Points on Plotting
Source: steampunk.com
1. Nothing should happen at random. Every element in a story should have significance, whether for verisimilitude, symbolism, or the intended climax. Names, places, actions and events should all be purposeful. To test the significance of an element, ask: Why this place and not another? Why this name and not another? Why this action, this speech, and not others or none at all? The answers should be: To persuade the reader of the storys plausibility; to convey a message about the theme of the story; to prepare the reader for the climax so that it seems both plausible and in keeping with the theme.2. Each character has an urgent personal agenda. Too much is at stake to abandon that agenda without good reason. We may not share the characters urgency, but we should be able to see why he cares so much about what he is doing. A character who acts without real motivation is by definition melodramatic, doing outrageous things for the sake of the thrill it gives the reader not because it makes sense for the character to do so.
3. Plot stems from character under adversity. A mild-mannered person cannot achieve his goals by an out-of-character action like a violent assault, unless we have prepared the reader for it by revealing a glimpse of some suppressed aspect of his personality that can be plausibly released by stress. And the stress itself must also be plausible, given the circumstances of the story.
4. The plot of a story is the synthesis of the plots of its individual characters. Each character has a personal agenda, modified by conflict or concordance with the agendas of others. The villain does not get everything his way, any more than the hero does; each keeps thwarting the other, who must then improvise under pressure. If the hero is moving northwest, and the villain is moving northeast, the plot carries them both more or less due north at least until one or the other gains some advantage.
5. Foreshadow all important elements. The first part of a story is a kind of prophecy; the second part fulfills the prophecy. Any important character, location, object should be foreshadowed early in the story. The deus ex machina is unacceptable; you can not pull a rabbit out of your hat to rescue your hero. But you can not telegraph your punch either your readers do not want to see whats coming, especially if your characters seem too dumb to see it. The trick is to put the plot element into your story without making the reader excessively aware of its importance. Chance and coincidence, in particular, require careful preparation if they are going to influence the plot.
6. The plot begins long before the story. The story itself should begin at the latest possible moment before the climax, at a point when events take a decisive and irreversible turn. We may learn later, through flashbacks, exposition, or inference, about events occurring before the beginning of the story.
7. Keep in mind the kind of story you are telling. Any story is about the relationship of an individual to society. A comic story describes an isolated individual achieving social integration either by being accepted into an existing society or by forming his own. This integration is often symbolized by a wedding or feast. A tragic story describes an integrated individual who becomes isolated; death is simply a symbol of this isolation. The plot should keep us in some degree of suspense about what kind of story we are reading. Even if we know it is a comedy, the precise nature of the comic climax should come as a surprise. If we know the hero is doomed, his downfall should stem from a factor we know about but have not given sufficient weight to.
8. Ironic plots subvert their surface meanings. Here, an ordinarily desirable goal appears very unattractive to us: the hero marries, but chooses the wrong girl and turns his story into a tragedy. Or the hero may die, but gains some improvement in social acceptance as a result by becoming a martyr or social savior.




