HN 写作课

工程师们二十年里聊过的写作。

工程师、作家、编辑和创业者在 Hacker News 上聊了二十年“怎么写”:怎么写得清楚、怎么讲好一个故事、技术文档怎么写、小说和出版是怎么回事。这里把其中关于写作与讲故事的帖子挑出来,配上中文导读、可以直接用的写作要点和评论翻译。

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    1. 01

      从全量里捞

      读取 Hacker News 自 2006 年以来的全部帖子,用关键词先捞出 40 分以上、可能和写作有关的约 1.1 万篇。

    2. 02

      只留真正讲写作的

      由 AI 逐条判断是否和写作、讲故事、文风、出版有实质关系,剔除“写代码”“编辑器”这类字面撞车,并分进十个类别。

    3. 03

      提炼可用的要点

      为值得读的帖子写中文导读,提炼 2-4 条可以直接用到自己写作里的要点,并精选翻译 HN 高赞评论。内容由 AI 生成,可能有误。

    讲故事与叙事2022litreactor.com编辑精选

    《龙与地下城》教给我们的叙事课(2013)

    Lessons from Dungeons and Dragons about storytelling (2013)

    阅读原文 HN 讨论
    121HN 得分
    107条评论
    4条写作要点

    导读

    这篇文章整理了《龙与地下城》跑团经验里可以迁移到写作的七条叙事法则:主角必须是会失败、会害怕的普通人,危险要真实存在,亲密感才能塑造出有血有肉的对手。对写作者来说,它提供的是一套"如何让读者在乎"的实操视角——比起炫技的场面,脆弱感和代价才是故事的发动机。评论区进一步延伸到英雄之旅的原型研究,以及"情感故事比数据更能说服人"这一传播规律。

    关键词 英雄之旅人物弧光情感共鸣叙事结构

    可以直接用的写作要点

    1. 01

      让主角是有缺陷的普通人:他的成长来自被逼到极限时发现的潜能,而不是天生开挂。

    2. 02

      给读者真实的危险感——主角可能失败、可能死、可能失去重要的东西,否则高潮毫无重量。

    3. 03

      先建立亲密感再谈善恶:让读者了解反派的动机与软肋,反派才有威胁也有说服力。

    4. 04

      与其罗列数据与设定,不如讲一个具体个体的遭遇,情感叙事对多数读者更有效。

    HN 评论精选

    英雄叙事的核心是普通人的脆弱与成长,而非无风险的炫技。

    最好的英雄之旅不是"了不起的人做了了不起的事",而是一个有缺陷的普通人被召唤时挺身应对巨大的挑战,并在自身内部发现了真正非凡的东西。这也是我不喜欢超级英雄电影的主要原因:里面没有危险感,也没有脆弱感,只是一群穿着花哨紧身衣的人在爆炸中翻跟头,直到赢下这一天。我更喜欢主角会死、或时刻处在死亡威胁中的故事——给我悲剧,给我看脆弱的人如何成长、变强。

    SunlightEdge查看英文原文

    "The best heroic journey is not the story of an incredible person doing incredible things. It is the story of a flawed, ordinary person who—when called upon—rises to an incredible challenge and finds within themselves something truly extraordinary." This is the main reason I don't like superhero films. There is no sense of danger or vulnerability. It's just people in fancy jumpsuits doing acrobats around explosions till they win the day. I prefer main characters dying / at severe risk of dying. Give me tragedy. Show me vulnerable people who grow and become stronger.

    使用强烈的情感冲击前,要先对齐读者/玩家的预期并给出预警。

    我很喜欢DnD,但要先想清楚你的玩家是谁。"故事可以教我们面对无法控制的事、消化失去、变得坚韧"——这话对书成立,因为书可以合上走人;但跑团的社会与情感投入很难抽身。玩家需要事先知道你在跑什么样的游戏、可能发生什么糟糕的事;你也要愿意为了某人的体验回撤(ret-con)设定。我的例子:我中途加入一个含吸血鬼的线上团,完全不知道吸血鬼能用心控夺走玩家角色的自主权,结果在一场情绪很重的战斗中,一次豁免失败就让我的角色彻底失去行动权,毫无退路。其他人都知道吸血鬼危险,但没人明确告诉我为什么,DM也忘了我不知情。这对我尤其糟糕,因为我有过类似的创伤经历。而我遇到的多数DM在规则上很强硬,宁可踢掉一个玩家也不肯改设定;我是新来的,担心退出就再也不会被邀请。

    kayodelycaon查看英文原文

    I absolutely love D&D, but it's important to consider who your players are. This is dangerous advice: > Stories can become a way of learning how to face situations we can't control, grapple with loss, and become resilient. This is true of books, but you can put a book down and walk away. D&D has the potential for social and emotion investment that is far more difficult to walk away from. Your players need to know what kind of game you are running and aware of what bad things are possible. And you need to be open to ret-conning mistakes that ruined the game for someone because of mis-matched expectations in this regard. An example from my experiences: I ended up joining late in an online game that had vampires. I was completely unaware they could take over player characters using mind control. As a result, I got blindsided in the middle of a very emotional point in combat. My character's agency was completely removed by a failed saving throw. There was no recourse, no way out. The rest of the party knew vampires were dangerous, but no one explicitly told me why. The DM forgot I didn't know what everyone else did. This was more than just a dick move for me because I had some past traumatic events where the same thing happened to me. Most of the DMs I've encountered were hardliners when it came to rules and events. They'd rather kick a player than ret-con anything. Since I was new to the group, I was worried I'd never be invited to play with them again if I dropped out or said anything. Fortunately in the next session, the DM realized something had happened and privately asked why I wasn't engaged as much as I was. Ret-conned who got mind-controlled to a player who would have fun with it.

    个案的情感故事比统计数据更能打动大多数读者。

    "第六条:亲密感造就反派"这一点在营销和说服中反复出现,虽然我还没完全搞懂背后的心理机制。讲一个具体的人遭受某种苦难的贴身故事,往往比给出关于影响范围的精确数据更有效——把X换成疾病、气候变化都一样。如果在呈现量化数据和讲一个情感故事之间做选择,情感故事能更有效地打动大多数人;只有在少数场合,人们才会刻意保持理性、只被数据和统计说服。

    boberoni查看英文原文

    > #6: Intimacy creates villainy. This is something that comes up again and again in marketing and persuasion, although I still do not fully understand the psychology behind it. It is often more effective to tell the intimate story of an individual suffering with X, compared to providing accurate data on the impact of X. Replace X with disease, climate change, and so on. If you have the choice between presenting quantitative data or telling an emotional story, the emotional story appeals more effectively with a majority of people. There are only a few cases where people try to be strictly rational and are only convinced by data and statistics.

    想写英雄叙事,可回到坎贝尔的《千面英雄》研究原型结构。

    强烈推荐作家兼学者约瑟夫·坎贝尔的《千面英雄》(1949)。这是一部对世界各文化神话做比较研究的迷人著作。坎贝尔1987年去世,但他的一些讲座录音在网上可以找到,我也推荐。

    tcbawo查看英文原文

    I highly recommend this book by writer and academic Joseph Campbell: https://en.m.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces (1949). It’s a fascinating study of comparative mythology from cultures around the world. Joseph Campbell died in 1987, but some of his recorded lectures are available online, which I also recommend.

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