Writer’s glossary
Plain-English definitions of 54 craft terms, from action beat to world-building. Where it helps, each term links to an article that explains it in depth and to stories on this site where you can see it at work.
A
- Action beat
- A small piece of physical action placed in or around dialogue, used instead of (or alongside) a tag like ‘she said’ to show who is speaking and how they feel.
- Antagonist
- The force that opposes the protagonist. It can be a person, a group, a system, nature, or a part of the protagonist themselves.
- Archetype
- A character type or pattern that recurs across many stories and cultures, such as the mentor, the trickster, or the reluctant hero.
- Atmosphere
- The overall feeling a setting gives off, built from sensory detail, pacing and word choice. Closely related to mood.
Read more: Creating Compelling Dialogue
Read more: The Art of Character Development
See it in: The Sentient City, The Last Librarian
Read more: The Art of Character Development
See it in: The Last Librarian
Read more: Writing Vivid Descriptions, The Importance of Voice and Tone
See it in: Nightshift for the Dead
B
- Backstory
- Events from before the story begins that shape a character’s present choices. Best revealed in small, well-timed pieces.
Read more: The Art of Character Development
See it in: Quantum Diner
C
- Character arc
- The inner change a character goes through over a story. Arcs can be positive (growth), negative (a fall) or flat (the character stays true and changes the world around them).
- Climax
- The point of highest tension, where the central conflict comes to a head and the outcome is decided.
- Confined setting
- A story that keeps its characters in one small, closed space, such as a room, a vehicle or a stuck elevator, to raise pressure and force interaction.
- Conflict
- The struggle between what a character wants and what stands in the way. Without conflict there is no story, only events.
Read more: The Art of Character Development
See it in: The Dreamweavers
Read more: The Shape of a Story
See it in: The Dreamweavers
Read more: Techniques for World-Building in Fiction
See it in: The Love Lockdown
Read more: The Shape of a Story, The Art of Character Development
See it in: The Heart’s Algorithm
D
- Denouement
- The final section after the climax, where loose ends are tied up and the new normal is shown. Also called the resolution.
- Dialogue
- Characters’ spoken words. Good dialogue does more than share information: it reveals character, builds tension and moves the plot.
- Dialogue tag
- The words that attribute speech, such as ‘she said’ or ‘he asked.’ Plain tags are usually best because readers barely notice them.
Read more: The Shape of a Story
See it in: The Sentient City
Read more: Creating Compelling Dialogue
See it in: The Heart’s Algorithm
Read more: Creating Compelling Dialogue
E
- Ensemble cast
- A story with several characters of roughly equal importance instead of one clear lead.
- Epistolary
- Told through documents such as letters, diary entries, emails or messages, rather than (or alongside) ordinary narration.
- Exposition
- Background information the reader needs, such as setting, history or relationships. Usually best woven in gradually rather than delivered all at once.
Read more: The Art of Character Development
See it in: The Love Lockdown
Read more: The Importance of Voice and Tone
See it in: The Time Traveler’s Pen Pal
Read more: The Shape of a Story, Techniques for World-Building in Fiction
F
- First person
- Narration from inside the story using ‘I.’ It offers intimacy and a strong voice but limits the reader to what the narrator knows.
- Flashback
- A scene that jumps back in time to show something that happened before the main story.
- Foreshadowing
- Hints planted early that prepare the reader for what comes later, so the ending feels surprising and inevitable at once.
Read more: The Importance of Voice and Tone
Read more: The Shape of a Story
See it in: The Memory Matchmaker
Read more: The Shape of a Story
See it in: Nightshift for the Dead, The Last Copy, Just Out of Sight
G
- Genre
- A category of story defined by shared conventions and reader expectations, such as horror, romance or science fiction.
- Ghost, wound and lie
- A way of building backstory: the ghost is a painful past event, the wound is the damage it left, and the lie is the false belief the character now lives by.
Read more: The Importance of Voice and Tone
Read more: The Art of Character Development
See it in: The Dreamweavers
I
- Imagery
- Language that appeals to the senses to create pictures in the reader’s mind.
- In medias res
- Latin for ‘in the middle of things.’ Opening a story mid-action rather than with background.
- Inciting incident
- The event that disrupts the character’s normal life and sets the story in motion.
- Info dump
- A large block of background information delivered all at once, which stalls the story. The usual cure is to reveal details only when the story needs them.
- Irony
- A gap between what is expected and what happens, or between what is said and what is meant.
Read more: Writing Vivid Descriptions
See it in: Echo of the Ancients
Read more: The Shape of a Story
See it in: The Love Lockdown
Read more: The Shape of a Story
See it in: The Memory Matchmaker
Read more: Techniques for World-Building in Fiction
Read more: The Importance of Voice and Tone
See it in: Borrowed Shadows
M
- Magical realism
- Fiction where impossible things happen in an otherwise realistic world and are treated as ordinary by the characters.
- Metaphor
- A comparison that says one thing is another (‘the house exhaled’) to reveal something new about it.
- Mood
- The emotional atmosphere the reader feels, such as dread, warmth or longing. Tone is the writer’s attitude; mood is the reader’s experience.
- Motif
- An image, phrase or idea that repeats through a story and gathers meaning each time it appears.
Read more: Techniques for World-Building in Fiction
See it in: Quantum Diner
Read more: Writing Vivid Descriptions
See it in: The Dreamweavers
Read more: The Importance of Voice and Tone, Writing Vivid Descriptions
See it in: Borrowed Shadows
Read more: Writing Vivid Descriptions
See it in: The Sentient City, The Unfinished Yawn
O
- Open ending
- An ending that leaves the final outcome to the reader’s imagination instead of spelling it out.
Read more: The Shape of a Story
See it in: The Time Traveler’s Pen Pal, The Room Between Blinks
P
- Pacing
- The speed at which a story moves. Short sentences and scenes speed it up; description and reflection slow it down.
- Point of view
- Whose eyes the story is told through, and how much they know: first person, close third person, or omniscient.
- Premise
- The core ‘what if’ idea a story is built on. For example: what if a photocopier printed pages from your future?
- Protagonist
- The main character, whose wants and choices drive the story.
Read more: The Shape of a Story
See it in: Echo of the Ancients, The Room Between Blinks
Read more: The Importance of Voice and Tone
See it in: The Sentient City
Read more: The Shape of a Story
See it in: The Last Copy
Read more: The Art of Character Development
R
- Red herring
- A misleading clue that points the reader toward a false conclusion.
- Rising action
- The series of complications that build tension between the inciting incident and the climax.
Read more: The Shape of a Story
Read more: The Shape of a Story
See it in: The Memory Market
S
- Scene break
- A visible gap (often a blank line or ornament) that marks a jump in time, place or point of view.
- Sensory detail
- Specific details of sight, sound, smell, taste and touch that make a scene feel real.
- Setting
- Where and when a story takes place, including its physical place, culture and history.
- Show, don't tell
- Letting readers experience emotions and facts through action, detail and dialogue rather than stating them outright.
- Stakes
- What a character stands to win or lose. Rising stakes keep readers turning pages.
- Story within a story
- A narrative embedded inside the main one, such as a letter, a legend or pages from a mysterious machine.
- Subtext
- What characters mean but don’t say. The real conversation happening underneath the words.
- Symbolism
- Using an object, color or image to stand for a larger idea.
Read more: The Shape of a Story
Read more: Writing Vivid Descriptions
See it in: Quantum Diner, The Sound of Silence
Read more: Techniques for World-Building in Fiction, Writing Vivid Descriptions
See it in: Borrowed Shadows
Read more: Writing Vivid Descriptions
See it in: Just Out of Sight
Read more: The Shape of a Story, The Art of Character Development
See it in: Echo of the Ancients, The Memory Market
Read more: The Shape of a Story
See it in: The Last Copy
Read more: Creating Compelling Dialogue
See it in: The Language of Flowers
Read more: Writing Vivid Descriptions
See it in: The Dreamweavers, The Language of Flowers, The Sound of Silence
T
- Theme
- The underlying idea or question a story explores, such as grief, freedom or what makes us human.
- Third person
- Narration using ‘he,’ ‘she’ or ‘they.’ Close third stays near one character’s thoughts; omniscient can see into everyone’s.
- Three-act structure
- A common way of shaping a story: setup, confrontation and resolution.
- Tone
- The writer’s or narrator’s attitude toward the subject, such as wry, tender, clinical or ominous.
- Trope
- A familiar storytelling pattern readers recognize, such as enemies-to-lovers or the haunted house. Not a flaw in itself; what matters is how it’s used.
- Twist ending
- An ending that overturns what the reader expected while still making sense in hindsight.
Read more: The Shape of a Story
See it in: The Last Librarian
Read more: The Importance of Voice and Tone
Read more: The Shape of a Story
Read more: The Importance of Voice and Tone
Read more: The Importance of Voice and Tone
See it in: The Heart’s Algorithm
Read more: The Shape of a Story
See it in: Borrowed Shadows, The Unfinished Yawn
U
- Unreliable narrator
- A narrator whose account the reader can’t fully trust, through deception, madness or simple misunderstanding.
Read more: The Importance of Voice and Tone
V
- Voice
- The distinctive personality of the writing, built from word choice, rhythm, syntax and point of view. It’s what makes a passage sound like one particular writer.
Read more: The Importance of Voice and Tone
W
- Want and need
- What a character consciously pursues (the want) versus what they truly require to grow (the need). Stories often turn on the gap between them.
- World-building
- Constructing the setting, rules, history and culture of a story’s world, whether invented or real.
Read more: The Art of Character Development
See it in: The Memory Matchmaker
Read more: Techniques for World-Building in Fiction
See it in: The Memory Market, The Memory Matchmaker