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Outlines in making a story

Mushroom ๐Ÿšซ

I wonder how many use an "Outline" or "Bible" when creating their stories?

I admit that for most of my longer form ones, I do use them. Generally anywhere from one to five pages long, that I will update as I write in order to help keep my story focused and going in the right direction. Often including aspects I will incorporate into the story, and making sure plot elements will not be forgotten and that later chapters will not contradict themselves.

It also comes in handy if I have an idea for a story, but am not ready to write it yet for various reasons. That way I can work on bits and pieces as they come to me, and not forget about it in the future.

I have at least eight outlines like this at the moment, stories I intend on writing someday, but not yet. Some of them actually date back over a decade, or I will go through them and pull out ideas I may use in another story.

Is this a concept that others use as well, or am I alone in this?

Ernest Bywater ๐Ÿšซ

@Mushroom

I use a basic plot item outline list for my stories, but I'm also prepared to change it as I go as I'll sometimes think of a better way to do part of the story and will adjust it.

Replies:   Mushroom
Mushroom ๐Ÿšซ

@Ernest Bywater

I use a basic plot item outline list for my stories, but I'm also prepared to change it as I go as I'll sometimes think of a better way to do part of the story and will adjust it.

I do the same thing. Specifically, in CBCG I had envisioned a key scene featuring the song "Linger, by The Cranberries. And that was released in 1993.

So I adjusted the timeline to fit that, and was roughly writing 1992 in the story when I found out that they had actually released a demo of the song in 1990. Which let me bring it to a close sooner, as I did not have to drag the story out for another year.

Mushroom ๐Ÿšซ
Updated:

@Mushroom

Here is an example of one of my "outlines", which is so far only the start of a future story planned, but one I have not fleshed out beyond this.

This one is tentatively called "Fall Down and Out".

Basic outline for futuristic story with aspects lifted from Fallout.

MC is self-aware, placed into a simulation that replicates aspects of Fallout using string theory of multiple universes. He is a scientist, who invents a device that allows him to "step" into an alternate reality.

Following the theory that any alternate reality is possible, he decides to try one based upon a game he used to play as a teenager, Fallout. He decides to put himself into 2177 in Oregon. He chooses Silver Falls State Park as his destination, a place he is familiar with from his childhood. He finds the slightly crumbling ruins of the lodge and finds some half rotted newspapers dating to the week before the war and it is almost as described from the game.

He is supposed to only be in that alternate reality for a period of 12 hours, but when the 12 hours expires he does not return. When sitting down in the ruins of a conference room with a chalkboard, he runs through the formulas again and realized he made a mistake. He is not recalled because he is now in another timeline, and the one he came from is a theoretical fictional one to his new frame. Therefore the only way to return would be to recreate the machine that would allow him to cross into his former one.

He spent 4 years in the Marines as a Infantry Platoon Commander. So he understands survival, military tactics, and knows how to hunt and fish.

The only supplies he brought with him was five days of food, three days of water, a 5.56mm CAR-15 with 180 rounds, a Colt 9mm pistol with 90 rounds, tent and sleeping bag, water purification tablets, 25 one ounce silver coins, knife, 1,000 bottle caps, and a custom tablet with an encyclopedia, Geiger counter, and survival manuals built in.

After three days he decides to head towards Salem, the nearest large city 30 miles to the west. He takes the time to collect up every bottlecap he finds in the lodge, and that he scavenges along the two day trek to the city. He has over 400 of them by the time he gets to the outskirts of the city, and looking down on it 10 miles away he realizes it took a direct hit during the nuclear war. He checks his Geiger counter and radiation levels are higher than background, but not dangerously so. As he approaches the outskirts he finds a small farming community called "Four Corn", which he recognizes as where the "Four Corners Rod & Gun Club" used to be. He gains entry, and when asking about supplies the trader tells him some things they have for sale, and the price in caps.

He is glad he got that much right, and after making a deal for a black powder rifle, powder, and bullets they laugh at him when he tries to give them the 300 bottlecaps agreed upon. Turns out that one aspect that was wrong was that the currency is not bottlecaps themselves. Unlike in the game, in this "real world Fallout", "bottlecaps" refers to improvised coins made out of bottlecaps that have been filled with silver.

He talks to the "Old Crone" who is 115 years old, and the only person in the community that was born before the war. She is a mystic, and explains to him about the era of the Sino-American war when she was a teenager, and the events of the war itself. From her he finds out that in the aftermath money was worthless, but there was a lot of silver in the form of silverware, plates, candlesticks, jewelry, and other items. Traders started to melt those down and pour the silver into bottlecaps, making a standardized currency that quickly spread through most of the continent.

He does some fast calculation after examining some of the "caps" used as currency, and figures that in direct conversion, his 25 silver coins is only around 125 caps. However, he also discovers that because his silver is made of "Pure Coin", it is considered 50% more valuable because the improvised coins are generally considered to be only 50% pure. The chief of the village accepts the coins in exchange, as they can use them to trade with Eugene for some farming machines they have been wanting.

He spends two weeks with the tribe, most nights talking with Old Crone, and finding that indeed most of the history is like from the game. Power Armor, Vaults, 13 Commonwealths (Oregon being in the "North-West Commonwealth"), even the NCR and Brotherhood of Steel.

The NCR was attempting to reclaim the US one region at a time, but is still largely contained to the SWC composed of California and Nevada. The NWC was based out of Olympia, with power split between Portland and Seattle. Jefferson was an independent state, not recognized by either the NWC or NCR, but allowed to remain as they are a buffer between the expansionist goals of the NCR, and the independence of the NWC.

The Scientist agrees to go with the envoys to Eugene, and he discovers that there is a small industrial community based around the old university. Mostly it survives as part of the NWC, selling farm machinery and seeds. The trade group is composed of eight others, with the 25 silver coins, 1,500 caps, and a dozen horses that will be traded for two modified recreations of 19th century Mccormick reapers. One for grain, the other for corn.

Grey Wolf ๐Ÿšซ

@Mushroom

I got through the whole first book and most of the second without an outline, just a sketchy list of future events (that was often wrong).

Late in Book 2, and for all of Book 3, I've relied on a document I'm calling 'Rolling Outline', which gets stuff slapped on it as soon as there's a future event that needs to get covered at a certain point, a plotline that can't get dropped, etc.

Not the same thing at ALL, but it works for me. I may go with more detailed outlines at some point - I do have my cases of breaking continuity and needing to go back and fix things (fortunately, before even my editors see the latest face-palming mistake, so far).

Quasirandom ๐Ÿšซ

@Mushroom

I keep a list of story ideas in a file, about a paragraph each, describing a couple main characters and an initial situation. Every so often, usually when I'm jotting another one down, I'll read the others and see if any of them have a "spark" that catches my interest.

When one does, when I get a glimpse of an opening line of an actual story, I move the paragraph into a new file (leaving a link to it in the index) and start typing.

As I write, I generally know what's going to happen in the next scene or two, and I'll make notes [in brackets] as I figure that out, but otherwise I'll keep writing. At some point, sometimes as early as a quarter of the way through, usually by two-thirds, I can see what sort of arc the story is taking, and will [jot that down] as well, but not in detail. I try to aim for that, but usually it isn't hard because the story's already aiming that way.

At the bottom of the file, I keep a section of notes about characters and other details.

So, yeah, that's the writing life of a pantser. Or, this one, anyway.

There's a lot of variation, I should say. One story I'm writing, I had the outline of the relationship arc before the end of chapter one, and from the start planned to take my characters to a certain event, but have had no idea where any of rest is going. Another, I'm what feels like two-thirds done but can't see past the next scene and am just driving away down a country road by the light of the headlights.

StarFleet Carl ๐Ÿšซ

@Mushroom

I have a series of 'first' chapters. Ideas for stories. A fair number of them, actually. As far as an actual outline, though, no. I learned with my first two novels to keep a large buffer, but other than that, I let the characters drive themselves. If I were writing shorter works, that probably wouldn't work as well, but since I seem to be stuck in epic saga mode for the time being, letting the characters grow and evolve as they will seems to work so far.

Does that mean it's perfect all the time? Oh, hell, no. That's why the 15 plus chapter buffer, in case I need to go rewrite something five chapters ago. Which has happened, not just the usual mistake of getting a name wrong, but someone not being as much of a dick as they thought.

Replies:   Grey Wolf
Grey Wolf ๐Ÿšซ

@StarFleet Carl

I've got about four 'first' chapters sitting around right now, and one that I need to write before it gets away. No idea when any of them might develop into stories. The epic saga will decide that, most likely.

I'm trying to keep my buffer at least twice that large. I do go back and tinker. The faster I can write, the less I need to do that. It's when work or writer's block or whatever sneaks in and idles me for a week or two that plotlines wind up getting dropped and repairs need to be made. As long as I'm the only one who knew there was an issue, it's not an issue.

I just made a minor but significant-to-me adjustment that affected a twenty-three chapter range in various ways. Nothing that would throw off either plot or characters - it's more of a background change - but it was nice to have all of that unpublished material. Had I never changed it, I might well be the only person who'd have been slightly grumpy at the result, given that no one's called me on inaccuracies on the particular subject at hand so far.

Lumpy ๐Ÿšซ

@Mushroom

I do extensive outline. for my shorter books the outlines come in at about 20k words and for my longer ones they come in between 40k and 50k words, and are usually outlined down to the scene level.

I use them to work out not just the story and character arcs, but to try and work out the pacing as well. They sometimes get altered as I'm writing, but not usually not significantly, as I've already worked through he story by then. It's kind of like a first draft with no dialogue or narration.

Replies:   whisperclaw
whisperclaw ๐Ÿšซ

@Lumpy

My process is pretty similar to Lumpy. My outlines aren't as long as his, but I do outline down to the scene level. To reiterate what he said, it's a big help with pacing. You're less likely to waste time writing long, pointless scenes that you have to cut later (or should but don't). Obviously that's more important for plot driven stories than for character studies.

Switch Blayde ๐Ÿšซ

@Mushroom

I tried it once. I found writing the story boring and didn't finish it. I know the basic facts of the story before I write it, but not the detail. I let the story unfold while writing it so to some degree I enjoy writing it like a reader enjoys reading it.

Replies:   Quasirandom
Quasirandom ๐Ÿšซ

@Switch Blayde

That's exactly why I'm a pantser, not an outliner.

awnlee jawking ๐Ÿšซ

@Quasirandom

I'm a pantser, not an outliner.

If you're a pantser, you'll have a panty line ;-)

AJ

Replies:   Dominions Son
Dominions Son ๐Ÿšซ

@awnlee jawking

If you're a pantser, you'll have a panty line ;-)

If you are a dog sledder you have a panting line.

Grey Wolf ๐Ÿšซ

@Quasirandom

I'm still a pantser, but with some outlining to keep things in order and making progress in a sensible fashion. Otherwise I'll go off chasing the most recent shiny thing and leave 10 other still mostly shiny things neglected that shouldn't be (really, it's more like chasing 9 and neglecting 3).

There are some 'basic facts' that I don't know. I'm just fine with the idea that, if I never know them, the story won't suffer overall, because there's no guarantee that the characters will ever know them, either.

Replies:   Quasirandom
Quasirandom ๐Ÿšซ

@Grey Wolf

Otherwise I'll go off chasing the most recent shiny thing and leave 10 other still mostly shiny things neglected that shouldn't be

I call those threads. I note them at the bottom of the file as things to keep weaving into the tapestry.

Replies:   Grey Wolf
Grey Wolf ๐Ÿšซ

@Quasirandom

I call them threads, too. But, when they take over and hijack things, 'shiny object' is about right. Woven together they make the story interesting and full of things to wonder about. Life very seldom just has one or two or three things going on at a time, after all.

richardshagrin ๐Ÿšซ

@Quasirandom

pantser

German Armor, at least for world war two, were Panzers.

"History and Etymology for panzer
German Panzer tank, armor, coat of mail, from Middle High German panzier, from Old French panciere, from pance, panche belly โ€” more at PAUNCH"

Replies:   Grey Wolf
Grey Wolf ๐Ÿšซ

@richardshagrin

So ... a big, strong story that rolls right over everything in its path, sometimes leaving a trail of destruction in its wake.

Sounds about right for quite a few pantsers :)

Vincent Berg ๐Ÿšซ

@Mushroom

I never outline, formally, that is. Rather, I typically plan out the whole story in my head, and then sit on it for months, waiting until everything gels, often throwing a monkey wrench into the story to complicate things, and letting my subconscious work out the details (i.e. how to resolve the storytelling issues), so that when I finally start, I've got a complex tale with plenty of juicy subplots.

Recently though, I've largely been going without, getting a general idea and just writing, but that really hasn't worked out in the least! But as I'm getting older, that's an awful lot of work and a serious time investment, just as my gray matter is being stretched a little thin.

The advantage though, is that if I don't start writing it immediately, the plot goes stale as my assumptions grow too rigid to evolve naturally as I tell the story, meaning anything that takes too long jump gets dumped outright. In my later stories, there's not that defensive wall, and as long as it passes my 'three-chapter' viability test, I just plow ahead, writing it chapter by chapter, and the complexity eventually falls by the wayside.

But, even when I do plan it out in advance, my mental outlines are vague, as I work out the beginning, ending and the major waypoints, but never the exact details. So, when I say I know how the story will end, the details are vague. Say, if the protagonist ends up dying (a common occurrence, as I've always been a fan of the 'sacrificial hero' motif), I'll know that he dies, but now how, so I'm still surprised when it actually happens, and share the same shock I'm hoping to convey to the readers.

In short, too much planning essentially kills a story's spontaneity, but too little can be deadly too, as you end up venturing down dead-end paths without actually 'thinking them out'. At least for me, creativity is best left to the subsconsious, as the logical, detail oriented left brain runs rampant of the more creative right side of the brain. If you write out the full story before editing, like many of us do here, there's plenty of time to flesh out the details and make any necessary corrections, including adding foreshadowing and enough red herrings to leave the conclusion in doubt (so the ending makes sense, when it occurs, though certainly not expected).

So, I mentally outline using my subconscious, write straight through without editing, then once I know how everything works out in the end, head back and do some extensive revisions, knowing where the story is headed I can then tailor the story to lead the readers there. However, writing each chapter on the fly you lose virtually ALL of those advantages! But as I already stated, that approach takes a LOT of work!

The general idea though, is to just outline the direction you want to take, and then leave the pantsing for each chapter.

Quasirandom ๐Ÿšซ

@Mushroom

BTW, a lifetime of talking with writers and professional editors has convinced me that whatever method you use, in the end it takes about the same amount of effort to finish the story. It takes as just as much work to pre-plan a story as it does to fix a completed draft of an unplanned one.

It can be hard to convince hard-core outliners of this, however.

Replies:   richardshagrin
richardshagrin ๐Ÿšซ

@Quasirandom

amount of effort to finish the story.

Based on the number of unfinished stories on SOL, it must take at least as much work to finish the last 10% of a story as the first 90%.

StarFleet Carl ๐Ÿšซ

@richardshagrin

I suspect that it's more a case of how much time and effort it actually takes to make a decent story. It's a whole lot easier to simply turn into a slothful lump on the couch than it is to actually put forth what's required.

Now, that's not the case for some people. We've lost some damned good writers to things that were unexpected. Unfortunately, just as a criminal that's put to death has zero risk of recidivism, so to is an author that's dead at zero risk of producing any new works, or of finishing things that are in process. (There have been people finish things if there were copious notes left, but those cases are not the norm. Or the McDonald.)

Grey Wolf ๐Ÿšซ
Updated:

@richardshagrin

There are a lot of anecdotes from a number of fields which amount to: "The last 10% of a project will take 90% of the work."

The Chinese, by contrast, are optimists. They say that, when you're 90% of the way to your destination, your journey is half done.

There is also the 90/90 rule, which comes out of programming: "The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time."

Or, in other words: you're right.

richardshagrin ๐Ÿšซ

@Grey Wolf

right.

write, write, write. Then some rites. And never right. Do get left a lot.

Replies:   StarFleet Carl
StarFleet Carl ๐Ÿšซ

@richardshagrin

And never right

Remember:
Two wrongs don't make a right.
But three lefts do.

Replies:   richardshagrin
richardshagrin ๐Ÿšซ

@StarFleet Carl

Two wrongs don't make a right.

Mr. Wong complained to the maternity hospital when shown his wife's new born child, "Two Wongs don't make a white."

"Su Wong marries Lee Wong. The next year, the Wongs have a new baby. The nurse brings out a lovely, healthy, bouncy, but definitely a Caucasian, WHITE baby boy.

'Congratulations,' says the nurse to the new parents... 'Well Mr. Wong, what will you and Mrs. Wong name the baby?'

The puzzled father looks at his new baby boy and says, "Well, two Wong's don't make a white, so I think we will name him... Sum Ting Wong"

madnige ๐Ÿšซ

@Grey Wolf

"The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time."

Actually, this rule is recursive, so the 90 / 10(=90) split also happens on the last 10%, then on the last 1%, then on the last 0.1% , then...
...until eventually the unfinished system is pushed out the door

Replies:   Grey Wolf
Grey Wolf ๐Ÿšซ
Updated:

@madnige

until eventually the unfinished system is pushed out the door

Been there, done that, have the scars.

Vincent Berg ๐Ÿšซ

@Grey Wolf

There is also the 90/90 rule, which comes out of programming: "The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time."

Actually, I'd guess that there's an inverse relation to the chapter you're on in the time it takes to write, as authors typically 'run out of steam' the longer a story becomes, plus more complications always seem in, which also requires mid-story corrections. Then, revisions (whether they take place up front or after it's fully done) account for nearly as much time, while the editing typically takes at least twice as much time. But of course, those time will likely vary with each individual author.

Replies:   Grey Wolf
Grey Wolf ๐Ÿšซ

@Vincent Berg

Editing and revisions combined probably take me about as much time as first-draft writing. Probably. It's not easy to estimate.

Of course, they also take a bunch of other peoples' time, without which it would take far more of mine :) I'm very indebted to those who spend their time making my story better.

Paladin_HGWT ๐Ÿšซ

@Mushroom

I use an Outline / Timeline to keep track of events occurring "Off Screen" and to remind me when certain things should occur in the story.

I use the Outline to keep track of the plans/motivations of various Characters/factions. Some may never appear in the story, but they influence the way I write a character.

My Outline(s) and Notes are often Three Times as much as what I actually post as part of my story.

My dialogue and many specific actions often evolve "seat of the pants" and occasionally result in modifications to the storyline.

Reader's will rarely Know why a Character does something, they may be able to correctly guess, but mostly they will only Know what they see the character Do. Such is life, we have Our Perspective of what people do, and not matter what they Say, we may have our own opinion about why We Think they did something.

My character outlines, usually just a few words or a sentence influence what character does a particular action. A brave character might get killed needlessly, or a lazy one fail to to perform an action that will result in a crisis; or the dyslexic guy might go left when they should have gone right.

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