How to Write Fables?

  • Fables are Tales.
  • More than any other Tale, they are fundamentally Symbolic.
  • Fables may be the best way to Start writing.
  • As well as a place to return for one who has Journeyed.
  • Fables are Cycles.

Summary – 6 Steps to a Fable

  1. The Characters Discover the World.
  2. They Journey to the Place they are looking for.
  3. They meet a Threat.
  4. They Defeat this Apparent Threat.
  5. A True Menace unveils.
  6. They Defeat the Menace.

Fables

  • Symbols
  • Fables are Tales.
  • They are Stories Told & Followed.
  • They make use of Icons more so than any other Story type.
  • Fables convey a direct Message.
  • The Message exists in the Title of the Fable.
  • It is then developed through the Story.
  • Fables are Allegories.
  • They are Parables.
  • Cycles
  • Fables are Atemporal stories.
  • They revolve around Transitions.
  • And an Illusion of Change.
  • Change is a apparent phenomenon in Fables.
  • Though, it never happens.
  • Conferring them a sense of Eternity.
  • Repetition is effectively present.
  • Events repeat.
  • New Encounters.
  • New Conflicts.
  • New Separations.
  • And still, they bear same Flavor.
  • A Fable is a Cycle.
  • A Confusion of the Beginning & the End.
  • Universalism
  • Fables are Stories of the People.
  • Stories for all Humans.
  • They are a Body of tales.
  • Tales of Synergy.
  • Displaying Overlapping figures.
  • These combinations may be tenuous to identify, though.
    • As Humans use different symbols to represent the same concepts.
  • Fables are visual.
  • They Show some Pictures in order to Hide others.
  • They Make the most use of Archetypes.
  • They Invoke the broadest of Themes.
  • Any Story can be created through a Combination of these elements.
  • The Depth of a Fable is conveyed through Belief.

If you want to know more about creating Immersive Stories.

World’s Discovery

  • Atmosphere
  • Always, the Atmosphere.
  • You only need 4 elements to define it:
    • The Colors & Light
    • The Shape & Forms
    • The Inhabitants
    • The Vegetation & Buildings
  • What do you see?
  • What do you sense?
  • What do you feel?
  • How do you transcribe this?
  • Why do you want the Characters to visit this place?
  • Why do you want the Public to visit this place?
  • What are they supposed to enjoy?
  • Loci
  • Fables are often Simple Stories.
  • They need Simple world maps.
  • A Simple map can be both Diverse & Contrasted.
  • Place this map in the beginning of your Story.
  • Complete it as the Story unfolds.
  • On this map you’ll need to be able to identify 5 core elements:
    • Landmarks
    • Travel roads
    • Organizations
    • People
    • Resources
  • When your Characters are trying to reach a Destinations they should always look for the shortest path.
  • Limits
  • What can be found in this World?
  • What cannot be found in this World?
  • These are the only 2 questions you need to answer to define the limits of your World.

If you want to know more about creating compelling Settings.



The Journey to this Place

  • A Tale
  • Your Characters are looking for a Place.
  • Though, they may ignore it.
  • They need to be hinted.
  • In order to Discover this Place.
  • It may be a Tale.
  • And the Teller may or may not be familiar.
  • The Tale should suggest them that such a place exist.
  • All’s then left to their Imagination.
  • Their Ideal Place
  • What is Ideal?
  • Your Characters may define their Goal quite early.
  • This Goal will develop through the Story.
  • It will change as the Character’s Group change.
  • Their primary Goal should be to find this Place.
  • A Place where they can live.
  • A Place they still can’t envision.
  • This will lead them to a Single End: Reaching this Place.
  • Diverse Encounters
  • More than anything else, Encounters should be Diverse.
  • Sometimes, the Characters will meet a New Character.
  • Sometimes, the Characters will discover a New Environment.
  • Sometimes the Characters will face Hostiles.
  • Or they will meet Friendly people.
  • They could face Large Threats.
  • Or Minor Threats.
  • They could come across Predictable difficulties.
  • Or come across Surprise Issues.
  • Create a Diversity of Trials.
  • Create adventures with a Decision-based solutions.
  • And others with Violence-based solutions.
  • Remember that you are writing with a diversity of Characters.
  • Make use of this diversity.
  • Creating Relationships
  • Along their Journey the Characters will foster relationships.
  • They can be classified by order of Intensity & Destination:
    • Friends.
    • Allies.
    • Opponents.
    • Foes.

If you want to know more about creating Journeys.

The Apparent Threat

  • Minor Antagonist
  • Define this Antagonist’s Origins early.
  • Her Origins hint at her Name’s meaning & Goal.
  • Give her at least 1 Quirk.
  • Quirks make a Character Memorable.
  • What’s her Goal?
  • What is she pursuing this Goal?
  • This Antagonist, as any Character, will need Resources to reach her Goal.
  • She’ll also have Resources available in the beginning.
  • Relationships influence access to new resources.
  • Therefore, you’ll want to create a Relationship web focused around the Antagonist:
    • Who are her Allies?
    • Who are her Opponents?
    • What’s her Relationships to the Protagonists?
    • What’s her Relationships to the True Menace?
  • Defeating the Threat
  • How do the Characters meet the Threat?
  • How’s their 1st encounter?
  • Pick a Location linked to the Threat.
  • Which Issue will the Threat bring this Location?
  • What are the Stakes for both Parties?
  • How will the Issue be Solved?
  • What’s the Outcome?
  • How’s their 2nd encounter?
  • After the 1st encounter, there can be as many as you see fit.
  • They all follow the same structure:
    • Location
    • Issue
    • Stakes
    • Resolution
    • Outcome
  • The Becoming of the Minor Antagonist
  • What about the Final encounter?
  • There should be an end to the relationship between the Characters & the Threat.
  • This needs not to end by the Antagonist Death.
  • Only the Threat needs to disappear.
  • The Antagonist can then become a Support.
  • However, other Character may oppose this redemption.
  • The Antagonist herself may choose not to surrender.
  • And therefore needs to be eliminated.
  • Does she need to Disappear?
  • Should she kept under control?
  • As for the other Encounters:
    • Location
    • Issue
    • Stakes
    • Resolution
    • Outcome
  • Add a last dimension: Aftermath.
    • What are the Consequences of this Character’s disappearance?
    • What are the Consequences of this Character’s survival?

If you want to know more about creating Antagonists.



The True Menace

  • Major Antagonist
  • The Origins of a Major Antagonist should be defined before the Story begins.
  • They will impact the 3 fundamental dimensions of the Antagonist’s identity:
    • Quirks
    • Name
    • Goal
  • The Antagonist’s Goal needs to be clear.
  • It does not need to be apparent.
  • And it does not need to be identified by the Protagonists early.
  • Once it is identified the Characters opposing the Antagonist should be able to know how to thwart her.
  • They only need to know how.
  • Not to be able to.
  • They need to be able to identify the Resources needed.
  • As well as the Resources available.
  • You’ll also want to create a Relationship web focused around the Antagonist:
    • Who are her Allies?
    • Who are her Opponents?
    • What’s her Relationships to the Protagonists?
    • What’s her Relationships to the Apparent Threat?
  • Defeating the Menace
  • Contrary to the Threat, defeating the Menace is tenuous.
  • It won’t be enough to simply thwart or kill an individual.
  • The Menace is greater than an Individual.
  • It can be an Organization.
  • Or even a Concept.
  • Therefore, it can only be defeated on a Conceptual or Systematic level.
  • An Organization needs to decrease in Popularity to be erased.
  • Hence, the Characters can’t simply go to war with it.
  • For, even if the Organization is beaten, it will still have members trying to restore it.
  • Victory or Peace?
  • Should the Characters defeat the Menace?
  • Should they Ally with Her?
  • Should they Fail?
  • Should they Sacrifice themselves in order to Succeed?
  • These are 4 different possibilities you’ll want to consider.
  • Ask yourself.
  • What would bring Peace to your World?
  • Is it the Death of the Menace?
  • Is Freedom necessary for your Inhabitants?
  • Should you consider letting the Menace administrate your World?
  • If she was doing a decent job, why not?
  • Maybe she was abusing her powers.
  • Then, have your Team keep her in check.
  • There are many possible outcomes you’ll want to experiment.

If you want to know more about creating deep Antagonists.


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