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pikachewy1 PM
Joined Oct '13

Hello and welcome to my profile! Here's where I post general advice for authors, story plans and updates, etc. My main fandoms of interest are Pokémon and Zelda. I like several others (Mass Effect, Warhammer, Star Wars, Halo, and Undertale to name a few) but I don't have any story ideas for them at the moment.

Story Plans: Ultra Sun/Moon Novelization-Large scale adventure story focused on character development. Very slow burn Sun/Lillie and Moon/Hau pairings.

Legend of Zelda Steampunk-Set in an alternate version of Breath of the Wild's world, a darker story that draws elements from all over the Zelda franchise.

Undertale AU-A much lighter hearted story that flushes out and alters Undertale's lore with a ridiculous adventure on top. Also Chara/Frisk pairing.

Advice for fellow authors: Grammar: First off, grammar is not only important, it is a writer's religion. No seriously, I have seen way too many potentially great stories get wrecked by sloppy grammar. Proofreading your work at least once or twice can solve most of these problems, and having someone read your work before you post it will only help even more. Plus, they just might have some good ideas for you.

Pacing: Secondly, don't rush the story. This is the other big story killer out there. Rushed stories read more like an outline or screenplay and poor placement of scene breaks make it seem like people are warping through spacetime for no reason. Remember, it takes much longer to write something than to read it. If you read through your work and it feels like an outline or rough draft, clean it up and put some meat on its proverbial bones.

Setting & Plot: When it comes to describing the world around you and the characters in it, you should try to inject atmosphere and color into the world. Describe the gritty dust getting into your protagonist's clothes and face in the arid heat of the desert, not just that they're in a hot desert. Is the old cemetery suffocating in its silence with a desolate wind through the withered trees surrounding it? Is the romantic moment between your lovers a warm intimate embrace lit only by the cozy campfire, or desperate last hold before facing the encroaching storm? Likewise, describing the personality and aura of a character is far more interesting than what dress their wearing. Are they warm and inviting, chaotic, dour, athletic, tired, lazy, or curious? Do they get cranky before their morning coffee? Are they easily aroused by strong women? If their blunt and to the point, is it because they're surly or just oblivious to social cues?

Relationships: On the subject of romance, don't rush it. A strong romance depends on the characters and the bond they develop. Just like in the real world, love takes time, effort, and compromise to truly bloom. It's much more like a very close friendship plus intimacy. If you rush the romance, it feels forced and the reader won't be emotionally invested in the characters or their relationship. That being said, don't be afraid to explore flawed or dysfunctional relationships, and not just the romantic kind either. People are flawed and complicated and the ways they interact even more so. Just keep it classy, no tone-deaf alpha male meatheads, one-dimensional nymphomaniac waifus, cardboard walking stereotypes or self-insert mary sues /marty stues who never make mistakes and are the second coming of Jesus. And definitely no emo edgelords who die at the slightest touch of empathy. Those characters aren't interesting at all and no one cares about someone else's wish fulfilment fantasy.

Worldbuilding: This topic is incredibly vast so I recommend doing your own research. A great starting place is the YouTube channel Hello Future Me who has an entire series on worldbuilding. That being said here are some very basic tips for worldbuilding. First, when using any kind of magic system, what the magic can't do is always more interesting than what it can, because that forces the character using it to get creative. Second, make sure the story's internal laws of physics (whether like our own or completely different) are internally consistent. This should only change if something is damaging the fabric of reality in some way. Third, while constructing a history and lore and geography for your world is both fun and interesting and lays plenty of groundwork for the narrative, you don't need to tell the reader every little detail. The worldbuilding revealed to the reader should only be what's relevant to the story or that they'd logically encounter. The rest can remain nebulous, which means you also don't need to spend years and years flushing out lore that no one is going to see, that's a waste. Finally, a great place to start your worldbuilding is to question your world. What are the characters doing and why? Why is the city on that cliff instead of next to the bay? Who lived in those ruins and what were they doing? Would anyone even know? What if a volcano made a big island next to that peninsula and is it still active? Is there a moon to make the tides or deep oceans? Is the world hot or cold? Did an earthquake cause that lakebed to be dammed away from the sea and what would happen if it were removed? You get the idea. (fun fact, that last one was based on a real geological event where the Gibraltar strait was dammed up by tectonic movement millions of years ago, which caused the Mediterranean to dry up. The strait eventually reopened and the sea rushed back in within a couple years. PBS Eons on YouTube is where the you can find the video about it. Give it a watch if you want.)

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