Day Ten: Mood and Culture

Day Ten: Mood and Culture

So! Moving on. PDF here, in case you didn’t get it yet.

Exercise (recap): As stated above. Settle on the overall mood for your story if you haven’t already. Look through your timeline, political groups, and language notes and mark for revision anything that doesn’t fit your mood. If you have time, revise those things. Otherwise, leave them for later.

Revision already? Yikes.

This is another one of those things where KD goes wandering off the path. See, my stories never go the way I plan them, and I rather like that. They grow in the telling. Flame started out as just a fun serial, a story mimicking much of what I loved about D&D and hopefully entertaining everyone in the process. Nothing particularly meaningful.

Then it grew. Flame so enjoyed turning tropes on their heads (hello, she’s an elf named Flame) that I just had to follow that. And then in a writer-ly conversation about fantasy and The Chosen One and such, I wondered: what happens if the Chosen One refuses her destiny?

I have no idea. Guess we’ll find out. But in the meantime, I do want installments to be a fun jaunt with only hints (growing as we go on) of the seriousness that will happen. Which means that pretty much everything fits, and I’m done. *shifty look*

No, for reals. I don’t like to exclude opportunities in my stories. The world is wide, and holds plenty of comedy and tragedy, silliness and saintliness and scariness. I’ll throw in what I think works, and nothing is off the table but bad writing.

If you’re following along for world-building guidance, that’s probably not much help. All I can say is read the PDF…?

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