
She/Her š³ļøāā§ļø - 21 - Taken - Twitchy Camarilla(Tzimisce)
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Writing The "Mean Girl" Character

Writing the "Mean Girl" Character
How do we write the "mean girl" without making her another shallow copy of the brainless, pink-clad, cheerleader we see in high teen dramas?
Of course, there's nothing wrong with such a character if you want them to be funny/light in the first place.
However, I can hear myself slowly losing my last two brain cells when I keep reading about such papercut characters for more than an hour - reading clearly requires more effort than watching a class B movie, so I always appreciate when authors put more effort to make the characters dynamic.
No "Mean for the Sake of Being Mean
The classic way to avoid this is to give them a sad backstory. They used to be overweight/ugly and were bullied, or their parents don't care about them enough, or they are too insecure. Obviously these plot points are quiet stale now, but the basic principle still stands - if your charcter is mean, she needs A REASON.
I love reading about a mean character's backstory then feeling, "actually, I would have felt like doing that, too."
Whatever their motivations may be, remember that bullies pick on the weak, not the successful/powerful. While the Mean Girl might feel jealous/inferior towards the protagonist, I hardly think that should be the sole reason why they picked their victim. There must be a flaw in your protagonist that happened to be something that the Mean Girl knows how to exploit, which makes them a target above others.
Give Them A Twist
There are two ways that I can think of: (1) A seemingly nice character is in fact a mean girlie, or (2) A mean character turns out to be kind and well-intended.
Personally, I love Mean Girls who are intelligent/ know what they are doing. They are purposely manipulative:"are you okay?" as if the victim has something wrong with them or providing "constructive" criticism. Or kindly inviting them to a party that she knows they wouldn't fit in.
The conflict deepens when everyone else likes the Mean Girl due to her manipulative nature, making the protagonist doubt themselves.
A Purpose beyond Providing Conflict
Think about what the mean girl aims to gain from bullying your protagonist.
Is she continuously trying to prove herself "superior" so that she can feel better inside? Is she an academic rival who just needs to be the first in everything, even is that means reverting to questionable behavior?
Overly ambitious/perfectionist characters can come off as mean when they feel like others fail to live up to their standards (which only they know about, and are usually up in the sky)
Give Them A Proper Redemption
If you plan on giving her a redemption arc, make sure that she has earned it! The worst thing you can do is make it sound like you approve of the horrible things she has done.
this transition doesnāt mean the character does a complete 180 and is suddenly all smiles and good favors. They can fall back on their old ways of thinking, but is trying to make an effort to step out of their old clothes.
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References:
https://writingquestionsanswered.tumblr.com/post/668302340882857984/how-would-you-write-a-mean-girl-character-without
https://www.writingforums.org/threads/how-to-write-the-mean-girl-character.160729/
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More Posts from Post-maester
how to write convincing dialogue
did you know that show, not tell applies to dialogue, too? while dialogue can be used to further your narrative, it can also be used to showcase your characters. here's how:
-what is your character hiding? most people don't say things at face value. they hide what they mean within their words and tone, but in writing, you can't verbally hear the character's tone. ways to convey non-verbal tone include: contradictions between words and actions, context behind the words (ie. the scenario, character's actions and feelings), syntax (ie. fragments, repetition, awkward phrasing). also consider who the character is hiding information from: is it the reader? the characters? both?
-favorite words or phrases. does your character use a certain phrase or word a lot? do they often put their prepositions at the beginning or the end of the sentence? these are questions to ask when you're arranging the syntax of the dialogue. everyone has a specific way of talking. make sure you give each character a distinguishable voice.
-personality. this is how you can create a distinguishable voice. is your character confident? are they shy or hesitant? do they repeat the phases of others because they have nothing to add to the conversation? are they confrontational or do they beat around the bush? ask questions like these. if your character is confident, they may make bold statements and appear sure of themselves unlike shy characters who use words such as "maybe" or "should" or "think." to boil it down, think active wordage versus passive.
-observe others. don't look solely at television or other books. sit at your local coffee shop and listen in on conversations, then try and break it down. are they hiding anything? do they frequently use any words or phrases? how would you describe their personality? the better you get at breaking down conversations, the better you can create convincing ones, whether shallow, deep, or as a narrative device, because even if you use your dialogue to move your narrative along, it should still be compulsively convincing.
one way to tell if you've ticked all these boxes is if you can tell who is speaking without any tags.
happy writing! if you have any questions about how to implement any of these tips, our ask box is always open.
Lorn's Lure is a sci-fi free-climbing adventure scale a massive megastructure in search of a glitchy ghost owl!
Lorn's Lure is out now on Steam
Gameplay Video:

š§¦āš§øA Guide to Writing Cozy Fantasy
Check out my masterpost for more tips :)
What is "cozy fantasy"? š§ŗšŖµ
Cozy fantasy is a subgenre that is characterized by a more everyday approach to fantasy.
While its definition is not as clear-cut (everyone will have a sightly different idea of what it needs to look like), there are some general approaches to writing in this subgenre.
Elements of Cozy Fantasy šÆļøą³
A comforting, healing ambience šŖ
Rather than bloody battle and cunning witches, we have our next door wizard baker chumming up his special pumpkin pie.
Every magical book at their deepest core evoke a healing quality, but for these cozy novels, this warm element takes control.
2. "Kindnessā and āgentlenessā tropes š
Found family/community, a sense of togetherness
Kind hearted protangoists
Plots gull of joy, hope or happy endings. Give your readers reassurance that everything will work out. And they do.
Ambience woven in the worldbuilding that gets the reader intitamely close to the world
Slower pace, allow the reader to delve into the story world and build stake in these kind, loving characters.
Slice of life: provide personal insight into the characterās āmundaneā lives.Ā
The plot must take this "happy" nad kind" element as the MAIN theme. Every book provides catharsis at the end, but if the process if filled with dark, dangerous adventures, that's not cozy at all!
3. Cozy doesnāt mean āno/low stakeā š
No novel would be interesting without conflict and some kind of loss.
Think of āpersonalā stakes. Cozy fantasy can be grand adventures, quiet magical quests, fairytales or healing slice of life stories.
For example, the protagonist can develop new relationship around town and figure out her passion to express the theme of importance of enduring.Ā
4. Generally slower pace, focusing more on the inner development of the protagonist and the main side characters.
Cozy Fantasy Starter Recommendations š§š
Legends and Lattes by Travis Baldree
The Very Secret Society of Irregular Witches by Sangu Mandanna
Can't Spell Treason Without Tea by Rebecca Thorne
The House in the Cerulean Sea by T.J.Klune
Bookshops & Bonedust by Travie Baldree
Emily Wilde's Encyclopaedia of Faeries by Heather Fawcett
Howl's Moving Castle by Diana Wynne Jones
If you like my blog, buy me a coffeeā and find me on instagram! šø

The release of Werewolf: the Apocalypse 5th Edition has evoked a sense of urgent inspiration in me. I found the news inspiring because it marks the launch of a new product that rings so close to the original game in which its new premises instantly evoke a lost-world setting perfect for new players to uncover through revelation. And with it, a sense of urgency that a large chunk of the gameās horror pathos and cultural representation will be lost in lieu of chronicles centered around direct action, high entertainment, and transactional resolution.
First and foremost, I applaud the efforts of anyone wanting to excise Werewolf: the Apocalypse, and itās fandom, of itās toxic player base that has festered far too long. Anyone taking that on isnāt blind to something that is both wonderful and incredibly problematic, and it requires a collaborative effort to address meaningfully. It means being willing to internalize hard and profoundly uncomfortable truths.Ā
When I look at the prior editions, I consider its inherent value and feel that the things that made the original editions of Werewolf so special to me donāt entirely align with a large portion of itās old player base. This is not for those players. In some ways my aim with this is small, with the understanding my target audience is also small, and this space exists for them.Ā
Werewolf: the Essentials is a project culminating my 25 years of entertaining and horrifying players. This is a carefully curated gaming experience tailored to Queer tabletop audiences primarily, although I am confident it will resonate with many others as well. This started as something I was working on alone but quickly has grown to include a pack of other avid Players and Storytellers who have felt left behind by the current direction of the gameline. I am laying out every little trick, twist, and ounce of Storytelling experience I have acquired over the years. In many ways, this is the quintessence of my inclusive World of Darkness, and a passion project that I hope those who read this may too come to appreciate.
In the first and second editions of the various splats published across the World of Darkness, the Storytellers Handbook gave Storytellers the raw narrative tools to convey the world to their troupe of players. As time has progressed, the sourcebooks to follow have greatly expanded to include Garou society, their relationship to Gaia, and to each other. As the editions expanded what they made available to Storytellers and Players, some of the original content of earlier editions was left out. By the time the 20th Anniversary Edition was being written, many of the edits were made to cut back a bit on the roughage and āget to the meat and potatoesā of mechanics crunch. In that way, the edits were a complete success, but something important was lost.
The earlier ST guides laid out explicitly that the World of Darkness is first and foremost a horror game. Essays within their pages provide advice on using textural descriptions and different modes of storytelling to lure in players and make the hairs on the backs of their necks stand on end. These remarkable essays are now lost to those who donāt possess the older editions. They serve as a toolset that could be applied across any RPG, and not just Werewolf alone.
W20 fell short of delivering a fully serviceable RPG to itās Storytellers, however well-intentioned. It had all of the main bones of the setting and stats but no guidance on how to turn it into a game for oneās players. Taking it a step further, some of the writing in this new edition only managed to alienate modern audiences.Ā
The use of in-character narration to express setting information in prior editions seems an attempt to convey the horror and pathos of the world that would be difficult to get across in stats alone. The information contained in that first-person text is among the most important parts of the setting, but it often fails to convey the true horror of the world of Garou. In many ways the World of Darkness was intended by those who created it to be a place of genuine terror and horror, and not merely āsavageryā for its own sake. Horror is a very complex basal guttural emotion that sits in the ganglia, ready to tug the emergency brakes on your body in the presence of what it believes to be a tangible threat. There are many complex higher emotions, but when it comes to the lizard brain, it takes considerable effort to trick it into getting spooked. Invoking a sense of horror in a horror chronicle is a complex enough endeavor that, by and large, these efforts fell short of delivering that experience.Ā
Werewolf: the Essentials is to serve as a masterclass in using those old tools to introduce new players not just to Werewolf and the World of Darkness on the whole. It gives these important storytelling tools to new and future storytellers in any game, that they might continue genuinely terrifying their players for many more years to come. The passages found in this series can add narrative value to not just Werewolf, or even Vampire and other World of Darkness tables, but also horror writing on the whole. Furthermore, this project aims to streamline the availability of that information and provide guidelines for Storytellers wishing to conduct research using the labyrinthian older editions.
Every sourcebook in this series will grow with your tables, providing increasingly more powerful stats, guidelines for making more powerful NPCs and PCs, and serve as a continuation of the legacy gamesā metaplot. Some elements youāll be reading will, for older players, be surprising at times. Some historical events are shifted further in the past, and others eliminated entirely. This project aims to make the presentation of the game a little more timeless, so itāll hold relevance to tables now, as much as it will 20 or 40 years from now.Ā The World of Darkness is now something far too large for any one person to fully comprehend while providing enough tools for one to explore deep lore that holds the most relevance to their tables.
Werewolf: the Apocalypse has a long history of problematic and exclusionary elements, both in itās fandom and, sadly, often in itās published work. Despite this, I see more value in this game than the literature would have you believe at face value. This project is an attempt to increase the inclusivity in this game I love while also helping introduce new players and Storytellers to this world. This is a glimpse of something absolutely beautiful, horrifying, and unique, contributed to by a group of equally passionate artists and writers. Even if the best time to plant a tree was ten years ago, the next best time is today. If you can listen critically, and take the lessons between these pages, then maybe you too can come to find the Glory, Honor, and Wisdom within the depths of our darkest fears.
Book 1: Cliath launches October 31st, 2024 on Storyteller's Vault

This kind of slaps.