Elevate Your Writing: The Plot Mountain Method Explained

This post was originally published on Tumblr on September 25, 2024.

I’ve become a little obsessed with stories of Chomolungma. You probably know this sacred Nepalese mountain by its Westernized name, Mount Everest.

Anyway, I’m never going to scale the world’s highest peak because I have no interest in losing any of my toes to frostbite or dying of pulmonary edema. Don’t think I’m about to go dashing off into the wilderness.

But I think we writers can derive a lot of lessons from mountain climbers when plotting for grand adventure novels.

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And why the hell is that? Why Chomolungma specifically? Well, I’ll explain.

Just a head’s up that my advice probably won’t apply to romances, mysteries, or anything other than your typical “we’re going on an adventure to slay a dragon or whatever.” I don’t have much experience in those genres and am not going to step on any toes.

As usual, this is just my opinion. There are thousands of different plotting tools out there, and this is only one of them. If you don’t like it, then no need to use it. I’m simply giving you a different option. Alright, let’s go!

I am sure you have seen this diagram a million billion times and are very tired of it.

It’s not wrong, per se; in fact, it looks much like a mountain. Most stories do indeed have these same parts, and so will yours if you use the Plot Mountain method.

However, there’s some things that this simplified version doesn’t explain:

  • It acts as if you’re just constantly ramping up pressure. There’s no breathers to let readers catch up.
  • There are no differential tensions to keep interest.
  • There are no “mini-climaxes” that impress upon the reader a sense of danger.
  • We are not provided with an understanding of how to create different stages of the plot within the rising action.
  • There is no discussion of how characterization changes during the course of the plot.
  • It’s not explained how to organize the falling action in order to provide continued tension and character development.

I also have some problems with other common plotting methods, specifically Save the Cat and the Hero’s Journey. Mostly, I think that they get really tiring and formulaic because they’re just so rigid. There’s little room to add your own flare; you’re plugging all the stuff in as intended.

Save the Cat especially irks me because it basically demands that you divide up your story into little percentages so everything happens right according to this algorithm.

Also, I hate math. Don’t infest my passion with my nemesis, please.

So, I challenge you to think a bit differently using my method instead. It combines characterization with plot and momentum to offer you a natural setup for a great story. Thinking of your story this way forces you to focus on how all elements come together, and it discourages you from piling on nonsense that won’t help.

My option is also more flexible; I’m not telling you exactly when and where the stuff needs to happen. That’s up to you, babe. You’re the boss.

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Key elements of Plot Mountain

gray rock mountain
Photo by Krivec Ales on Pexels.com

Your plot must be desirable for some reason.

Whatever goal your characters have should feel worthwhile. People spend their life’s savings and a good portion of their lives to get to Chomolungma, facing down all the frustrations and disappointments to do it.

While your character may not necessarily know what is in store for them, they should nevertheless have a reason for wanting to achieve whatever you’ve got going on.

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You need to “equip” your characters by giving them the skills and purpose necessary to tackle this challenge.

Mountain-madness-morons who think themselves “Chosen Ones” are generally the ones that die. That’s why you have all these rich tourists falling into crevasses, where their bodies are trapped forever.

Similarly, you must demonstrate to your readers that your character is somehow worthy of the challenge you’re giving them.

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Every character has a reason for being there.

This is a good reminder for people who have a tendency to cram a million characters into their stories.

A Chomolungma expedition is not composed of random passersby who feel like going up a mountain today. Everyone there brings something unique to the table and must work in concert to achieve their goal.

This offers you many options for main characters and support characters. For example, an expedition team can have mountain climbers, Sherpa guides, porters, and a camera crew. You can give your main cast similar roles.

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Your characters have agency and make choices.

No one just kinda wanders up Chomolungma. They must consistently make the right decision, and it’s rare for a deus ex machina to pop in.

Yes, things fit together to make things happen, and there are sometimes miracles, but for the most part, it is the preparation, experience, and some external circumstances (like weather) that decide whether someone lives or dies. No last-minute Hail Marys or interventions from on high.

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There is a time crunch.

Summiting Chomolungma in the winter is just too dangerous, so climbers need to head off during the spring and summer, before the weather turns nasty. There’s a short window of opportunity.

Additionally, being at altitude for any period of time is dangerous, which keeps people pushing for the summit even when they want to give up and go home.

You should show the pressure of your plot, explaining why it needs to be done right now rather than ten years in the future. We must feel that this is essential and that time could run out.

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Every summit attempt is fraught with peril, and many have to turn back.

It is incredibly common for expeditions to hit bad weather and have to abandon the summit push; every climber knows and fears this.

Demonstrating that it’s entirely possible not to hit your climax infuses the story with a sense of danger. It can also help you decide what might be more impactful and relevant to your story: having to turn back (which opens the door for a sequel) or getting to the summit and celebrating.

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Not everyone makes it to the top.

You probably know that Chomolungma has at least 200 bodies littered across it, many of which have become signposts for other climbers attempting not to meet the same fate. There are likely dozens of others that have been blown into crevasses or buried under snow.

Depending on your genre, you can and should show that others have failed, or even kill one of your characters during the “summit attempt” to highlight the peril.

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Thinking of different plot points as camps reminds you that you need moments of downtime.

While you can’t overstay your welcome on Chomolungma, you also can’t be climbing 24/7; you’ll straight up die. It’s important to stop, take a break, and acclimate to the different altitudes as you keep going.

“ABC” stands for “Advanced Base Camp,” basically right at the foot of the mountain. It’s where you actually start your summit push. North Col is also known as Camp 1.

The camps, I think, are the key element of the Plot Mountain method, because they remind you that your story needs to “plateau” at a few different points to give your characters (and readers) time to breathe.

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Each “push” between camps is a little different, with unique dangers.

As you head up Chomolungma, there are different challenges to overcome between each camp; this may be steeper climbs or dangerous crevasses with only a tiny metal ladder to keep you from plunging to your death. Driving snow and fierce gusts can blow you off the mountain as you get higher and higher.

And, of course, there’s the Death Zone at the top, where’s there’s practically no oxygen whatsoever and it’s so freezing cold that you may lose your feet.

The danger rises with every push toward the summit, reminding you to build the tension and demonstrate the dangers in your story. After each camp, you’ll show brand new risks that nevertheless fit into the plot.

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A climax can’t overstay its welcome.

After spending all this time preparing to reach the top of the world, climbers actually don’t get that much time on the summit. It’s freezing cold, the air is impossibly thin, and they need to head down before it gets dark.

Similarly, you need to let the climax linger just long enough to offer catharsis without boring everyone. This is the height of the tension, so keep it fast but thorough.

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The summit isn’t the end of the journey.

Many people rush to the climax and then spend almost no time wrapping things up, which makes the story feel incomplete. While the downclimb doesn’t need to last as long as the summit push, you should still devote a chapter or two to the falling action, which may have its own dangers.

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Characters must be changed by their time on Plot Mountain.

No one comes back from Chomolungma without changing. Maybe they have a renewed sense of purpose or a better appreciation for life. Maybe they have made friends, discovered themselves, gained better skills.

Or maybe they lost some toes while up there. Or lost a friend.

Whatever you choose, it must be clear that your characters have grown and evolved throughout the course of their story. They need to end up somewhere different internally, even if they are returning right back to base camp.

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How to Use the Plot Mountain Method

Here’s the major points you’ll hit using Plot Mountain. This is a bit of a simplification, of course, because technically Camp 3 is in the Death Zone (above 26,247 feet), but look, we’re fiction writers, not mountaineers.

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Base Camp

This is the exposition, where you tell us a bit about the characters, the world, etc.

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Base Camp → ABC

We have a sense of momentum, that something is building up, but don’t quite know what it is.

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Advanced Base Camp

The inciting event, where the character understands what is happening and must choose to accept or refuse. If they accept, they head up to North Col. If they refuse, well, you’re going to push them up there.

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ABC → North Col

The first challenge (and the first chance to turn back). This is a sobering moment that impresses upon them that they are in peril, but it’s not as risky as the next steps. If they came there against their will, this is when they start to get more committed and aren’t refusing quite so much.

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North Col

The first downtime. We learn more about the characters and get a better idea of the problem, but don’t have all the details yet. Characters may still be a little delusional about what is happening. There may still be some resistance.

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North Col → Camp 2

The second challenge, which offers different dangers. The characters have faced difficulty now and have a better understanding of what is at stake. They are older, wiser, and less optimistic.

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Camp 2

Characters may be questioning their ability, looking back down toward North Col and wondering if it would be cowardly to leave now. We have a better understanding of the potential dangers and the ramifications of failure.

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Camp 2 → Camp 3

The third challenge. The characters are fully committed and can’t walk away. They know what they’re going for and refuse to be deterred because they’re so close to what they want. The dangers they face now give a taste of what the climax holds for them, impressing upon the readers that something enormous and risky will happen.

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Camp 3

We are given a stronger understanding of this plot’s full purpose and how it fits into the world. It’s a time to stop and reflect on why this is important, what the characters have learned so far, and how their lives will change once they hit the climax.

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The Death Zone

The dark before the dawn. Things are at their most difficult, but we’re not quite there yet. The tension is extreme, and characters are truly fighting for their lives. They’re scared, disoriented, and worn down by the challenges, but still willing to go on. There are no respites and no safe harbors. No one is going to save our characters but themselves.

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Summit

Climax. It’s fast, but not too fast: we get a chance to soak up what is happening, but we know that it won’t last forever. There’s a sense of pressure and the need to get out of the line of fire.

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Death Zone Revisited

This is an opportunity to demonstrate how tired the characters are and the ramifications of their decisions. Things still feel fragile and dicey. We don’t know whether the characters are out of danger just yet.

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Camp 3

An opportunity to let the characters rest and reflect. We see the changes that have come about because of the climax and see them differently.

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Camp 3 → Base Camp

There’s no need to linger all the way down the falling action; we don’t require as much detail because we understand the world. Still, we should get a sense of how the characters navigate this new chapter of their lives and what they have learned.

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Base Camp

The finale. It may be triumphant or heartbreaking, depending on what happened at the summit. Muted goodbyes, happy reunions, bittersweet reflection, and a sense that the characters are moving on with a better understanding of themselves.

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And that’s about it. You can add camps if you need to, or have little biovacs if your characters get stuck somewhere. You can find good places for description during those downtime moments. There’s a lot to do!

person in red jacket and black pants walking on snow covered ground
Photo by Rok Romih on Pexels.com

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