Gaming poisons your narrative brain. If you handed those characters to players and ran a game for them, reacting to their choices, you'd be fine.
Try outlining in ghastly, soul-crushing, multi-thousand-word detail. You've trained yourself to respond to improv cues. You've got to kill spontaneity, at least for the moment.
Or run the characters as PCs and NPCs, which is sort of like playing chess with oneself, and is what I tend to do. "Character X wants Y, and NPC Z wants Y, and they're going to clash about this, and meanwhile, NPC Q wants to kill character S... And how can I get this to all happen in a satisfying manner within a 4 hour con slot 100K words?"
Sounds like you suffer from a similar condition to mine. Perhaps as a consequence of many years in academia, I can do exposition with one prefrontal lobe tied behind by back. But plot? Nope.
An explanation of classic story structure I read just the other day: "Act I, put your protagonist up a tree. Act II, set it on fire. Act III, get them down."
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Try outlining in ghastly, soul-crushing, multi-thousand-word detail. You've trained yourself to respond to improv cues. You've got to kill spontaneity, at least for the moment.
At least, that's what I'm trying.
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"Act I, put your protagonist up a tree. Act II, set it on fire. Act III, get them down."
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