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How to Develop a Dynamic Story |

Saturday, 08 March 2008
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• Decide on the purpose for the story. What is the main point you want to make? Slant the telling of the story so that that point is clear. • Create the backdrop. Describe the scene so that the audience can picture it in their minds. What is the time, location, weather? What is going on emotionally, physically, or spiritually? • Introduce the main characters. Help your audience to picture the important characters through detailed descriptions. Become them; describe their relationships, quirks and personality. Add character voices or mannerisms to make them different from your own. • Begin the Journey. What are the task, the goal, and the journey to take? What are the challenges that need to be faced?
• Overcome the obstacles. What had to be done to overcome the obstacle? What inner resources did you have to summon? Did someone help you? A hero? Or you? Be specific. Break your solution down into a few steps in sequence. This is where the teaching happens.
• Make the point. A story needs one clear point to have more points confuses the issue. Write out and memorize the point, work on the words to make it simple and easy to remember. Find "the phrase that pays".
• Practice, practice, practice. Tell your stories to anyone who is willing to listen. Get feedback, make adjustments, and tell it again. These steps will ignite the WOW in your audience. Remember the best story you will ever tell is your next story!
However, there are times when, even given the above facts, it will be unclear which piece is moving. In this case, the file of the moving piece is inserted immediately after the letter describing that piece. For instance instead of Rb6, Rdb6 would be used to indicate that the rook in the d column (file) is the one that is moving to b6. In the event that the file is the same for both pieces, rank is used instead of file, again, immediately after the letter describing the piece that is moving. Important notes: Castling is shown by O-O or O-O-O. Pawn promotion is described by adding the letter of the promoting piece to the move: f1Q means that the pawn moved to f1, and was promoted to a queen. Pawn promotion could also be described with an equal sign or a slash (f1/Q, or f1=Q). Capture and check are sometimes noted, but often they are simply implied by the square that the piece is moving to. When described, capture is denoted with a "+" (RxB7 means a rook moved to square B7 and captured a piece. Without the x, the capture is simply noted as Rb7). Check is described with a "+" as in Rf6+, which means that a rook moved to square f6 and gives check. Without the +, this move which gives check is simply Rf6. En passant with pawns is simply described by following the move with the letters "e. p." The best way to become familiar with algebraic notation is to go to my chess strategies and chess tactics site, scroll to the bottom, and click on the resources link. On that page I've posted a diagram for the chessboard in algebraic notation, as well as part of a game written in algebraic notation. This partial game includes clear diagrams of the chess board to make it clear which piece is moving. Once you get the hang of what the symbols mean, I'd encourage you to find some sample games written in algebraic notation and sit down with a real, physical chess board and go through the whole game, moving the pieces as the notation describes. After doing at a few times you'll find yourself more comfortable with this style of notation than you imagined! In fact you'll get so good at it that you can read it as fast as you are reading this sentence, and you'll see the movements of the pieces clearly in your mind! Article Source: http://www.ArticleBlast.com |
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