enterpride, The Dramatist

Member Since

1/13/2018

Last Activity

7/15/2020 8:55 AM

EXP Points

554

Post Count

198

Storygame Count

1

Duel Stats

2 wins / 0 losses

Order

Warden

Commendations

95
A story is something you have to want to write, so it's a really personal question on how to do it well. There are countless articles on the internet on how to do it. Most of their authors are way more successful than I am. Yet, here I am, basking in my ego and adding my own droplets of advice to the sea. Or the thread this was intended for got deleted and now it's ended up on my profile. That works too.

Some tips that work for me:

- Start with a premise. For me, that's some question I want to answer while writing. For Treatise, I wanted to discover how grief would cement itself in a generally unstable baron. Now I'm writing a sci-fi about humans that have bargained with the devil to reclaim their home. My question is more in how they will do it, and how far they're willing to go in overcoming the boundaries. Both in-depth and straightforward at the same time.

- Read. Read storygames on the site to both get a feel of what works and what doesn't. Read books to discover which styles you like, what topics draw your interest, what character works for you. The more you write, the more you get a 'second way' of reading that's more analytical. Don't overdo that and suck the pleasure out of reading. Almost everything has been done before. The art lies in the mixing and the rebranding of used components, and to give the package your own flair.

- Don't plan too long. Most ideas die after the two-week mark or the first phase of planning everything out. People are getting bogged down in the minutiae of their world or the tiniest of characters. Personally, I think everything is secondary to the concept I want to explore. As long as that first premise is intriguing, the rest will fall in place during writing. Allow yourself to be free to write yourself into different bends that you initially didn't plan out. I like to explore the question during the writing, improvising everything as I do, based on some vague thoughts I had during my daily commute. The uncertainty gives me the motivation to continue.

- Don't rewrite... too much. I am a big fan of rewriting, but do it with purpose. After writing a scene, I'll go over it the session after in order to change words and sentences. They're usually small changes mainly to do with the flow. I'll read the scene out loud (well not really that loud, I'm not a nutcase) and change sentences where I need faster or slower tempo. Significant/total rewrites should be reserved until you're far ahead in the story itself. For example, when you feel a particular plot needs more substance or there isn't enough foreshadowing. Think of it this way. Writing a story is a journey to the 100%, does rewriting give a substantial enough of a boon to warrant you not progressing towards the end?

- Love dialogue. Ever notice how much smoother the reading is of scenes that carry themselves through dialogue over dry descriptions? It's a quick, easy, and secret trick (and experts hate it)!

- Think in plot, world, and characters. Try to further at least two of these three in every scene you write. These three pillars are what makes a story. Go back to your premise. Is it plot-heavy? Is it world-heavy? Is it character-heavy? Let that reflect in the scenes you'll be writing.

- Have fun. At the end of the day, writing is a hobby. If you aren't having fun, why are you doing it? You're better of working if you don't, or at least look for a better hobby. This ties directly to the writing itself. If you yourself aren't enthusiastic about your work, why would anyone else be?

- Just write. You have a story to tell and it's up to you to tell it. Don't get over-attached to that one golden storyline. In a few years or even months, you'll have moved on to other things. It's better to do it roughly now and finish later than to leave it undone because you overthought everything and became too scared to do it.

Trophies Earned

Earning 100 Points Earning 500 Points Having 1 Storygame(s) Featured

Storygames

Featured Story A Treatise on Heartly Manners

A contest entry for Bucky's year's end contest: choose your own prompt II.
Play as Lord Robert, the baron of Rivellon, at the lowest point of his life. He's cheated on by his wife, betrayed by his liege and filled to the brim with a turmoil of conflicting emotions.
How does his life end? 


Expedition Aquarius
unpublished
A short story that came out of Mizal's Tiny 'topias Jam. Due to the lack of branches and the 2k words restriction I deemed it not suitable for publishing. Yet, if your interest is piqued, and you do not use the CYS extension, here is the link for you to enjoy: Expedition Aquarius Meanwhile, this'll be temporarily published to get me a better view of what to improve.

Guns of the Future
unpublished
The year is 2478, and the human race once again finds itself within Sol's boundaries. We have risen anew like a phoenix from our bitter past.

Like Aeneas, we had been cast out of our home. We searched the galaxy for a new home, and like him, we found it and made it our own. We struggled and were battered by the harsh conditions. But now, both ready and willing. we will eclipse the legends of old.

Now we fight to reclaim what is ours.

Letters Unanswered
unpublished

An epistolary novel containing the desperate pleas of a sole father. How will he reach safety in a city ripe for rebellion?
An entry to Mizal's Tiny 'topias Jam.
Where a lot more little bite-sized stories are -and will be- shared by a lot more authors.

Meanwhile, this'll be temporarily published to get me a better view of what to improve.

Recent Posts

Pink Whale Challenge: Actual Challenge Day 7 on 7/13/2020 3:15:18 PM
I like it almost as much as I like the Jerryface

Pink Whale Challenge: Actual Challenge Day 7 on 7/13/2020 3:09:48 PM
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Pink Whale Challenge: Actual Challenge Day 7 on 7/13/2020 3:05:02 PM
It does say 'tulipathic, The Reader' on his profile. Who knows, we may have the next professional reviewer at our hands!

Pink Whale Challenge: Actual Challenge Day 6 on 7/12/2020 11:41:11 AM
I tried a handstand pushup, failed, fell, and now my back hurts. Shouldn't have tried it on a wooden floor.

Stats: Annoying or Just Pointless? on 7/11/2020 11:54:03 AM
Very bad. Unless good. But most bad.

Stats: Annoying or Just Pointless? on 7/11/2020 11:37:06 AM
I feel stats put the game above the story and cheapens the whole narrative. This writeup is mainly personal taste, but if I wanted to play a game, I'd be booting up my steam library, coincidentally free from any CYOA's. Although I get not everyone likes the sprawling tree branching style, and that some stats are necessary to implement meaningful results after a bottleneck. That brings me to my entirely made up on the spot distinction: the one and only enterpride's guide into good and bad stats. Note that enterpride is a complete doofus most of the time and should not be treated as an expert on any occasion and topic; it'll go to his head, and nobody wants that. My main gripe with stats is that it breaks immersion and dumbs down all subtlety. It takes the wonderful vague whiffs of grey mystery and turns them into solid blocks of white, off-white, grey, and black. That's boring. Take relationships, for example. Try to look towards your own social life and rate every acquaintance, friend, and family on a relationshipbar that goes up to a hundred. Every time they say something you agree with, that bar goes up a few points, and every time they do something mildly annoying, it goes down. It'd be stupid, right? It completely dumbs interpersonal relationships into an 'either they're with me, or they're against me' metric. Where is the bro you love to hate, the teasing fun, or the gal that's wonderful in a professional setting, but atrocious several hours later at the bar? Has there been a true bro for life that you've never fought with? Nevermind adding a second bar to track the 'love' metric. I wish it'd be as easy as making honey-sweet compliments until everyone falls in love with me. Or rather not. I am a man of culture and prefer a little bit of variation and personality, weird stuff. I get you want to fill your world with dialogue. But, at the very least, please track this under the hood, so it's less autistic and open to something more arcane that works better. So relationships stats suck. What about your inner relationship? Your personality. It sucks as well. Psychologists have been trying and failing to tie personalities into stats for centuries. Remember that flaming dumpster called the Myers-Briggs test? Yeah, that didn't work. Psychiatrists are grasping at straws, where after years of study, the following baseline remains the golden rule: if it works, it works. Wait, enterpride, I want to give the protagonist a personality! But not like a set personality like the lazy douchebags like you do; I want a personality that evolves naturally throughout the game based on the actions and thoughts of the player. Why should you strawman psychiatrists and psychologists into the debate? I'd say there is something you can track, that both works better and is more immersive. Instead of monitoring personality, track reputation, and preferably track reputation in different circles. Instead of blunt responses giving you direct points, locking you out of subtle remarks, have it so candid answers gives you a brusque reputation. People start to take your words at face value, and only those in the know may recognize any subtle remark you make. Adds for much better intrigue, no? It's also a given that your personality is different around different people and in different situations. Who behaves exactly the same at their work, and their friends? Different friend groups evolve differently, making you act differently too. The 'black box' approach works best. Don't track what's going on inside, but its effect in the broader world. Hand the inside over to the empathy and imagination of the reader. Also, evolving naturally does not mean setting in stone. So personality stats suck. What about skills. Skills are quantifiable, right? Yeah, mostly. I won't talk shit here, saying sword mastery is not a real thing and untrackable. Still, I don't like the bars, turning the game into a rush to get the highest score on as many bars as possible. Especially when I know I'll be 'tested' on those stats. Instead of immersing myself like the weirdo I am, I am plucked out of the world and try to solve it as a puzzle. I don't like puzzles; I like jumping into the mist and finding my way by feel, often losing my footing in the process. So don't show the stats as a number. Instead of saying your strength is 85, confirm that your power is unusually high, giving you the possibility to compete into amateur strongman competitions. Now I'm picturing myself having the strength of an Eddie Shaw on a terrible day. I know if there's lifting to be done, I'm the guy. So what about stat checks? As a tree guy, I don't like those as well. You've probably guessed it by now, the above points and mentality apply here as well. There's either failing or succeeding. It doesn't matter if you're one point shy of the required amount, or if you're a complete novice. Eddie Shaw, on a terrible day, would probably be more successful than a stick figure in breaking a tree, even though at the end of the effort, my glorious, sprawling tree remains standing. It also turns all critical thinking into a choice in choosing your best bar, your second highest bar, or something entirely dumb. Bonus points if that choice gives points to the chosen bar, turning the whole 'game' into repeating the exact same methodology over and over. So enterpride hates stats, I get it. But I hate trees and all the oxygen they provide. Breathing sucks and is tiring! What would you want me to track if not the honesty stat, or the flirt stat? Track things that are exact, critical choices, for example. Is your deceitful ally dead, or alive? Have you delivered all your troops safely to the keep, or did you lose most of them due to an ambush? Things that my character knows. To stay within the medieval ruler example, what would the king know? Mostly things his advisors told him, based on his reputation. Otherwise, I'd boot up Crusader Kings, instead of playing a cheap copy of that. Rant over. Enjoy the read. And choose the sprawling tree, also known as cave of time style branching.

Revamped Hook Mother DUCKERS on 7/11/2020 7:08:04 AM
It's way better. Right now, the biggest tip I can give you is to start working on the story itself.

Pink Whale Challenge: Actual Challenge Day 2 on 7/8/2020 9:02:45 AM
wtf i don't like this

June is Noob Threshing Month! on 7/7/2020 1:29:18 PM
Yeah my bad. The first one had no styling and thought I'd fix it. The second version is far superior, so that's clearly the one that should survive

Newbie Contest Q&A and mainly Enterpride's writeup on 7/6/2020 10:56:40 AM
Stay careful. You may be undiscoverable now, but one slip and better stalkers, ahem rather licensed investigators, will be able to pull the curtains of mystery away. The timezone speaks comes awfully close to admitting you're not part of the US gang here. On an unrelated note, congratulations on writing an entry that would put most stories here to shame.