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Folktales are great for learning dynamic storytelling and how to structure the resonant echoes that give a plot forward motion. It wouldn't be the last time that I modeled a plot upon the shell of a preexisting folktale. I've discovered that it doesn't matter whether your readers recognize the folktale. It may not even matter whether the folktale is real, or one you invented. What matters is that it has structure, echoes, trajectory, and style.

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People who’ve never read fairy tales, the professor said, have a harder time coping in life than the people who have. They don’t have access to all the lessons that can be learned from the journeys through the dark woods and the kindness of strangers treated decently, the knowledge that can be gained from the company and example of Donkeyskins and cats wearing boots and steadfast tin soldiers. I’m not talking about in-your-face lessons, but more subtle ones. The kind that seep up from your sub¬conscious and give you moral and humane structures for your life. That teach you how to prevail, and trust. And maybe even love.

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I tell them that a simple story is the best story, and that time and place is really crucial to good storytelling. Establish your stories in a specific time and place and get your characters set solidly within that framework before you let them start moving from one room to the next...

The true fairytales … come straight out of myth; they are, as it were, minuscule reaffirmation of myths, or perhaps the myth made accessible to the local folky mind. One might say that fairytales are the myths falling into time and locality … is the same stuff, all the essentials are there, it is small, but perfect. Not minimized, not to be made digestible for children.

All stories teach, whether the storyteller intends them to or not. They teach the world we create. They teach the morality we live by. They teach it much more effectively than moral precepts and instructions.

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Everybody loves a good story, but good storytelling doesn't come easy to everybody. It's a skill that takes a lifetime to master. So study the great stories and then go find some of your own. Your stories will get better the more you tell them.

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It’s like a fairy tale…[Fairy tales] give you a context in which to talk about some things that you’re experiencing in your day-to-day. Theatre works in the same way—if it’s good theatre. When it’s well-crafted, well-honed, it opens wounds for the purpose of encouraging conversation while also giving us the tools with which to have that conversation.

Fairy tales in childhood are stepping stones throughout life, leading the way through trouble and trial. The value of fairy tales lies not in a brief literary escape from reality, but in the gift of hope that goodness truly is more powerful than evil and that even the darkest reality can lead to a Happily Ever After. Do not take that gift of hope lightly. It has the power to conquer despair in the midst of sorrow, to light the darkness in the valleys of life, to whisper “One more time” in the face of failure. Hope is what gives life to dreams, making the fairy tale the reality.

"Fairy tales are about trouble, about getting into and out of it, and trouble seems to be a necessary stage on the route to becoming. All the magic and glass mountains and pearls the size of houses and princesses beautiful as the day and talking birds and part-time serpents are distractions from the core of most of the stories, the struggle to survive against adversaries, to find your place in the world, and to come into your own.

Fairy tales are almost always the stories of the powerless, of youngest sons, abandoned children, orphans, of humans transformed into birds and beasts or otherwise enchanted away from their own lives and selves. Even princesses are chattels to be disowned by fathers, punished by step-mothers, or claimed by princes, though they often assert themselves in between and are rarely as passive as the cartoon versions. Fairy tales are children's stories not in wh they were made for but in their focus on the early stages of life, when others have power over you and you have power over no one.

In them, power is rarely the right tool for survival anyway. Rather the powerless thrive on alliances, often in the form of reciprocated acts of kindness — from beehives that were not raided, birds that were not killed but set free or fed, old women who were saluted with respect. Kindness sewn among the meek is harvested in crisis...

In Hans Christian Andersen's retelling of the old Nordic tale that begins with a stepmother, "The Wild Swans," the banished sister can only disenchant her eleven brothers — who are swans all day look but turn human at night — by gathering stinging nettles barehanded from churchyard graves, making them into flax, spinning them and knitting eleven long-sleeved shirts while remaining silent the whole time. If she speaks, they'll remain birds forever. In her silence, she cannot protest the crimes she accused of and nearly burned as a witch.

Hauled off to a pyre as she knits the last of the shirts, she is rescued by the swans, who

Life teaches the storyteller his themes and subject matter; literature teaches him how to get a handle on them: what has been done already, what might be done differently, what's a story anyway, and what is to be found in the existing inventory of situations, attitudes, characters, tonalities, forms, and effects accumulated over four thousand years of written literature.

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Storytelling is very difficult. But adding the flavor helps to relay the storytelling, meaning in a cut scene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh. This is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive — if you want multiple stories where you go one way or another — will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.

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