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Q&A How to make travel scenes interesting without adding needless plot diversions?

One thing that should be used as a seasoning in Odyssey tales is the idea of the false destination. The idea that where the characters thought they were going is not in fact the destination and a f...

posted 13y ago by One Monkey‭  ·  last activity 4y ago by System‭

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#3: Attribution notice added by user avatar System‭ · 2019-12-08T00:49:59Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/1833
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision by user avatar One Monkey‭ · 2019-12-08T00:49:59Z (over 4 years ago)
One thing that should be used as a seasoning in Odyssey tales is the idea of the false destination. The idea that where the characters thought they were going is not in fact the destination and a further journey must be undertaken to complete their objective. Also, the idea of the false arrival where the protagonists consider abandoning their quest because they arrive somewhere that offers them an alternative.

Also the idea of having sub-objectives is useful to make the travel seem necessary e.g.

We want to destroy the dark amulet of goomba but we have no idea how. I have heard that the Enchanter Philip knows of a way but he lives in Footrot Swamp which can only be crossed with the aid of the Footrot Guardian who requires that all whom he assists perform a task for him.

Of course if someone says that then the reader actually knows what they have to sit through before anyone gets anywhere near disposing of the goomba amulet. So better to have a false expectation that it is Enchanter Philip who knows how to destroy the blasted thing and that he lives in a small village on the edge of Footrot swamp. So visit Anklemange Village and the amulet is toast, but when the heroes get there Philip's house is deserted and crawling with nasties. Only then do they find out that Philip had to relocate into the swamp and so on.

If you tell people exactly what the heroes are going to have to do then the heroes may have a heart filled with courage and conviction to get this tedious series of fetch-quests done but the audience will take their own view on whether they want to go with.

If you're always promising that the destination is just around the next corner people commit and you have time to woo them with your excellent characters and richly populated world.

It seems like a con trick but really what you should consider is that you're making one long journey into a series of little sub-journeys, each with their own resolution. If they add to the cause of plot thickening so much the better.

For example what happens if, when the Guardian transports them into the Footrot Swamp they are harangued by a weird sentient swamp lizard who tells them that the amulet can never be destroyed but that it can be changed from a force in service of the dark god Goomba to one in the service of the light god Abmoog. This is new information. Is it a lie? Or could it be true? Besides the legend states that Abmoog was killed by Goomba before the Aeon of the Cedarwood Badger. So having an amulet in the service of a dead god would be useless, wouldn't it?

If the reasons for the quest the nature of the task and even the protagonist's own ethical framework are questioned by the journey they are undertaking it creates tension in the actual journey itself. Your audience will learn that just because it looks like a duck don't mean it won't go "moo".

And all the best stories are about cows that turn out to quack.

#1: Imported from external source by user avatar System‭ · 2011-03-02T10:39:49Z (about 13 years ago)
Original score: 2