? This is


where the strange attractor I talked about

comes in really handy. When you can pitch--


when you can say, "It's the story of a boy

and his dragon, except it's a girl and a spaceship."


Suddenly it adds-- you're telling people what

the new fresh take on it is.


That's actually a very small part of what

makes Skyward work. What makes Skyward work,


I hope, is a really great execution of this

plot, with a character arc that feels really


personal and poignant. That's what's going

to make any book work. But what hooks people


is saying, "Oh yeah, the hero who was prophesied

to save the world failed, and now a bunch


of people are going to rob it." They're like,

"Ooo, tell me more!" This is where pitching


becomes an art of its own. Because really,

the pitch is a way to get people to read the


book and see that it works and is good, but

it has to, you usually want to pitch with


one idea. We'll talk more about pitching as

the semester progresses. But, yeah. Focus


on one really distinctive thing in your pitching,

and that's like simply doing another heist


but adding on an interesting magic you've

come up with and a character who's interesting,


generally going to be great.

I often say, plot and character, it's a little


harder to be really different. Because-- actually,

it's really easy to be really different. It's


just unsatisfying. There's a reason that certain

plots are done. There's a reason that certain


characters are done. That is, you can look

at the modernist literary movement and antiheroes,


like in the classical sense, like Madame Bovary,

and things like this, and trying to write


these antiheroes that are just miserable to
read about. But there's a reason why popular
fiction in particular tends to go back to

the same sorts of stories, because they work


real well. It's the distinctive flair you

put on it that's going to make it work.


Setting is where you can go just crazy, as

long as your character is relatable, and it


doesn't matter. You see that in modern animation.

Like, if you think about it, trying to tell


stories about, what is that famous Pixar thing?

They're like, we're going to start and writer


going to make it like bugs have feelings.

And then we're going to make toys have feelings.


And now feelings have feelings. Right? But

because you can make relatable characters,


you can have a story take place inside a tween

girl's mind, with personifications of her


emotional states, and have it work. Because

setting is way easier to go crazy on than


plot and character.

Oh, wait, there was a-- Yeah, go ahead.


Student: You talk about mixing archetypes

in one story, having more than one. But what


if you have the same one, but duplicate it?

Can you do the same plot duplicated in the


same story? Yes, you can. I would have them

play out in slightly different ways. Like,


you can have two relationships and have the

way that one is going sour as a contrast to


the way that one is going well. Pride and

Prejudice, folks. And do the reversal, where


you think the one that is going well turns

very terribly, and they think the one that's


going poorly turns out really well. That is

the reversal that makes Pride and Prejudice


so cool. It's the same two plots, just an

A plot and a B plot.


Student: I guess I ask in terms of, like,

you say that in conflict you've got to have


length, you need to have more of these plot

lines, and so you could have more of the same


ones.

You could have more of the same ones to make


a story longer. If you want to make a story

longer, more steps is also a way. If you wanted


to make a heist longer, what you'd do is you'd

be like, writer going to have to break this


up into three mini heists, which is very common

for these, and this whole section is on stealing


this one thing that will let us later on steal

this other thing. And you do three mini heists,


followed by a big heist at the end, using

the pieces that you've stolen. You just make


sure each of those mini heists has a different

flare, a different feeling. This is kind of,


you see this a big like in Inception, which

is doing mini heists leading to a big heist


at the end that goes crazy.

Other questions? Yes.


Student: You talk about balancing these three

or four or more different things. If you're


trying to balance different things, how do

you keep them going so that one doesn't just


drop out for the whole novel?

All right. If you're doing a whole bunch of


different things, how do you make sure one

doesn't just drop out and vanish, and when


you come back to it they're no longer interested

in it or have forgotten about it. This gets


more and more difficult the longer your story

is, and the more of these you're juggling.


You're going to have to come to your own decisions

on what you want to do here.


There is the, what I'll fondly call the Robert

Jordan. The Robert Jordan method is to basically


break your plot into sections, and then you

will get, you'll be like, all right, there's


kind of a mini climax here. We're going to
do these parts of the relationship, and then
writer going to skip a book, and then you'll

come back to it. I'm going to try to get you


to a part where this is satisfying enough

for now. Or, if it's a big cliffhanger, you


only have to remember one thing, because we're

going to jump a big time gap before we get


back to it. This is where epic fantasy often

has to go.
But there is also the method of do them one

at a time. Be like, all right, opening part


of this big, long book, we are going to focus

on the relationship. But then the characters


are going to be split apart and pining for

each other for the next part where they are


split apart, because they've only just had

their relationship start to work, and now


they get ripped apart. Then that, you only

have to keep in your mind one thing. If you


are-- most of the time I have found that you

can interweave these and not have to do this


too much.

A lot of what I do in the Stormlight is kind


of a hybrid of these two. Way of Kings is

a good example. I take Shalon's plot to a


stopping point, and then I skip a part and

we do Dalinar's plot for a while, and then


I skip back. I try to make sure you're getting

conclusions to both of them in the same book,


and that Kaladin in that first book acts as

a through line. I make sure they're, Dalinar


and Shalon's plots are short enough that you

can do them in half of a book instead of a


whole book. And then I try to weave them together

like that. It is a real difficulty. It takes


practice. This is why doing a little work

ahead of time and realizing, oh, man, I'm


going to have this huge gap where the characters

aren't together. Maybe I should have the big


moment in their relationship happen up here
where they break up, because they're going
to be apart from one another, rather than

having it be in the middle of their story.


All right. We'll do one last one and then

we'll move on. Yeah?


Student: What does your plot brainstorming

session look like? Do you just look for things


you like and write them all down?

The question is, what does my plot brainstorming


look like? Do I just look for a lot of things

and then write them all down? Kind of. Like,


a lot of times these are simmering for a long

time. I'm going to the gym, I'm working out,


and I'm imagining what that last scene is.

Like, the last scenes of a given plot are


what is going through my head many times before

I can sit down to make this thing. But, when


I'm making this thing, I am generally just

saying, all right, here is the plot archetype


that I'm using. Here are important elements

to it. Which of those do I want to use? That's


an important thing that'll segue us into the

next thing I want to talk about is some of


these plot structures.

Now, I'm only going to pick a couple of them


and talk about how you would apply them. Because

there are a ton of these helps out there,


and they all can be really helpful, or they

can just be useless to you. It depends on


if they work for you. But you can buy books.

You can buy Save the Cat, which is a screenwriting


book that's talking a lot about establishing

reading interest and how to plot a story.


You can read many different books. There's

a nine-point story structure. There's a seven-point


story structure. Dan really likes one of those

two. I can't remember which one it is. But


he's got a great YouTube video on it. Is it

seven? It's seven, isn't it? Yeah, he has


a great YouTube video on seven-point story

structure. Dan Wells, writer. Everybody uses


different things.

There are a couple of classics, and one of


them is, in science fiction and fantasy, the

Hero’s Journey. We'll go through it very


shortly. You guys probably all know this.

If you don't, a brief history of it is that


a guy named James Campbell was a researcher,

an ethnographer, and a folklorist, and was


researching different stories that different

people told themselves. He wasn't the first


to come up with this, but he kind of popularized

the idea that a lot of different cultures


across cultural barriers, language barriers,

whatever, were telling the same sorts of stories.


He called this the monomyth, the story that--

He said, he's like all stories align to this.


No they don't. But a lot of stories do, because

it's got a very vague structure that has a


lot of cool elements to it. The monomyth is

you have a character at home who doesn't want


to go on an adventure. They get called on

an adventure. They refuse the call. And then


they are Forced to go out and cross the threshold

into the world. All right? What's that?


Student: To the unknown.

To the unknown. Yeah, to the unknown. Out


to the unknown to the character. The classic

example of this is Star Wars, because Luke


is really like the monomyth. He likes it a

little too much sometimes. But he really likes,


he has actually some really good, there were

PBS specials about the monomyth that I think


George Lucas himself did. But, yes. Luke is

at home. You see the call. He looks up in


the sky. But then when the call-- you see

he wants to go. But then when the call actually


comes and everyone says, "You must learn the
ways of the Jedi," what does he do? He's like,
"No, I've got to go back home and deal with

power converters and stuff." No, I can't,


I can't, I can't. Then he goes home and what

happens? There is no home anymore. Only Storm


Troopers are so precise, or whatever. So he's

forced to go out into the unknown world. Then


they have the trials. This is the road of

tribulation, or whatever it's called. Basically,


problems are popping up, and the character

is learning to overcome them.


Usually there's a mentor. And then there's

not a mentor. Whoop, whoop. No-o-o-o! Usually


you get some buddies who will suspiciously

not be around anymore by the time you get


to the bottom of this, which is the descent

in the underworld, which is where the character


either metaphorically or literally dies and

is sent to the underworld. Metaphorically,


they're at their lowest point. Everything's

going terribly. But then they come out of


it. They have the-- what's it called? There's

the moment of apotheosis and redemption. They


call it something else. Campbell calls it

something else. What's that? There's rebirth,


definitely. Atonement, that's what it is.

Basically, the character's going to change


in some way, make some decision, learn some

new skill, make atonement. They're going to


get rewarded with the elixir. Then they're

going to go home with it and take the elixir


back. There's generally an apotheosis here,

where it's like a meeting with divinity or


with one's father figure, and kind of accepting

and dealing with that, taking the elixir,


and heading home changed, bringing the elixir

back to the people at home, but having been


changed so much that the hero is no longer

the person who can stay home. Often there's


an epilogue where they just wander off. Fallout,
right? Was that Fallout One? That was Fallout
One, wasn't it?

Is this useful? Yes, it is. It's really useful


for envisioning a character arc in an interesting

way. It's really handy. I would recommend


reading about the Hero’s Journey. Where

can it go wrong? Well, there are a lot of


things in the Hero’s Journey that don't

match every story. For instance, Campbell


identified that the hero in the ancient myths

was almost always the result of a divine birth


or a virgin birth. In the old Greek myths,

Zeus was doing something, there was a really


pretty swan or whatever, and there is often

this child of divinity or child that was born


out of mysterious circumstances. So what did

he add into episode one? Where did Darth Vader


come from? He was a virgin birth, born of

the Force. Every single person in that movie


theater when I was there was like, "What?

Like this is cool, but what?" If I'm going


to criticize one of the greatest and most

successful storymakers of all time in George


Lucas, which he really is, that is what I

consider one of the dangers of being too slavish


to a formula or a plot structure. This is

where it gets different from an archetype.


The plot archetypes are like, I want to achieve

this emotion in my readers, and here are some


steps to get that emotion. Structure is, all

right, here's how I actually structure my


story. And if these are too rigid, you will

end up putting things into your story that


just don't feel like they fit. They generally

will not ruin your story. But once in a while,


people can be too slavish, I feel, to following

one of these plot structures.


How would you use the Hero’s Journey? Well,

looking at this and asking yourself as a chef,


why do we enjoy this story? Well, there can

be lots of answers, and we're down to 10 minutes,


so I'm not going to go to questions on this

one. But we can talk about the idea that all


human beings kind of have to go through this.

It's the story of being a teenager in a lot


of ways, and arriving at adulthood, hopefully

about the literal death and rebirth. But it


is this thing where we are going to go through

all of our lives, and we have to—


I have a 12-year-old. I'm like, "You're going

to go to college, not too much further by


adult times, six years or so."

He's like, "I can't do that. I cannot move


out."

I'm like, "You don't have to. You're 12. 12-year-olds


don't move out.”

But to him, this is the most terrifying thing


that he ever learned, is that he is going

to be someday expected to leave the house


and live on his own. That is really scary

to a lot of people. We go through this.


Why else is it cool? Well, it's really satisfying.

Like this moment. It's full of satisfying


moments, right? This moment is satisfying

because you can usually see the hero wants


to go on the adventure, and then they're Forced

to. That moment is kind of cool. The moment


where they go into the underworld, where they're

at their darkest point, and they pull out


of it anyway, is really satisfying. The apotheosis

and atonement, where kind of coming to face


one's destiny, one's parental figures, to

make amends for the things that they've done,


and then return home a better person, having

brought something that helps everyone else,


whether it's having destroyed a Death Star

or not, coming home victorious is really satisfying.


This explains a lot of really satisfying small
steps you can take, and that makes progress
really exciting. When the small steps of progress,

on their own, give people cold chills, then


you're doing the right thing. Then your book

is coming together. The Hero's Journey is


just all about those moments, those triumphant

moments, or those moments that are really


relatable, and it's why it makes such a good

plot structure.
Another one that you guys may have run across

is Three Act format, which is kind of just


a remix on the same ideas as most plot archetypes

are. Three Act format imagines a story as


three acts with two major division points,

the first one being generally where the character


becomes proactive. Now, you can find a lot

on Three Act format. I'll just say, if I'm


not writing the one you know, it's okay. There

are lots of different ways. But one is the


change from inactive to proactive. This is

the moment where you go from Act I to Act


II, where the character says, "I will go do

this." And everybody argues on where the different


act breaks are, which is how you can tell

this is a little more squishy than people


pretend.

Everyone, again, usually uses Star Wars as


a perfect example of this, but they will disagree

on whether Act I ends when Luke decides to


go with Obi Wan because he has no other choice,

or when they get off of Tatooine, or when


they get on the Death Star and decide to go

save the princess. All are legitimate arguments


for the end of Act I.

You usually have a transition between Act


II and Act III where you're at the low point,

where all the things you have tried thus far


have just dug you deeper. And the way you

do the middle is you have, generally there's


a mid-point twist, where the stakes change
in some dramatic way, usually an expansion
of the stakes, or the villain's achieved something.

Generally through here you have this rising


action where you increase stakes, increase

tension, and the character tries things, and


oftentimes fails spectacularly.

This is what we try a try-fail cycle, is how


Dave liked to put it. The character has come

up with a solution to their problem. They


try it, they fail, and it gets worse. They

try it again, they fail, and it gets worse.


They try it again, they fail, and it gets

worse. And now we're at our low point because


we've tried everything. Oh, no, what are we

going to do? Frodo has decided to keep the


ring. Spoilers, right? Yeah. Seventy years

old, is it now? Some spoilers. Sixty years


old? But, yeah. We are at a moment of utter

crisis, and then the ending happens, and very


soon after, woo, end, and then denouement.

This can be really handy, again, to structure


your story if you know you need to have a

moment where your character takes initiative.


You need to have something right about the

middle point of your story where the stakes


change in a dramatic and different way, and

that needs to lead into a low point where


everything has been tried, but there is still

one chance. If Luke trusts in the Force he


can fire the torpedoes, even though the last

ones missed, because he has the Force.


You can bring in, when it works really well,

your overlapping different plots. For instance,


Star Wars has Han's mini plot of an arc of

will Han be a good guy or not? Is he going


to learn to want something more than money?

Lo and behold, what happens is you overlap


the lowest moment, Luke finally deciding to

finally trust the Force, Obi Wan speaking,


and Han returning all at once, and it becomes

this really beautiful moment where all your


different plots intersect. That's what I really

love, is when you can take multiple plots


like a character arc, where the character

makes that last big decision or understands


at last the thing that they have been missing

about their life, overlapping with a big surprise,


overlapping with the climax of the story,

that's where a story can really get me, if


they can do that.

So, Brandon, what about discovery plotting.


I don't have a ton to say on this, because

I don't do it. I would recommend going to


other people who do discovery write, reading

what Stephen King talks about with discovery


writing, reading what George R. R. Martin

says about gardening.


I will tell you one thing you can try, and

we'll end here. Mary Robinette, which if she


goes to a Q&A here you can ask her about it,

taught me a discovery writing method that


works pretty well, and it is called "yes,

but/no, and." Yes, but/no, and focuses on


taking a character, throwing them into some

sort of terrible situation at the very start,


and then just asking yourself, all right,

what's the most intelligent or reasonable


thing they could do right now to get out of

this problem? Have them do that, and then


ask yourself, does it work? If you say yes,

you add a but, something else has gone wrong.


Or you say no, and you escalate that problem

to a bigger problem.
What this does is it creates this sort of

sense of motion where something is always


going wrong for the character, which can be

really handy to keep your stakes up in a discovery


written story. Afterward, after you've written
the book, you can go back and say, okay, can
I move all of these things into being pieces

of a larger plot? Can I somehow tweak this


so this one is foreshadowing for this one?

But as you're writing, you can just remember,


everything needs to be getting worse a lot

of the time. And yes, but/no, and is a method


of doing that. You can find a lot of them

online. I would recommend listening to what


other writers say. You've heard a lot today

about my method. Go research other methods.


Try out a lot of different things. See what

works for you. I'll do Q&A next weeks on anything


about plotting you guys want to know. And

that's it.

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