If making your plot consistent is hard, does that mean you're doing it wrong?

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chicgeek

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I don't know if I'll ever write another sci-fi again for the reasons you cite. Fantasy after this, definitely. Either that or romance.

SERIOUSLY. What is my problem?? I'm great with characters/relationships. Worldbuilding is where I'm weakest (although I'm getting better at a painfully slow rate). So why the heck do I torture myself with ridiculously involved sci-fi stories?

I've had several people ask me why I bother (when I'm complaining to them about worldbuilding and plot consistency). It makes me think of another thing my favorite teacher said: write the story you'd want someone to tell you. I realized that that's exactly what I'm doing. For better or worse, lol.
 

buz

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Here are my questions: Is this par for the course, or does it mean my story is too complex, too flawed? Or is it a positive? Maybe I'm just a meticulous plotter? Is it this hard for all writers?

I dunno. It's hard for me. But I tend to just write and make it up as I go. Then, when I have a draft, only then can I see where the threads of coherent plot might be. I have to add things, weave the threads together, cut out some dead ends--it's annoying and it's difficult and there are a lot of problems to be solved that often require several more revisions before I happen to think of an appropriate solution.

However, I don't know if the result is um...good. :D

Everyone has different ways of doing things. Are you outlining or writing? I've tried outlining, but I find that I...outline myself into a corner? Does that make sense? Like what you're doing, I guess, except I can't seem to actually tie things together or come up with answers until it's written out. So I don't try anymore...:p

But yeah. Find what works for you, and do that. (Sometimes "what works" is still "frustrating as hell", though.)

I don't know if it's too complicated until I read it....;)
 

GiantRampagingPencil

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I'm a bit of a pantser, but when there are too many variables--the limits of technology, light speed lag, the enemy's reaction to the hero's actions and the hero's counter-reaction, the counter-counter, the counter-counter-counter, and complex issues of the relative timing of actions, etc--then I have to sit down and outline sections.

Timing is an excellent example of the "duck principle" that I mentioned upthread. I don't go through explaining why things happen in a particular order, I just have them happen in that order, but I have to plot it out to see if they can happen in that order.
 

GiantRampagingPencil

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write the story you'd want someone to tell you. I realized that that's exactly what I'm doing. For better or worse, lol.

That's exactly what I'm doing. I remember getting frustrated with Battlestar Galactica because the dramatic structure is backwards. The giant climax begins the story, then they sort of run away. That was the genesis of the story. "That was awesome--if only they did it right. Hey, why can't I do it?"

I wanted certain things in my story that I love. Ancient ruins where the only sound is the wind whispering through the grass, people struggling to survive on a lost and ancient derelict space ship, a mysterious prophecy, hideous monsters that only come out at night, a hidden world, an epic battle for the survival of mankind, a hot, green alien chick, true love, killer robots, gritty ship to ship actions a la the age of sail, space marines, secret weapons, a bad ass chick with a robot arm, a slippery hero always getting out of trouble with his brains, planet destroying weapons, and, last of al,l an epic "ride of the Rohirrim" moment.

I tweaked and plotted and world-built until I got what I wanted. Hell, I created a whole geo-political back-story because I wanted my ships to have the "HMS" prefix to their names!

I call this the "Princess Bride" theory of story-telling. No pirates, I'm afraid, but I never liked pirates.
 
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victoriastrauss

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Don't imagine that fantasy is any easier (unless you want to write bad fantasy, that is). Building an internally consistent world, and making your characters act in that world, involves every bit as much work and question. Just because you've made up the rules yourself doesn't mean that you are any less obliged to rigorously adhere to them.

I've often found myself in a situation where the principles I've established in worldbuilding make it impossible for my characters to do the things I originally wanted them to do. If you're doing hackwork, you can just come up with some sort of magical hand-waving that enables you to violate your own rules (this happens in hack SF all the time, by the way). Otherwise, you are bound by the rules of your made-up world, just as, in good SF, you are stuck with the laws of real physics.

- Victoria
 

GiantRampagingPencil

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Oh you sneaky little plot--shifting around while I'm not looking. The creative process is such mysterious alchemy.
 
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