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novasunshine 21 Aug, 2016 @ 1:22pm
What constitutes a good story?
It's the continuation of the other thread . It clears up some things.
So far we have this
Originally posted by Kryztal:
Something that's interesting and is usually not written about.

Feel free to ask questions, as it makes us all the wiser.
Last edited by novasunshine; 21 Aug, 2016 @ 1:31pm
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Showing 1-15 of 15 comments
76561198162727631 21 Aug, 2016 @ 1:24pm 
Writing. A LOT
dino_inc 21 Aug, 2016 @ 1:25pm 
Lots of details and good world building.
Prusak 21 Aug, 2016 @ 1:26pm 
If there is fighting, it can be good to make your characters vulnerable.
So that their lifes are at risk.

Note: the characters need to be likeable and interesting for this to have any impact
novasunshine 21 Aug, 2016 @ 1:29pm 
Originally posted by Pepsiman! #WentInsane:
Writing. A LOT
Not specifically, there's lots of short and sweet. Just turn to the Kürzgeschicte lane and you'll be off the road that to Feelztown or inspiration. It's quality over quantity.
novasunshine 21 Aug, 2016 @ 1:30pm 
Originally posted by dino_inc:
Lots of details and good world building.
A'ight, I'll keep that in mind.

Originally posted by odd owen:
a story can be plot driven or character driven in many cases
it's a good idea to flesh out the plot or characters
maybe both, but too much information can get in the way
Both noted.
dino_inc 21 Aug, 2016 @ 1:31pm 
Originally posted by Ninten':
Originally posted by Pepsiman! #WentInsane:
Writing. A LOT
Not specifically, there's lots of short and sweet. Just turn to the Kürzgeschicte lane and you'll be off the road that to Feelztown or inspiration. It's quality over quantity.
Reddit's r/writingprompts is a good resource if you want to see what makes a short story good.
I'm reasonably good at dialouge.

I'm shit at explaining things.
novasunshine 21 Aug, 2016 @ 1:39pm 
Originally posted by Stake from Jate Farm:
I'm reasonably good at dialouge.

I'm shit at explaining things.
Yep. That's the reason I can't even start.
Littlefoot 21 Aug, 2016 @ 1:59pm 
A story that doesn't leave too many plotholes at the end.
A few things that make a good story IMO
  • Good charcter arcs. You can actually see and feel the character changing as a person (A good one for this is Jason from Far Cry 3)
  • Good description to make the reader picture themselves there (use the 5 sences) but don't over do it or they'll get bored
  • It's a good idea to make a basic "skeletal story" of the main events then flesh it out by filling in the gaps IMO
  • Make the reader hate/like the characters. Don't just say a ceratain character is an asshole and leave it at that, show them being an asshole.
  • Try not to have too many characters, focus on a few and stick with them as it's easier to like a few characters then it is to like a whole party of them.
  • Explain why stuff is happening somehow or the reader will get confused (eg if a character is given something have them ask why)
Last edited by The Extreme Potato; 21 Aug, 2016 @ 2:13pm
76109108007942031 21 Aug, 2016 @ 2:38pm 
"Show don't tell" is the main thing I can think of, basically don't tell me a character is a good fighter, or a nice guy, show me that they are a good fighter or a nice guy.
Why are you asking us this?
Not cringey dialogue
Make sure to make characters distinct in actions and dialogue. If everyone is talking like a 15 year old, the story loses me.

Avoid characters who are basically walking tropes. Evil Germans, punk girls, and mystical foreigners are rubbish. Ideas on fleshing out a character include giving them interests, backstory events, or relationships that are just plain innocuous, or unimportant to the story. It adds realism and makes a character feel like a person instead of a living plot device.

When doing description, minimalist is better than flowery. Start with the vital details to set the background, and then see what you need from there.
G_lad 21 Aug, 2016 @ 4:42pm 
Me reading it
Originally posted by Ianj #freeparappa:
Originally posted by Wot Lewinbor:
Make sure to make characters distinct in actions and dialogue. If everyone is talking like a 15 year old, the story loses me.

Avoid characters who are basically walking tropes. Evil Germans, punk girls, and mystical foreigners are rubbish. Ideas on fleshing out a character include giving them interests, backstory events, or relationships that are just plain innocuous, or unimportant to the story. It adds realism and makes a character feel like a person instead of a living plot device.

When doing description, minimalist is better than flowery. Start with the vital details to set the background, and then see what you need from there.
what is the walking trope is suposed to subvert your expections like flowery from undertale
You can play around with a character that APPEARS to be based around a single trope, but has other character traits or elements that subvert the trope.

But basing a character ONLY on a single trope, like "independent strong woman who makes her own way in the world without some male to rely on" or "super badass action hero man with grizzly five o'clock shadow and a grimdark backstory" is extremely lazy, and just flattens the story entirely.
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Date Posted: 21 Aug, 2016 @ 1:22pm
Posts: 15