Fate Aspects in Creative Writing: Fleshing out your Plot

This is a continuation of my previous post concerning using Fate Aspects to flesh out characters. This week we’re gonna talk about using Aspects to figure out what’s going on in your plot. The purpose of Aspects is to serve as keywords that point you to the core idea of a character, scene, plot, or situation. As previously explained, they are punchy phrases like Daredevil WWII Pilot or Never Back Down From A Good Fight.

More appropriate to this week’s discussion, where we’ll talk about using them to describe the story as a whole, you may consider Aspects like The Town that Time Forgot or The Sword of Damocles. These might describe themes or threats within your story that will unfold over the course of writing.

What follows is a very basic introduction to how to use Aspects to define elements of your story. There are some resources down at the bottom of this article if you’d like to take it further. The ideas are not really complicated as they may seem, but they’re beyond the scope of a single blog article.

Spoiler Alert: This article contains very mild spoilers for Stranger Things 2 and Stephen King’s It, used to illustrate some of my points. Read no further if that sort of thing upsets you. And seriously, go watch Stranger Things.

Continue reading “Fate Aspects in Creative Writing: Fleshing out your Plot”

Advertisements

Clues As Fate Aspects

11624-2573-12929-1-journey-into-mystery

I have some shocking news, GMs. You are not Sir Arthur Conan Doyle, and your players are not Sherlock Holmes. So when you run a mystery, you should save yourself, and your players, the frustration of expecting your players to just, somehow “get it”. Yes, it’s great when someone puts 2 and 2 together (that’s 22, right?), but those moments are the exception rather than rule, and can only serve to highlight good mystery planning, rather than being relied upon to drive the plot forward.

This is for the simple reason that no one can see inside your head. GMs who are in all other cases highly descriptive when it comes to hack n’ slash dungeon crawls, will all too often suddenly expect players to read their minds when it comes to a horror/mystery like Call of Cthulhu. In order for players to put together the pieces of this intricate puzzle, you have to stop holding out on giving them the pieces.

Continue reading “Clues As Fate Aspects”

Fate Aspects in Creative Writing: Fleshing Out Your Characters

It’s NaNoWriMo, and I want to talk about how Fate Aspects can help you flesh out your characters and plan your stories. I know there’s a huge temptation to fall down on one side or the other of Team Pantser, and Team Plotter, but whether you identify as an outliner, or as a discovery writer, Aspects are a unique tool to get a handle on your story and characters. For the Pantsers in the audience, like myself, it can be one way to outline without spoiling the thrill of discovery for yourself. Today I’ll talk about how to use Aspects to flesh out characters. I’ll talk about using Aspects to flesh out your plot in a future post.

Continue reading “Fate Aspects in Creative Writing: Fleshing Out Your Characters”