So I know I’ve talked about the endless pushes to cut, but adding can have value too. Sometimes that value is in subplots and complexities. I think of the try-fail cycle often as I work on plotting things. These are reading about it things.
I love this podcast, I do keep looping back to it over and over. This discussion of pantsing talks about my favorite thing which is “yes-but/no-and.” This focuses on the try-fail cycle. Having a character just succeed and succeed is boring unless those successes just make things work. Successes that make things work are fantastically useful. Failures that make things worse are also useful.
Some people like them! I think it is important to remember that people like and enjoy the subplots.
(Yes, I’ve written on this before. This is more links and resources about it, hopefully helpful. It is something I think I will continue to come back to over and over. Character I don’t feel like I struggle with quite the way I struggle with good plotting skills. The thing I think that would make me better, weirdly would be doing something like running a tabletop roleplay game campaign, but that is a TON of work and requires knowing a LOT about the rules of the game. I am always in favor of throwing out the rules for a good storyline, which people who have been my GMs clearly know, but I think that works less well when you don’t have someone going, no no, there are rules, this isn’t all about the story.)