Everything you need to know about writing the fun and games section of your novel

A illustrated image of a fictional galaxy

The 'fun and games' section of your novel is like the first taste of the action. It's where your protagonist begins to tackle the challenges laid out before them. It sits in the first half of Act 2 and should take up around 20% of your novel's word count. Here's how to make the most of this pivotal phase in your story.

Prepping for the first battle

Before jumping into the heart of the conflict, take some time to show how your protagonist prepares to address the problem sparked by the inciting incident. What are they doing to equip themselves mentally, emotionally, or physically for the challenges ahead?

Presenting the first challenge

Next, it's time for a minor challenge or roadblock. This obstacle shouldn't be easily overcome; in fact, it might even result in failure. The point is to show your protagonist's struggle and uncertainty, demonstrating the stakes they're up against.

Introducing the enemy

This is also the perfect stage to introduce an enemy. Whether a person, a circumstance, or a psychological hurdle, this antagonistic force will help illustrate the danger that lurks within the new world your protagonist has entered.

A place for subplots

If you have a subplot, the 'fun and games' section is an excellent place to introduce it. This secondary storyline can add depth and complexity to your novel, especially if it interacts meaningfully with your protagonist's internal and external goals.

Let the battles begin

Now, the action starts to rise. Something significant must happen at this point, and it should be linked to the central conflict. This isn't the primary battle but the first of three skirmishes, so size it accordingly. This battle will likely shift your protagonist's focus and introduce some friends or allies who can help them along their journey.

Subplot, revisited

As the action escalates, so should your subplot. Ensure it continues to support the overall story and give it its own moments of tension and escalation.

Testing your protagonist

Throughout these initial confrontations, test your protagonist and their allies. Maybe some of them don't meet the challenge. Perhaps others surprise you. The key is to keep the tension high and the challenges substantial.

A moment of respite

After winning the first battle, allow your characters time to regroup. What does this victory mean for their external goals? Consider each character's arc at this stage. Have they moved closer to their internal goal or further away? Remember your subplot, too; how has the outcome of the battle affected it?

The interplay of fun and games

The 'fun and games' section of your novel is a critical part of your protagonist's journey. It's where the real action begins, the stakes are revealed, and your characters are tested. It's about balancing character development with narrative progression, joy with struggle, and triumphs with setbacks. It's about setting up the rest of the novel to be a satisfying, compelling read.

💡 Read more about the universal flow of a story from set-up to finale.