PLOTS

MY SKETCHBOOK

complication, turning point and denouement.

Act I: Setup

Act II: Confrontation

Act III: Resolution

1. A state of equilibrium (All is as it should be.)

2. A disruption of that order by an event.

3. A recognition that the disorder has occurred.

4. An attempt to repair the damage of the disruption.

5. A return or restoration of a NEW equilibrium

  1. Ordinary world

  2. Call to adventure

  3. Refusal of the call

  4. Meeting with the mentor

  5. Crossing the first threshold

  6. Tests, allies and enemies

  7. Approach to the inmost cave

  8. The ordeal

  9. Reward

  10. The road back

  11. The resurrection

  12. Return with the elixir

Inciting Incident

  1. Causal

  2. Coincidence

  1. Progressive Complication

    1. Active Turning Point

    2. Revelatory Turning Point

  2. Crisis

    1. The Best Bad choice

    2. Irreconcilable goods

  3. Climax

  4. Resolution

Beginning, Middle and End

0: The Initial Situation - The setup.

1: The Absentations - Someone leaves or dies. Usually a parent.

2: The Interdiction - A big rule is set up. Don't touch the spinning wheel. You can't go to the ball. You know the drill.

3: Violation - Someone breaks the big rule. This could be good or bad as seen by the examples above.

4: Reconnaissance - The villain spies on the hero or the hero learns about the villain.

5: Delivery - The searching party discovers information.

6: Trickery - Villain tricks hero.

7: Complicity - The hero is forced, tricked or influenced by magic to do something bad. There are bad consequences.

8: Villainy - Baddy McBadson does something really evil, normally stealing the MacGuffin or kidnapping the princess.

9: Meditation - The goodies figure out a plan and get ready to set out on their quest.

10: Beginning counteraction - The heroes choose to fight back.

11: Departure - They... depart. Voluntarily or not.

12: First function of donor - The hero run into a donor or a magic dude. This character can be The Obi-Wan, a mysterious beggar or a "None Shall Pass" kind of character. They may have to pass a test. The hero may have to fight the donor. But on the bright side, the donor may have a magical object to help them on their quest.

13: Protagonist reaction - The hero outsmarts, outfights or finds a way around the donor's demands. He gets the MacGuffin.

14: Acquisition of Magical Agent - The obi-wan type character. Can be the donor. This character helps the hero on his quest, sometimes willingly, sometimes not.

15: Transference - The hero is taken to a new place. Physically. Emotionally. Spiritually. Grammatically.

16: Struggle - Our hero (surprisingly) struggles.

17: Branding - Our hero for his efforts is marked out as a hero either with a token or with a mark on his body.

18: Victory - The hero beats the villain with his wits, his special abilities or his brawn.

19: Liquidation - The goodies all help the hero, and get what they were after.

20: The Return - Guess.

21: Pursuit - The heroes are chased by the villain, who is going all One-Winged Angel on them.

22: Rescue - The goodies run for it and escape by placing obstacles in the villain's path.

23: Unrecognised - The hero comes home and no one knows who he is because...

24: Unfounded Claims - Some El Captiano-Zapp Brannigan-Gilderoy Lockhart character claims he saved the day.

25: Difficult Task - To prove he's the Hero the Hero must, well prove himself. It can be an ordeal of choice, a riddle or a test of strength.

26: Solution - The Hero chooses right/guesses right/wins the fight.

27: Recognition - Everyone realises that the hero is the hero through his special mark, the fact they got the right solution or through simple recognition.

28: Exposure - The false hero is shown up.

29: Transfiguration - The hero gets a makeover. Or at least new clothes or a palace.

30: Punishment - False Hero and Villain (and yes, they can be the same guy) get what's coming to them.

31: The Wedding - Usually the hero marries the princess or something like that, but the wedding can just be a general celebration from getting crowned to a party.

SETS

MY SKETCHBOOK

A set is a gathering together into a whole of definite, distinct objects of our perception or of our thought—which are called elements of the set. - Cantor || The most basic properties are that a set can have elements, and that two sets are equal (one and the same) if and only if every element of each set is an element of the other; this property is called the extensionality of sets.

. THE

CARRIER

BAG

THEORY

OF

FICTION

le guin

I would

go

so

far

as

to

say

that

the

natural'

proper,

fitting

shape

of

the

novel

might

be

that

of

a sack,

a bag.

A

book

holds

words.

Words

hold

things.

They

bear

meanings.

A novel

is a medicine

bundle,

holding

things

in a particular,

powerful

relation

to

one

another

andj

to

us

THE FAMILIAR

MY SKETCHBOOK

Two monks carry a garden suspended in a box between two bars that rested on the bearers' shoulders, and they carry the garden around the city.

Parallel lines of light come through the blinds and across her waking body.

A NEW

AN ABUNDANT PLEASURE

THE FAMILIAR

BRUTE FORCE

MY SKETCHBOOK

a soft smile

only stop words

of systematically enumerating all possible candidates for the solution and checking whether each candidate satisfies the problem's statement.

BRUTE BRUTE BRUTE BRUTE BRUTE BRUTE BRUTE BRUTE BRUTE

  1. BRUTE

  2. BRUTE

  3. BRUTE

  4. BRUTE

  5. BRUTE

TOO YOUNG TO DO NOTHING I watched them shoot every bird in the field.

I think I’m going to dump all my notes here. Just mind vomit.

BRUTE = weekly serialized fiction