Today is the final day of the 30-Day Tarot Writing Challenge, and we focus on the ending of the story, and making sure it makes sense. Happy Writing!
Now that you’re coming to the end of your project, it’s time to start thinking about the editing process. I mentioned this a little bit in yesterday’s post regarding returning with the Elixir, about going back and adding characters, objects, themes, etc., where needed.
The Elixir can represent the moral of the story, in some way. Sure it can also be a physical potion or dino DNA, ring, or car (you get the idea), but if it’s an object, it should represent something that ties to the theme of the story, and thus carry through the ‘moral’ or the main message of the story. In this way, it can contribute and assist those who are not the MC proper.
This is a play on the Celctic Cross spread, looking at the spirual growth of your MC as a result of mastering the 2 worlds.
The Antagonist will have learned from their confrontation with the MC, and because of this, will have at least a little bit of an upper hand. Knowing what the Antagonist values from that interaction will be helpful in generating how their final confrontation goes.
This spread is a small spread, but one that is to be repeated per each flaw/problem. This don’t only need to be done with your MC, but with any characters that have an evolution within the story.
While this spread is going to identify the reward, it’s also going to identify the baggage that comes with it.
There are a lot of people who find difficulty with the Climax, because there is just so much that is meant to pay off at this point.
Tomorrow we’re going to look at how to construct the climax itself, but today is about that build toward the climax. This means that you need to get the stakes higher, build the tension, make sure the inner conflict is ringing pretty high, and that the external conflict is resonating with that.
Unless you’re intending to write a tragedy, it’s assumed that your MC is going to succeed in the end. Thus, it means that in some way, your Antagonist must have a downfall.
For the next three days we are going to look at the downfall of all those we hold dear. In order for there to be a good emotional impact, there has to be some failure. It makes the triumph at the end that much more powerful.
But now comes the second display of power, and this happens after the turn. And instead of intimidating your MC and scaring them off, this display of power spurs them on. After this, your MC knows more than ever that they must overcome this antagonist come Hell or High Water (whatever that phrase is), or die trying.
It’s up to you to decide when you give the reader this information, but I would advise against introducing Bob who’s family life was rocky, but it spurred him to the cold career of a prison guard, which kept him from seeking any permanent romance in his life—as soon as Bob walks into the room for the first time. These details can be drawn out and dotted throughout the story.
So here is a spread that gives you the basic outline for a backstory. One of the areas has to do with a professional life. If you’re dealing with a young character who might not have experienced a professional life, this can be interchanged with a social life, education, etc. Likewise, if you’re dealing with an older character and you want to include a social and/or education experience, all you have to do is add rows to the spread.
In yesterday’s spread, you drew a card which represented the first display of power of your Antagonist. This is what it is that makes your MC think that they don’t want to mess with the Antagonist, or that perhaps the job is too big. This occurs before the Turn in their position, but after they’ve crossed the threshold.
Act II begins after the inciting incident, and about the time that they approach the crossing of the threshold, that is, crossing into their new world. The new world doesn’t literally have to be a new magical world, but that which takes them out of their daily usuals.
30 Day Tarot Writing Challenge
or the most part, the first part of Act II is your MC responding to the Inciting Incident. It’s them getting their footing and trying to navigate the new world or reality they’re in. However, at some point they have to take control of the reigns and work toward the problem, rather than simply responding to it.
The Sidekick is the one who helps your main character along, helps to keep them going when no one else can. They are essential to helping the MC complete the goal of the plot.
I personally find that the ones I like the best have logic and reason behind them. They’re not evil for the sake of it, they’re not baddies because it’s just who they are. No, there is something sensible behind their crazy, or something that you can’t argue against other than it is just wrong. They’re the ones that make you question ethics, or at least, make you feel some level of empathy for them because of their motivation.