Designing Flashbacks In Fiction
A flashback isn’t a memory dump. It’s a pressure device. It must interrupt the present, reframe the stakes, and end in a turn. This essay shows how to structure flashbacks that change the story not just explain it.
You Don’t Hate Writing. You Hate That It’s Not Getting Better
Praxis is a free craft trainer for fiction. It does not write for you. It installs goal, obstacle, escalation, and turn so every scene ends in a real change. Built from the Not MFA system I’ve used with writers for seven years.
The Rule of 3
The triangle is the most stable structure in the world. Bridges endure because trusses share load. Roofs keep their pitch in weather because rafters brace in threes. Sailors find speed by tacking between shifting winds and a fixed keel. Musicians stack triads so tension can hold and then resolve. Strength and motion at once. That is the geometry you need on the page.
Subtext You Can Build
Subtext is design, not mood. Build it in six moves: set aims, cut the honest line, name the cost, choose a behavioral leak, raise the risk once, and time escalation to a line or a gesture. Use dramatized dialogue, spare monologue, and narratized bridges to keep pressure on the page.
What Shirley Jackson Designed: System Antagonist in The Lottery
Read The Lottery like a writer and watch ritual and communal complicity turn a town into the antagonist and shape a catharsis you feel in your bones.
Embrace Your Villain Nature: Why Every Story Starts with the Antagonist
Forget what you’ve been told: don’t start with your protagonist. Embrace your villain nature. Start with their opposition. Start with pressure. Start with the thing that makes story happen.
What Hemingway Designed: Character in Hills Like White Elephants
Characters aren’t who they say they are—they’re what they do. In Hills Like White Elephants, Hemingway builds two people whose wants and needs grind together until one breaks and the other is revealed. This is how to design a character arc that ends in rupture, exposure, or both.
Character Is Conflict
There are no plot-driven stories. There are no character-driven stories. There are only character-driven plots. Every decision your protagonist makes leaves a trail—that trail is your plot. This essay breaks down how to build characters whose internal needs and external goals collide, generating narrative momentum and emotional depth that readers won’t forget.
What Hemingway Designed: Dialogue in “Hills Like White Elephants”
Dialogue in this story is a pressure system: characters want things, and they want them from each other. Every line spoken is an attempt. Every response is either resistance or retreat. There’s no idle talk. Just two people trying to win a scene neither can.
Dialogue Isn’t What They Say—It’s What They Do
Torque is the difference between plot and story. Most writers escalate conflict. But torque bends character. This essay breaks down how it works—and how to structure it.
What O’Connor Designed: Torque in “A Good Man Is Hard to Find”
Discover how O’Connor’s A Good Man Is Hard to Find uses structural torque—a twist in belief built scene-by-scene—to transform plot into catharsis, and learn how to apply it in your own writing.
Torque Design: What Turns Plot Into Story
Torque is the difference between plot and story. Most writers escalate conflict. But torque bends character. This essay breaks down how it works—and how to structure it.
Sequence Design: How to Build Pressure That Actually Turns the Story
Scenes don’t carry a story. Sequences do. This lesson breaks down how to structure narrative momentum that escalates and turns—so your story doesn’t just move, it changes.
What O’Connor Designed: Sequence in “A Good Man Is Hard to Find”
O’Connor didn’t build scenes—she built a sequence. This breakdown shows how escalating structure, not shock or sentiment, drives the story’s moral turn.
Sequel Design II: How to Compress, Disguise, and Bury Internal Structure
Skilled writers don’t skip sequels. They learn how to compress, disguise, and bury them—so the story keeps moving, but the character still turns.
What O’Connor Designed: A Mini-Sequel Masquerading as a Scene in “A Good Man Is Hard to Find”
After the crash, O’Connor gives us one sentence of omission. It’s not mood. It’s structure. A full internal arc buried in restraint—and the choice that sets everything in motion.
What O’Connor Designed: Sequel Structure in “A Good Man Is Hard to Find”
The grandmother’s final moment isn’t a plea—it’s a sequel. Emotional reaction, review, anticipation, and decision compressed into a single gesture of grace.
Basics of Sequel Writing I: The Part of Story No One Teaches and Everyone Fakes
Most writers have never heard of sequels—not the publishing kind, but the structural kind that lives between scenes. This essay breaks down the four beats of a properly designed sequel—emotional reaction, review, anticipation, and decision—so you can stop writing stalled interiority and start building character turns that actually move the story.
What O’Connor Designed: Scene Structure in “A Good Man Is Hard to Find”
Most readers admire the ending of A Good Man Is Hard to Find for its shock. They miss its design. This essay breaks down the final scene through craft principles—POV, goal, obstacle, escalation—to show how Flannery O’Connor structures tension, moral exposure, and rupture with absolute precision.