To write traps into novels well, think about the motivation of the characters involved. Also, consider the timing and the level of complexity. It should be something that keeps the readers engaged and on the edge of their seats.
To incorporate onomatopoeia well in novels, think about the context and mood. For instance, in a tense scene, 'crash' or 'bang' can heighten the drama. Also, don't overdo it; use them sparingly for maximum impact.
First, introduce the graphic novels as a part of literature study. Then, have students do presentations on their favorite parts or characters. Another way is to use them for creative writing exercises, inspiring students to come up with their own stories based on the style and themes of the graphic novels.
You could use it to emphasize the constant nature of something, like a character's vigilance or a business's operation. For example, 'She was on guard 24/7.'
You can start by choosing age-appropriate novels. Maybe ones with simple language and engaging stories. Then, have group discussions after reading to encourage sharing of ideas.
One way to do it is to have the outcome of the poker game change the relationships between characters or determine their fate. Make the poker game not just a game but a reflection of their personalities and conflicts.
You need to make the brands fit naturally into the story. Don't force them in or it'll seem odd.
You can start by choosing music that matches the mood and theme of your story. For example, if it's a sad scene, pick a melancholic tune.
You can start by describing the type and volume of the noise. For example, a loud thunderclap or a soft rustling of leaves. Make it relevant to the scene or the character's emotions.
You could make the dragon a central character with unique powers and a compelling backstory.
Another way is to describe the date through the setting. Like, 'The leaves were turning orange, a sure sign that it was October 20th.' This gives a sense of time without explicitly stating the date.