Showing posts with label jim butcher. Show all posts
Showing posts with label jim butcher. Show all posts

Sunday, April 18

How to Write a Genre Story: Character Introduction: Empathy

How to Write a Genre Story: Character Introduction: Empathy



The end goal of character creation, the Holy Grail, is for your reader to feel empathy for your character. 

Jim Butcher writes:

“...if you can make people love who you want them to love and hate who you want them to hate, you’re going to have readers coming back to you over and over again.” (Characters, Jim Butcher)

Creating empathy for your character 

Empathy, like happiness, can be elusive. 

The problem: I can’t will myself to have empathy for a character anymore than I can will myself to be happy! And I certainly don’t have a magic pen that I can wave to create empathy in my readers. Writing a character people love--or love to hate!--is a dark art.

BUT, as we have seen, there are things--like exaggeration, unusual position, and verisimilitude--that can increase the chance that your reader will emotionally bond with a character. 

If I could use an example. Happiness is wonderful, but one cannot simply will oneself to be happy. Also, there’s no list of things one can do that will guarantee happiness. That said, there are activities one can do (eat ice cream, take a long stroll on a beach, and so on), states of mind one can cultivate (focus on a goal, don’t have unrealistic expectations for oneself, and so on), that will increase the chance that one will be happy.

In the same way, there are things we can do to encourage a reader to love a character.

The Key to Creating Empathy: Sequels

Butcher writes:

“Like V-Factor [verisimilitude], empathy takes time to build and it relies heavily upon the skilled use of sequels.” (Characters, Jim Butcher)

(By the way, I’ve written about sequels in my blog post: Parts of Story: The Structure of Sequels.)

Empathy and Sequels

In writing, especially genre writing, stories are made up of an unbroken string of scenes and sequels.

Scenes are where the action happens. It is where the protagonist clashes with an antagonist, whether this clash is verbal/intellectual, mental or physical. In the sequel--which is a place where characters and readers alike can take a breath between scenes--we see the characters reveal themselves, their inner persons, through how they respond/react emotionally to the set-back (or victory) they experienced in the previous section. 

It is by seeing the characters REACT that we get to know them, get to know the kind of people they are. And here’s the trick that isn’t a trick at all, it’s just a basic fact of human nature: How a person responds to a setback is a large part of what makes us admire them, love them. Or despise them, hate them.

It is in the character's response to the setbacks of life that WHO SHE IS shines through.

Think of it this way. I’m old enough to have thought (when I was a teen) oh this is what I would do if such and such happened. For example, if I caught my boss stealing his employees tips, or if I saw my neighbour being robbed, or … well, you get the idea. And then, as one goes through life, those boxes get ticked off, some of those things, things that I was so sure I knew how I would react to, actually happen. And sometimes I didn’t react at all as I thought I would. My emotions weren’t what I thought they would be. Things that I thought would make me angry made me cry and vice versa. As a result I learnt about myself.

Sequels

So. Emotional reactions--authentic emotional reactions--are crucial for exposing a fictional person’s character and so for encouraging the reader to relate to, and bond with, the character.

Okay, now we’re getting into it. In a sequel order is important. (I write about this a bit in “How to Write a Genre Story: Character Introduction: Verisimilitude.”)

The Structure of Sequels

There are different possible structures for a sequel.

Dwight V. Swain:

1. Emotional reaction
2. Cognitive reaction
3. Anticipation
4. Choice

Jim Butcher:

1. Emotional reaction
2. Review, Logic & Reason
3. Anticipation
4. Choice

Here’s how I think of it:

1. Emotional reaction ==> a) Instinctive b) Cognitive
2. Reflection (look back, figure out what was)
3. Anticipation (look ahead, figure out what could be)
4. Choice

Sequels: The Order

Part 1: Emotional Reaction

The emotional reaction breaks into two. There’s the instinctive emotional reaction and what I think of as the cognitive emotional reaction.

Instinctive Emotional Reaction

I wrote about the instinctive emotional reaction in my last post, the one on verisimilitude.

Think of burning your hand on a hot stove. You react and your hand moves away from the burner before you realize what happened.

Think of the first time you felt betrayal. Perhaps your significant other told you they had been cheating on you with you best friend for the past 20 years, or perhaps you found out your business partner emptied your joint bank account of millions of dollars and fled the country. I doubt either of those apply to you, but we have all been betrayed in both big and little ways. Think of one time you felt betrayed. What was your immediate reaction?

If you’re anything like me at first I had an almost physical reaction, it was like a punch to the gut. I couldn’t catch my breath. There was an odd dislocating sensation, it was as though I had been kicked out of the ordinary world of my normal existence.

Cognitive Emotional Reaction

THEN, in the second stage, the emotions come. Emotions like pain, disbelief and anger. Then perhaps resentment and the desire for revenge. But these emotions are what I call cognitive in the sense that they are your reactions, your emotions, where for the first few seconds or minutes, you just felt the shock, like static electricity, wash over you. 

Part 2: Reflection

After the first wash of emotions sweeps over someone, they start asking questions like, “How did this happen? Why did this happen? This involves looking back at their world and noticing how that world has changed. You thought your partner was working together with you for your mutual good when, instead, he had been lying to you. Now you wonder: How was it really? How--why--did I allow myself to be fooled, what happened? What did I do wrong? How could I prevent this from happening in the future?

Part 3: Anticipation

Next, our fictional someone looks ahead and says, perhaps with a sigh, Okay, THAT happened. Now what?

Well, there’s rarely only one possibility. If my business partner made off with the company’s money it might look something like this:

Possibility 1:
I could hire someone, perhaps a PI, to get the money back, or try to get it back myself.

Passibility 2:
Forget about the loss, write it off. He’s gone, forget him. I’ll earn the money back.

Possibility 3:
Steal the money back. Get him to trust someone like he got me to trust him and steal the money back. Do to him what he did to me.

There are more possibilities but you get the idea. Which possibility our fictional person chooses will tell you a lot about her, it will begin to reveal to you the kind of person she really is.

This brings us to…

Make sure the STAKES (what the character has to lose) and the potential REWARD is clear.

We must cash out each possibility in terms of what the hero would risk and what they stand to gain, what are the potential drawbacks and benefits?

Your reader must be crystal clear on what the personal cost and potential reward is for each contemplated course of action.

Part 4: Choice/Decision

It’s important--crucial--that the hero has a goal. A goal gives the hero a way to order possibilities, the good and the bad.

Think of a pyramid. The top of the pyramid is the hero’s goal. The idea is to order the potential plans along the pyramid. But this pyramid has different dimensions. One could order the potential courses of actions, the proposed plans, according to each plans chance of success or one could order the proposed plans according to whether each plan would necessitate the hero violating their principles, or a person could order the plans according to the likelihood that bystanders will be injured, and so on. In other words, in choosing between the proposed courses of action, tradeoffs will be introduced.

Difficult Tradeoffs

Tradeoffs are great for creating tension. Let’s say that Possible Action A would get the hero the closest to his goal but it would mean violating one of the principles he lives by. 

Does the hero want to achieve his goal so much that he is willing to violate the code that has structured his life and has made him the person he is? Or will the player abandon his goal and so stay true to the principles he lives by?

This is a difficult decision and what he chooses to do will tell us a lot about him. 

Examples:

Goal: Save a young child from an evil villain who would do nasty things to her.
Principle: I keep my word. Always.
Cost: Hero would have to break his word if he is to save the child.
Dilemma: If you keep your word you will have to allow the young child to die.

Goal: Save a village from starvation.
Principle: Saving lives is good.
Cost: The life of a young child.
Dilemma: If you let a young child die, you will be given a big sack of money and so be able to save an entire village from starvation. But that would mean letting a young child die when you could have prevented it.

Or let’s say you’re writing a romance:

Goal: Find your soulmate, the lost half of your true self.
Principle: Keep the secret of your strength/power.
Cost: The cost of being accepted by your soulmate is that the hero would have to make himself vulnerable, he would have to place himself at the mercy of someone he isn’t sure he can trust.
Dilemma: The hero has a secret that he mustn't share. If he shares it, then another will know how to weaken him and he could die. But he has fallen in love and his love is telling him: You don’t trust me! If you truly loved me, you would trust me. Share your innermost secret with me and I will know that your love for me is true.

So, what will the hero do? Will he choose the way of trust and acceptance of what he hopes is true love or will he stand by his principle and say, “You can accept me as I am or not at all. Your choice”?

Each choice a character makes will affect how your reader feels about him.

In my last example I was of course drawing from the biblical story of Samson and Delilah, but the writer could resolve this conflict however they wanted. Perhaps the girl is forcing the hero to choose because she has been charged by the hero’s enemy to get his secret and doesn’t love him. Or, perhaps, she has been burnt before and simply wants to know that the man she loves would trust her with his life and she really would die before she gave up the hero’s secret.

Well, that’s it! This is the last post in my mini-series on character introductions. Also, I’m nearly at the end of blogging my book. If you have a topic you would like me to write about, please do suggest it! Leave a comment or contact me on Twitter: @woodwardkaren. Good writing!

-- --

Other posts in this extended series (I'm blogging a book):
How to Write a Genre Story: The Index

Where you can find me on the web:
Twitter: @WoodwardKaren
Pinterest: @karenjwoodward
Instagram: @KarenWoodwardWriter
YouTube: The Writer's Craft

Blog posts you might like:

Links

Characters, Jim Butcher.

Monday, April 12

How to Write a Genre Story: Character Introduction: Verisimilitude

How to Write a Genre Story: Character Introduction: Verisimilitude



This post continues my mini-series about how to introduce a character. I’ve already written about Exaggeration, Unusual Position and introducing characters in Action. 

Today I’m covering Verisimilitude and later this week--I’m aiming for Thursday--I’ll close the series off by writing about Empathy. Here are links to my previous posts in this mini-series:

How to Write a Genre Story: Character Introduction: Exaggeration
How to Write a Genre Story: Character Introduction: Unusual Position
How to Write a Genre Story: Character Introduction: Characteristic Entry Action

(Here is an index to all the blog posts in my soon-to-be written book: How to Write a Genre Story)

Verisimilitude

Verisimilitude. No, that’s not an exotic disease.

If a character has verisimilitude then they act believably which means that they act in a way that is consistent with who they are, with their core attributes. By the way, I’m getting much this information from Jim Butcher and his wonderful article, Characters. Jim Butcher calls verisimilitude the “V-factor.” 

He writes:

“The most exotic character in the world becomes nothing more than an annoying cartoon figure if he doesn’t behave in a consistent and believable manner.”

As an example, Butcher mentions Jar Jar Binks. As you likely know, Jar Jar was first introduced in the first of the Star Wars prequels, The Phantom Menace. 

It seems as though the character of Jar Jar checked most of the right boxes. He definitely had exaggerated and unusual traits and he was introduced in a way that helped make him memorable. But then WHY were Star Wars fans' reactions to him so mixed? Jim Butcher thinks that it is because, at least in part, Jar Jar didn’t have a consistent and believable manner. To paraphrase Butcher, the V-force was not with him. (Sorry, couldn’t resist!)

How to give a character verisimilitude

I think there are two things that make a character feel real.

First, as we have seen throughout this mini-series, you give the character tags and traits that illustrate who they are. Further you make at least one or two of these traits exaggerated, unusual. 

Second, a character’s V-factor has to do with HOW you communicate a character’s emotional reactions. That’s what Jim Butcher focuses on and that’s what I’ll talk about, below. Here I just want to note that if this sounds similar to the pattern of a sequel, I would agree. This is the very same pattern. And it is enormously important.

Think of when you’ve encountered a sudden setback. What happens? Well, myself, I’m hit with a wall of pure, raw emotion. There’s no thought, not yet. It’s sort of like when I touch a hot stove (and, yes, I have been that idiotic, ‘Gee, I wonder if it’s hot yet.’) My hand started to move away from the burner before I felt the pain. Then I had a reaction which was, “Wow, touching a hot burner was a really bad idea.” Finally I made the decision to not do that again.

That’s perhaps a silly example but think of any sudden, negative, shock you’ve had. A significant other suddenly breaking up with you, hearing that you’ve been betrayed, and so on. Human beings have a reaction to those sort of things and it happens in a particular order. If that order isn’t right your readers probably won’t notice it but, still, it won’t FEEL right to them.

So. Jim Butcher lays out the three stages:

1. Emotions
2. Reactions
3. Decisions

In one of Jack Bickham's books he gives an example of a person coming home from work and, as they usually do, he calls out, “Honey I’m home!” But he is met with the silence of an empty house. Puzzled he looks around and spots a piece of paper on the hall table. He walks over and looks at it.

It’s a note from his wife. She tells him that she has been having an affair with the grocer for the past year and that she has left him.

What is his first reaction? EMOTION. A wave of emotion, of pain and regret. He’s not thinking about anything. There’s a chair nearby and he slumps into it because he doesn’t want to fall down. 

Then he REACTS. Then he’s angry. How could she? How could she lie to him like that? How could she betray him, deceive him? She had told him she loved him, and all that time…

But what should he do? He could try to get her back, try to track them down. He could hire a private detective to find them. Perhaps the grocer had pressured her, perhaps he had blackmailed her. Even if not, perhaps he could win her back. But does he really want to do that? Perhaps he should let her go her own way. 

The man presses bloodless lips together and makes a DECISION. To hell with her. He will scrub her from his life, from his memory, from his heart.

You see the pattern. If we had the decision before the emotion, it wouldn’t be credible or if the man had the reaction after the decision that wouldn’t make sense. You might be thinking, “Well, yeah… Did you really have to tell anyone that? Isn’t it obvious?” And, sure. On one level it is, but it is something that writers can get wrong and then the character doesn’t feel real.

Summary

When an event important to your character occurs, have your character react to it in a way that makes sense (see above) AND in a way that makes sense for them, that is true to their core characteristics. Those two considerations are equally important.

Well! That’s it for today. I’m trying to keep to a schedule of putting out a blog post on Monday and publishing my interview with a marvelously interesting writer on my YouTube channel on Tuesday. Tomorrow I will upload my chat with a singularly fascinating individual, Lydia Moore.

I hope you have a wonderful week, I'll talk to you again on Thursday. Good writing!

-- --

Other posts in this extended series (I'm blogging a book):
How to Write a Genre Story: The Index

Where you can find me on the web:
Twitter: @WoodwardKaren
Pinterest: @karenjwoodward
Instagram: @KarenWoodwardWriter
YouTube: The Writer's Craft

Blog posts you might like:

Saturday, April 10

How to Write a Genre Story: Character Introduction: Characteristic Entry Action

How to Write a Genre Story: Character Introduction: Characteristic Entry Action


Introductions are important. 

Do you remember the first time you introduced your Significant Other to a parent? There are few things in life you need to get right the first time but that’s one of them! Another one is introducing your protagonist to your reader.

Character Introductions

What makes a character introduction work? What needs to be communicated?

Jim Butcher writes:

“...it is critical to make sure you get the bare bones of your character into his [the reader’s] head immediately.”

By “the bare bones of your character” I think Butcher is referring, at least in part, to what I’ve been talking about in previous articles in this series: character tags. (For example, see How to Write a Genre Story: Characters: An Introduction to Character Tags

Characteristic Entry Action

Sorry for using a long quotation, but Jim Butcher hits the nail on the head here. I can’t say it better or more clearly.

“A solid CHARACTERISTIC ENTRY ACTION consists of introducing your character to the reader by bringing him into the story in the course of an action which clearly, sharply typifies who and what he is.

“Lethal Weapon 2 starts off in the front seat of a stationwagon during a police chase, with Mel Gibson howling in excitement and pounding on the ceiling while Danny Glover fumbles for the siren, tries to talk on the radio, and tries to convince Mel that they don't really need to be doing this. It strongly establishes both characters as cops. It demonstrates Mel's love of wild action, Danny's cautious approach to his work, and the relationship dynamic between the two. (I liked it so much that I borrowed shamelessly from it to start off Grave Peril.)

“Every Bond Pic that opens on the "opening mission" template does the same thing: it shows you Bond being a heroic spy and engaging in lots of danger and action.

“Your character is a frustrated high school nerd? Then have him come on stage late for his school bus, which promptly drives away even though the driver obviously saw him coming. (IE, Spider-Man.) Your character is a titanic lumberjack? Then start him off towering over the north woods and felling fifty trees with each swing of his axe.

“Make the introduction count. This is something you can't afford to screw up.” (Characters, Jim Butcher)

An Example: Riggs and Murtaugh from the Lethal Weapon series

I just rewatched the start of Lethal Weapon 2 (sometimes I love doing research! ;). It was epic! It sets up Martin Riggs as a reckless thrillseeker, interested in going after bad guys regardless of the price to either himself or those closest to him. And then there’s Roger Murtaugh, Riggs’ partner. Murtaugh is an excellent foil for Riggs. He overthinks things where Riggs underthinks them. Murtaugh has a loving wife and family, Riggs is alone. Murtaugh is patient and careful, Riggs is impatient and careless. And all those qualities come out right at the start.

As for what Riggs and Murtaugh’s character tags are, I would say that one of Riggs’ tags is what I’ll call his ‘crazy face’: those insane wide eyes coupled with that almost Joker like grin. Also, Riggs wears casual clothes while Murtaugh wears a proper suit with a red tie. These nicely help to both indicate each man’s character as well as help us remember it.

An Example: Trinity from The Matrix (1999)

Another example of a (literally) kick-ass Characteristic Entry Action is how the character of Trinity was introduced in The Matrix (1999). She appears to defy the laws of physics as she methodically, quietly, dispassionately kills those who have been ordered to arrest her. This establishes her as an outsider, a rebel. Further, she clearly possesses knowledge and abilities beyond what seems possible for humans.

I know I’m dating myself by saying this, but the first time I saw The Matrix was in the theatre. I don’t think anyone breathed during that opening sequence. It’s, hands down, the best I’ve ever watched. And it gave us a very good sense of who Trinity was and, by extension, who her companions were, what they were like and what her role in the story was.

To sum up:

A. Get the essential characteristics of your protagonist (or any major character) into your reader’s head as quickly as possible.

B. Make these essential characteristics interesting! (An unique object that is a bright color or an object--like a wizard’s staff--that can do unusual and unpredictable things, a low laugh that is tied to Bad Things Happening, and so on.) 

C. Especially if you’re writing a genre story, be sure to make at least one of the traits exaggerated along either a mental, physical or familial dimension.

By the way, I know that some of the tags I’ve mentioned can seem like cliches, but I think that whether people groan when they read a story about a wizard and his staff depends on the writer making that particular wizard unique. One way to do this is for the writer--you--to use your own memories, your own particularity, as a lens through which the reader can see the character. Since you are unique, this will guarantee that your stories will be unique. And, of course, they will also have your voice.

A Writing Exercise

As an exercise pick someone in your life and make a character of them. What are their strengths? What are their weaknesses? Now tweak these traits so that they are extreme. (You never have to tell them you’ve done this!)

For example, one of my friends (I went to school with him) is very smart and open to new experiences (that’s one of the personality dimensions). This means that his tagline in life could be stated as: ‘Boundaries? What boundaries?’ His nimble mind and his readiness to explore alternative possibilities have given him a few good stories over the years.

If I were to create a character based on my friend I would make him as brilliant as Sherlock Holmes but in every story he would hold a different eccentric theory about how the universe really is. But he would also find a way to test the theory and, if it didn’t hold up, he would change his beliefs. And I would try to tie that theory, or the testing of that theory, into whatever it was that cracked open the case for him.

Oh, and he’d name all his children from characters in his favorite books. I think I would give him seven children. They would be adults and live all over the world. Perhaps a different one would be his Watson in each story. Or something.

That’s just a silly example, but perhaps it will inspire you to think how you could help merge the universal (I think my character will be a detective…) with the particular (...and he will be based on my experience of my friend.)

Until next time, good writing! I hope you are having a wonderful weekend.

-- --

Other posts in this extended series (I'm blogging a book):
How to Write a Genre Story: The Index

Where you can find me on the web:
Twitter: @WoodwardKaren
Pinterest: @karenjwoodward
Instagram: @KarenWoodwardWriter
YouTube: The Writer's Craft

Blog posts you might like:

Tuesday, April 6

How to Write a Genre Story: Character Introduction: Unusual Position

How to Write a Genre Story: Character Introduction: Unusual Position


Today I continue my series on how to create a memorable character. 

In my last post (How to Write a Genre Story: Character Introduction: Exaggeration) I went over Exaggeration. In this post I would like to chat with you about what Jim Butcher refers to as “Exotic Position,” but I’m going to call, “Unusual Position.” 

a. Put an exceptional character in an exceptional situation.

Jim Butcher writes:

“Locating your character in an unusual location or situation is another way to help create immediate interest. ... A sentence about a young woman sitting in a chair is far more blah than a sentence about the first female shuttle commander maneuvering in her EVA frame in high orbit.”

Here are the first three paragraphs of J.R.R. Tolkien’s Fellowship of the Ring:

“When Mr. Bilbo Baggins of Bag End announced that he would shortly be celebrating his eleventy-first birthday with a party of special magnificence, there was much talk and excitement in Hobbiton.

“Bilbo was very rich and very peculiar, and had been the wonder of the Shire for sixty years, ever since his remarkable disappearance and unexpected return. The riches he had brought back from his travels had now become a local legend, and it was popularly believed, whatever the old folk might say, that the Hill at Bag End was full of tunnels stuffed with treasure. And if that was not enough for fame, there was also his prolonged vigour to marvel at. Time wore on, but it seemed to have little effect on Mr. Baggins. At ninety he was much the same as at fifty. At ninety-nine they began to call him well-preserved; but unchanged would have been nearer the mark. There were some that shook their heads and thought this was too much of a good thing; it seemed unfair that anyone should possess (apparently) perpetual youth as well as (reputedly) inexhaustible wealth.

“‘It will have to be paid for,’ they said. ‘It isn’t natural, and trouble will come of it!’” (The Fellowship of the Ring, J.R.R. Tolkien)

Everything about Bilbo and his surroundings is unusual. Bilbo Baggins lived longer than was normal for hobbits. And not only that, as his years stretched out, he showed no signs of aging! Also, he was extraordinarily rich as well as adventurous--in fact, his travels abroad had made him a local legend! And of course we’re talking about hobbits, a population of people who are completely unaverage in all sorts of ways, including their diminutive height.

b. Put an exceptional character in an ordinary position.

Jim Butcher writes:

“Naturally there's the inversion of this, too, where you take a very unusual character and put him in an utterly mundane position, like Mister Incredible working in Insurance Cubicle Purgatory.” (Characters, Jim Butcher) 

The movie True Lies with Arnold Schwarzenegger and Jamie Lee Curtis springs to mind. 

“Harry Tasker leads a double life: to his wife Helen and his daughter Dana, he is a boring computer salesman often away on business trips, while in actuality he is a secret agent for a U.S. intelligence agency named Omega Sector whose motto is 'The Last Line of Defense.' ” (Wikipedia)

True Lies was a nearly perfect movie! Harry was a spy who had one of the most exciting jobs imaginable who pretended to be in one of the most boring jobs imaginable. 

Subdivisions: social, geographical, intellectual and moral

Butcher doesn’t go into detail about these variants, but here’s my interpretation:

Social position

An unusual social position, so something different from the average. Some of these are tropes, the commoner who is really royalty, the fey child unwittingly raised by human parents, and so on.

Geographical position:

Everything is relative. What would be considered unusual to Americans--a trip to Reykjavik or Honolulu--would be ho-hum to the people who lived there! Visiting Mars or The Moon, today, would be unusual but perhaps in 500 years it will be commonplace.

Intellectual position:

I think that Sherlock Holmes’ intellectual position was quite different. He was a genius. Perhaps he would say that he just noticed things other people didn’t and understood what he noticed. Perhaps it’s the same thing.

Moral position

This one I’m not sure about. Perhaps it would involve taking an extreme moral stand? Someone who cannot, or who refuses to, tell a lie no matter the cost? A monk or a nun who lives in a religious community? Someone who has vowed to never harm another creature?

The Unpredicted

We, as humans, are interested in the unpredictable--or at least the unpredicted--because it can kill us--because, by definition, we can’t prepare for it. We are on the lookout for things that violate our expectations, our understanding of the world. This is true for our story worlds as well.

Think about your life, what memories, events, come to mind? For myself, I remember when I came in third place for the high jump in elementary school. That event stands out because I wasn’t (and this is a charitable way of putting it) a top student in Physical Education. I was definitely more of a nerd than a jock!

Going back over my personal memories--especially my early memories--there is something emotional involved with all, or at least most, of them. For example, receiving an unexpectedly wonderful gift at Christmas or someone breaking their word about something I cared very much about.

As humans, we need to remember the exceptions, the things that aren’t as we would expect. When, in real life, we come across these things we need to understand them and incorporate them into our world view.

Jim Butcher’s character, Mouse

I’ll close with an example.

One of my favorite characters in Jim Butcher’s The Dresden Files series is a dog named Mouse. 

Physically, Mouse is impressive. He is a Tibetan Temple Dog (which in The Dresden Files is a rare breed) and is absolutely massive, standing waist high to Harry, and Harry is 6’9’’ tall!

Intellectually, Mouse is exceptional. My impression from reading the series is that he is much more intelligent than the average human. Harry Dresden is the Watson to Mouse’s Holmes--though that’s not quite right because, although Mouse might be smarter, Dresden is a powerful and wiley wizard.

Mouse’s origin is unusual. He is thought to be a descendant of an ancient Foo spirit. In Blood Rights a litter of puppies had been stolen by someone evil and Dresden had been commissioned to get them back. But one, Mouse, chose to stay with Harry and stowed away in his car, the Blue Beetle.

Okay! That’s it for today. I tried to get this post out on Monday but, well, better late than never! :-) Good writing! I’ll talk to you again on Thursday.

Links

Characters, by Jim Butcher

-- --

Other posts in this extended series (I'm blogging a book):
How to Write a Genre Story: The Index

Where you can find me on the web:
Twitter: @WoodwardKaren
Pinterest: @karenjwoodward
Instagram: @KarenWoodwardWriter
YouTube: The Writer's Craft

Blog posts you might like:

Friday, April 2

How to Write a Genre Story: Character Introduction: Exaggeration

How to Write a Genre Story: Character Introduction: Exaggeration


Story Openings: Introducing a Main Character

You never get a second chance to make a first impression. Today I want to talk about character introductions. 

First, an acknowledgement. This post is inspired by Jim Butcher’s post, Characters, where he goes into all this in great and glorious detail.

Second, when I write, “a character,” what do I mean? I like what Jim Butcher has to say about this:

“Maybe your people look like sentient renaissance mice, or maybe they look like talking cats, but there are going to be beings running around your story with a bunch of conflicting desires. Those are your characters.” (Characters, Jim Butcher)

Characters must be interesting.

We all know that characters must be interesting. I mean, of course!

Jim Butcher gives five characteristics that make a character interesting. I’ll list them and go over each one.

1. Exaggeration
2. Exotic Position
3. Introduction
4. Verisimilitude
5. Empathy

We’ll go over each of these starting, today, with Exaggeration.

1. Exaggeration

Exaggerate something, some feature of the character.

Physical: Big nose, striking blue-white eyes, enormous height, and so on.
Mental: Extremely smart, clairvoyant, telekinetic, and so on.
Emotional: An extreme and irrational fear, extreme courage/bravery, and so on.

i. Exaggerated traits are more interesting.

We are hard-wired to pay attention to exaggerated characteristics. Jim Butcher gives the example of two different situations and then challenges his audience to ask themselves which situation is the most interesting. What follows is roughly based on Butcher’s example.

Imagine an ordinary path with oak trees that reach out to each other over the path (this forms a green tunnel of sorts) and an ice cream shop at the end.

Situation A:
An average sized man walks down the path, under the tree branches and enters the shop.

Situation B:
A seven foot tall man walks down the path, bangs his head on the first branch before ducking. He then tries to enter the shop but clobbers his head on the door jam.

I’m more interested in the second character because there is nothing to the first. The exaggerated trait by itself, though, isn’t all that interesting. It only becomes interesting when it comes into contact with an environment that is calibrated for people of ordinary height.

Note: This reminds me of what I wrote about in my post about settings, specifically that the setting is the crucible for your character. It’s rarely the characteristic in itself that is interesting, it is that characteristic in conjunction with an environment. For more on this see my blog post, How to Write a Genre Story: Setting and the Hero's Journey (Part 1).

ii. Exaggerated traits are more memorable.

I’ve found that exaggeration does help recall. I have a book to recommend, “Moonwalking with Einstein: The Art and Science of Remembering,” by Joshua Foer. Foer goes through the history of memory techniques, the role of memorization in history as well as how to improve one’s own recall.

Anyway, in that book Joshua Foer notes that (this is an extreme simplification) to remember something--say the capital of Delaware, Dover--it helps if it is associated with an image. The idea is then to recall this image, and have the image act as a memory prompt. 

One thing Joshua Foer stresses is that it helps recall if the image depicts something that is exaggerated. Here’s the key I think, the brain doesn’t notice things we expect to see, but it will notice something it doesn’t. The exaggerated is, by definition, unexpected.

Jim Butcher writes:

“SECOND, it's a device to create an acute mental awareness of your character for the reader. Remember that the goal of this kind of story-craft is to create that virtual world inside your reader's head. The reader is glad to help you along with that. I mean, readers will provide a lot of the background sets and extras and so on if you give them a chance--but one way to make it easier for them to get into the story is to create a clear impression of a character on them, so that they always have a clear image in their head of who that character is. Exaggeration helps with that--it gives the reader something unusual and memorable to associate with any given character.”

Well said! I’ll leave you with that. Have a wonderful weekend! I’ll talk to you again on Monday. Good writing!

Related Posts:

Story Openings: Throwing Trouble at the Protagonist
Story Openings: Five Choices
An index to Jim Butcher's posts on writing: Jim Butcher on Writing

-- --

Other posts in this extended series (I'm blogging a book):
How to Write a Genre Story: The Index

Where you can find me on the web:
Twitter: @WoodwardKaren
Pinterest: @karenjwoodward
Instagram: @KarenWoodwardWriter
YouTube: The Writer's Craft

Blog posts you might like:

Saturday, December 14

Deborah Chester: How to Structure a Scene

Deborah Chester: How to Structure a Scene


I’ve been reading Deborah Chester’s excellent book on Story Structure: The Fantasy Fiction Formula.

Have you ever read any of the books in Jim Butcher’s The Dresden Files series? Butcher’s books usually find their way to the number one position on the New York Times Bestsellers list. Well, Deborah Chester was Jim Butcher’s writing mentor. Butcher wrote the first book in his series, Storm Front, while he was taking a class from her, a book he also dedicated to her.

Butcher also wrote the forward for Chester’s book:

“So, aspiring writer, let me do you the favor I wish someone had done me. Let me tell you what you need to hear.

“Shut up and do what Debbie tells you to do.
….
“Who am I to tell you that?

“I’m the guy who took the principles of story structure which she taught me and built a career on them. As I type this, I have published twenty-four novels, the last five of them #1 New York Times bestsellers. …

“And to this day, I still occasionally refer to my notes, taken in her classroom at the University of Oklahoma …” (The Fantasy Fiction Formula, Deborah Chester; Foreword by Jim Butcher)

Also, as Jim Butcher mentioned elsewhere in his foreword, Deborah Chester has also published 40 novels of her own.

What are stories?


I write popular fiction so that’s the sort of story I’m talking about here. The overwhelming majority of popular novels have the kind of structure I’m going to talk about. Why? Because it works. People find books with this structure difficult to put down.

What’s the secret to writing an immersive story?


Stories are made up of Scenes and Sequels. In this post I’m going to concentrate on scenes, I’ll talk about sequels in another post. My apologies in advance for the point form of this post, but there’s SO MUCH information to communicate that I can’t spend very much time on any one point.

What are scenes?


Scenes are the basic units of fiction.

Deborah Chester writes, “If a scene’s going to succeed, it’s because it serves up a CLEAR GOAL, STRONG STAKES, and INTENSE CONFLICT.” [emphasis mine]

In a scene, the protagonist confronts the antagonist in disagreement over a specific, concrete, objective.

What is the function of a scene?


Scenes:

- Push a story forward.
- Reveal character.
- Raise the stakes.
- Intensify suspense.
- Produce consequences later in the story, consequences that are related to the story goal.

What are the elements of a scene?


There are three main parts to a scene:

a. Every scene begins with a goal.
b. Every scene has conflict.
c. Every scene ends in a resolution.

Let’s look at each of these in turn.

a. Every scene begins with a goal


In the beginning of every scene the reader needs to know three things:

i) The characters. Who is the protagonist? Who or what is the antagonist?
ii) The setting. Where is the scene taking place? Could the action taking place as easily take place in another setting? If so, perhaps make the setting more relevant to the scene goal.
iii) The mood. Does the mood match the genre? For example, the setting in a horror story doesn’t always have to be dark and spooky, but that would help it cultivate the right mood.

Scene Goal:


The scene goal provides a scene with direction and organization. If you’re not sure what the scene goal is, ask yourself: What is your protagonist trying to do?

EVERYTHING in a scene revolves around the scene goal. Deborah Chester writes: “If a scene doesn’t change the protagonist’s situation, however slightly, or if it has no impact on later story development, cut it.”

A scene doesn’t start until the protagonist either THINKS, STATES or ACTS on a scene goal.

The scene goal needs to be both specific and attainable now.

Stakes:


- For each scene, ask yourself what is at stake?
- Stakes connect to your protagonist and antagonist's motivations.
- The stakes/conflict determine HOW LONG a scene will run.

b. Every scene has conflict.


The conflict is between the protagonist and antagonist.

(a.) Every scene has a protagonist.
(b.) Every scene has an antagonist and the antagonist is usually a person.
(c.) Every protagonist has a clear, concrete, goal for that scene. This goal is distinct from the story goal.
(d.) The protagonist’s scene goal must clearly relate to the story goal.

Kinds of Scene Conflict:


Deborah Chester writes, “There can be no progression of events unless the protagonist hits opposition. The stronger the opposition, the better the story.”

Conflict can be either internal or external.
- Internal conflict comes from either two desires clashing (for instance, a desire to eat chocolate and a desire to lose weight) or from a desire being affected by an event in the external world (for instance, a desire to eat chocolate and aliens coming to Earth and gobbling up every single last piece of chocolate).
- External conflict comes from a clash between two visible, external, events. For instance, if one character says to the other, “Give me all your money” and the other character says, “No!” then we’ve got external conflict. The conflict in a SCENE must be external. (The conflict in a SEQUEL can be internal.)

What conflict must do in a story:


- Conflict must advance the story.
- Conflict creates CHANGE in the protagonist’s situation.
- Conflict raises the stakes.
- Conflict makes the story outcome less certain.
- Conflict heightens suspense. We want readers to worry about how things will turn out for the protagonist.

Deborah Chester notes that there are two kinds of conflict in scenes: SCENE CONFLICT (which I’ve written about, above) and ADVERSITY. While scene conflict is about “two characters in opposition over a clear, specific goal,” adversity is random bad luck. There is a place for random bad luck in a story -- for instance, it can play a role in the protagonist getting into trouble during the beginning -- but only a very small role. The overwhelming majority of the time the conflict is scene conflict.

Conflict types:


Here are the various types of conflict you'll see in a story: Combat, Verbal disagreement, Interrogation, Evasion and Bickering. Deborah Chester goes into each of these in her book, but I will just mention something about bickering: don't let your primary characters bicker. This is fine for secondary characters -- it can help the reader get a peek into their respective characters -- but primary characters need more robust sorts of conflict to act as a crucible.

c. Scene endings: every scene ends in a resolution.


I've gone into this above, but there are certain things that can't be emphasized enough:

- A scene must end in such a way that things are WORSE for the protagonist.
- Solutions are eliminated, options are taken away. At the end of the story the protagonist has no choice but to face the villain in the story’s climax.
- The protagonist’s trouble is increased.
- The stakes are raised.

Note: There should be no narration in a scene!

Deborah Chester writes, “... scenes should end in complete or partial failure for the protagonist.” “You want your readers surprised, astonished, shocked, perhaps even crying.”

Setbacks


Here are some reasons why the protagonist might suffer a loss, a setback:

- The protagonist is outgunned by the antagonist.
- The protagonist is outsmarted by the antagonist.
- The protagonist is outmaneuvered by the antagonist.

Further, the setback the protagonist suffers must be partly because of something about him or her. For example, in The Princess Bride Inigo Montoya loses a fight because he has less experience and skill than the six fingered man. The six fingered man then goes on to murder Inigo's father and steal a sword. In no way is his father's death Inigo's fault -- we do not expect an untrained child to win a dual with the best swordsman in the land.

The pattern of a setback: the possibilities (yes; no; yes but; no and furthermore)


Every scene has a goal. For example, Jane wants to find a way out of the dungeon the villain has trapped her in. That’s the scene goal. Since that’s the goal, the scene question would be: Will Jane find a way out of the dungeon the villain has trapped her in?

(I've written more about this here: Parts of Story: Try-Fail Cycles)

There are four possible try-fail cycles:

i) Yes, Jane will find a way out of the dungeon. (Success)

ii) No, Jane will not find a way out of the dungeon. (Failure)

iii) Yes, Jane will find a way out of the dungeon BUT as she walks toward the human sized crack in the wall she finds herself surrounded by skeletons shrouded in cobwebs.

iv) No, Jane will not find a way out of the dungeon AND FURTHERMORE the air begins to run out and she starts to suffocate.

Cashing out Try-Fail Cycles


The first possibility (Yes) usually doesn’t happen until the last scene … and sometimes not even then! I say usually because you may write one or more scenes from the point of view of the antagonist, in which case he will win the contest between him and the protagonist.

The second possibility (No) also doesn’t occur very often. The protagonist needs to progress, needs to change. Staying the same is boring, and if the protagonist fails to attain her goal, she’s right back where she began.

The third possibility (Yes, but) is the most common outcome. The protagonist will achieve the scene goal (and so she gets stronger, better, she grows as a person), but something will go wrong, something that plunges her into even more danger.

The fourth and last possibility (No, and furthermore) isn’t used often and is best left for major turning points. This scene ending is a disaster for the protagonist.

BTW, there is a fifth version I’ve heard of: No, BUT … Here the protagonist fails to achieve the scene goal but she manages to do something to get her a bit closer to what she wants. For example, Jane will not find a way out of the dungeon BUT she fill find a candle and some matches.

The Sequel: When the scene is over, the protagonist ...


When the scene is over we often have a sequel, but I'm not going to talk about that here,  I'll eventually do another post on it. But, briefly, in a sequel we'll see the protagonist recover, dust himself off, pick up the pieces of his thwarted attempt to do something.

The protagonist will respond emotionally -- we'll see that he's angry. We'll see him vow to do whatever it takes to never let anything like that happen again. Given all this it will seem reasonable for the protagonist to take greater risks to achieve his goal in the next scene.

Protagonist and Antagonist


The scene’s antagonist needs to work in DIRECT OPPOSITION to the scene’s protagonist.

The antagonist doesn’t have to be the story villain, the Big Bad. Of course, it could be! But it might also be a friend, or ally or even the protagonist’s sidekick. For example, the two could disagree on how to achieve a common goal.

In Lord of the Rings Sam and Frodo fought over whether Golem could be trusted. Ask yourself:

- Why does the scene goal matter to the protagonist?
- Why does the scene goal matter to the antagonist?

Explaining the logic of a scene


Allow the protagonist to encounter serious, continually escalating trouble. This ensures that your protagonist is miserable most of the time (I talk about why this is important, below).

Use action/reaction units. Unless you’ve read Bickham or Swain this likely won’t make any sense to you. No worries, I talk more about it, below.

1. Keep your protagonist miserable by continually escalating/intensifying the trouble they get into.


DC writes that you do NOT want your protagonist to be successful or happy. You need them to be:

- Worried
- Stressed
- Suffering

Change is difficult. We don’t want to change. That means we need to force the protagonist (and perhaps her allies) to do things they normally wouldn’t. We need to force them to do things that will make them uncomfortable, that will even terrify them. Why? This is the only way humans can change: by doing what is difficult, by entering the forest where it is darkest, we get stronger (if we survive!)

Think of a blacksmith. Pure iron is stronger than impure iron. How does one get rid of the impurities? They are burned away in a crucible. The hottest fire yields the purest/best product. What is true for iron is also true for our characters, we must put them in a crucible to get rid of their weaknesses, to force them to change and grow.

As Deborah Chester says, “Your protagonist needs to run full-tilt into terrible trouble, fight her way through, and hit worse trouble, fight her way through, and hit worse trouble." And so on.

The protagonist must take risks the other characters won’t. She must stand and face problems to help her friends, or anyone she cares about.

2. The hero must fail.


Before the very end, the villain, the bad guy, will continually outmaneuver the protagonist.

DC writes, “Whatever matters most in the world to her [the protagonist] should be endangered so much that she can’t sit passively, crying and doing nothing. She must take action. She must become -- by stages, and through failures, and as a result of confrontations -- a hero.”

3. Use Action/Reaction Units (A/R Units)


A/R units are all about cause and effect. They have to do with an action and its immediate reaction.

There are two types of units: SIMPLE and COMPLICATED.

3a. Simple A/R unit.


What makes the simple A/R unit simple is that it includes, basically, one sentence (or one clause) that is an external, visible, action. This action is followed immediately by a reaction.

There must not be a gap or interruption between an action and its reaction.

For example: The girl threw a snowball at Mark. Mark ducked.

I’m not saying that's an eloquent example! But you get the idea.

3b. Complicated A/R units.


In a complicated A/R unit at least one of the characters involved in a complex scene won’t be fair or honest. There are two things here:

i) There is what the protagonist and antagonist are saying and doing, their dialogue and actions. (External)
ii) What the protagonist -- the viewpoint character -- is actually thinking and feeling. (Internal)

In other words, there needs to be tension between what the viewpoint character is saying versus what she’s feeling inside.

Here is an example Deborah Chester gave:

"Hello," Michael said.
Screeching, the pixie flew at Michael's face, trying to jab his eye with what looked like a sewing needle.
What the hell? Baffled by the tiny creature's rage, Michael swatted it away. "What's wrong with you?" he shouted.

Chester goes on to say that, "Michael's puzzlement about the pixie's behavior will mirror reader confusion." That's important because if the reader is confused but the character isn't then there's a problem with the writing.

That's it!

What I'm reading:


Last night I stayed up way past my bedtime because I had to finish Orphan X by Gregg Hurwitz. I thought about starting the next book in the Orphan X series, The Nowhere Man -- I know I'd love it -- but variety is good. I'm going to start either Lee Child's thriller, Blue Moon, or Midnight Riot by Ben Aaronovitch which is the first book in his Rivers of London series.

What are you reading, I'd love to know! 😀

If you would like to support my blog ...


Every post I pick something I love and recommend it. This serves two purposes. I want to share what I’ve loved with you, and, if you click the link and buy anything over at Amazon within the next 24 hours, Amazon puts a few cents in my tip jar at no cost to you. So, if you click the link, thank you! If not, that’s okay too. I’m thrilled and honored you’ve visited my blog and read my post.

Today (no surprise!) I’m wholeheartedly recommending The Fantasy Fiction Formula, by Deborah Chester.

Monday, August 11

The Structure of a Short Story: The New Plan

The Structure of a Short Story: The New Plan



So far our story has set a fairly quick pace. We’ve introduced the setting and the protagonist. We’ve introduced the protagonist’s allies and enemies. We know what the protagonist’s goal is as well as the obstacles to her achieving it. We have seen the protagonist devise a plan to make her goal a reality, act on it and fail miserably. Now it’s time to react to this failure, come up with a new plan and put it into motion.

Sequels


Now the pace is going to slow. The protagonist needs time to react to all that has happened. She needs to sit down, take a breath, regroup and reflect. 

Show the protagonist’s reactions to this loss, show her emotions--or lack of them. What happened? What didn’t go according to plan? Why? Going forward, what are the options? What are the outcomes/stakes for each option? 

Each of the protagonist’s allies might argue for a different course of action but, ultimately, the protagonist must choose between them or, even better, put forward a plan of her own, one that is bolder, more daring, than all the others.

In other words, now’s the time for a sequel. (BTW, for more about scenes and sequels see: Scenes, Sequels, Sequences and Acts & Jim Butcher on Scenes and Sequels.)

Scenes Like a Funhouse Mirror


Short stories often reflect the macrocosm as though in a warped funhouse mirror, speeding through certain parts--or only implying them--to dwell on others. (I think I picked the metaphor of a funhouse mirror because I’m reading Stephen King’s “Joyland.” Wonderful story.)

In my previous posts in this series I mentioned that short stories are different from novels but that they have the same important bits. And that’s true, but sometimes these important bits occur offstage: either before the story began or in the time after it ends.

For example, one of my favorite stories, Ernest Hemingway’s “Hills Like White Elephants,” is (or so I would argue) basically a sequel. There are two courses of action being discussed and the girl, the protagonist, must choose between them. 

I think that, often, literary short stories are sequels. The protagonist reacts to an event that occurred before the story began and the reader tries to figure out what the event was, as well as its significance, from how it affects the characters.

A note about the structure of a short story and how it often differs from that of a longer work


The crisis of the last section (First Complication) occurred more or less at the Midpoint of our short story, though if we were writing a novel this would occur earlier at around the 30% mark. 

 Note that the Midpoint isn’t a point, it’s a sequence that consists of several short fast-paced scenes, each scene running into the next with little pause for reflection. In each scene the protagonist tries to achieve her goal (the story goal) and in each something happens to deflect her. (see: Try-Fail Cycles)

In this sense, a short story is condensed. Where in a novel there would be ample time between the failure of the protagonist’s first attempt and her gearing up for her main assault, this span of time is telescoped in a short story. The protagonist of a short story has to adjust to the conditions of the special world, make friends and allies--as well as enemies--in a few short paragraphs rather than chapters.

Formulate a New plan


What follows are some of the stages/events that often occur after the protagonist’s first big failure. 

This list is not meant to be in any way canonical--when it comes to stories there’s no such thing--but thinking about these points has often helped me figure out why a certain part of my story isn’t working as well as I’d like.

 a. Emotion


At the beginning of the sequel, show the protagonist’s emotions. Show her emotional reaction to the failure at the end of the previous scene. Is she sad? Angry? 

b. Thought/Review


The protagonist reviews the situation and focuses on one or two aspects of the attempt as significant. These are the aspects the writer wishes the reader to dwell upon. This is where much of the protagonist’s character development will occur. 

For example, who does the protagonist blame? Herself? Her friends? The antagonist? I've found that heroic protagonists tend to blame themselves. Especially if one of their companions is injured in her attempt to achieve her goal. 

c. Anticipation/Reason


Show the protagonist anticipating what is to come. What can she do now? Have the protagonist--or her allies--think of two or three ways of achieving her goal. For each goal reveal what the outcome would be; what the new stakes would be.

d. Decision


Have the protagonist decide on a new path of action. The important bit here is that the writer clearly communicates to the reader why the protagonist picked one course of action over another. 

For example, continuing my example from last time, let’s say the protagonist’s goal is to stop her grandmother’s house from being repossessed by the bank. Let's say that our protagonist comes up with these three options:

i. Go to the mob and borrow the money. 

ii. Plunder the trust fund her father set up for her so she could go to college and become a doctor.

iii. Beg her cousin to let grams live with her. (The protagonist absolutely hates her cousin and the feeling is mutual.)

If the protagonist chooses (iii) then it shows the reader that she is willing to swallow her pride. That would tell us a lot about the protagonist's character. We would see that she would rather do something she absolutely hated rather than let someone she loved come to harm. 

If the protagonist doesn’t choose option (iii) that also tells us something about her. For example, if she chooses (ii) then she will achieve her goal--her grams house will be saved--but she will have sacrificed both her dream and her father’s dream to make it happen.

The question is: How much does the protagonist’s pride mean to her? Is she willing to give up her dream to save her pride?Her decision will tell us a lot about her. This, right here, is the nuts and bolts of character development. 

e. Action


Show the protagonist begin to act on her new plan. For example, let’s say that the protagonist has chosen to save her grans house by plundering the trust fund her father set up for her. At the end of the sequel we could show her getting in her car and leaving for the bank.

Next time we’ll look at the Major Setback and talk more about how the second half of a story differs from the first. Cheers!

Photo credit: Untitled by Thomas Leuthard under Creative Commons Attribution 2.0.

Saturday, June 28

Jim Butcher On How To Write A Suspenseful Story Climax

Jim Butcher On How To Write A Suspenseful Story Climax


Someone once said to me: The first few pages of a novel sell that novel, the ending of the novel sells the next novel.

I believe that.

Endings are important. If I like a book but hate the ending I probably won't read another book by the same author. 

How does one create an exciting, satisfying, ending?


Yesterday, as I worked on the ending for my WIP, I wondered: Is this any good? Is it interesting? Exciting? How can I tell? What makes an ending good? Bad? Indifferent?

So I did what I usually do at times like those, I went to my digital library (also known as the internet) and re-read Jim Butcher's essay, Story Climax. It's an informative, easy, read. And it's funny. (Sometimes I think humour is like the spoonful of sugar that helps the medicine go down.)

Jim Butcher is a funny, brilliant and wildly successful author--a #1 New York Times bestseller--so I'm going to try and dip into his well of wisdom and talk about a few of his thoughts about what goes into creating an exciting, couldn't-stop-reading-if-you-wanted, ending.

What do readers want?


I think that the key to success in writing is to figure out what your readers want and give it to them. So, what do readers want? 

The ending should be vivid.

Jim Butcher writes that if you've gotten your readers emotionally invested in the story then, "when you reach story's end, they are INVESTED in its outcome. They want to SEE what happens, preferably as vividly as they possibly can."

The ending should be satisfying.

Jim Butcher writes:

"By the time you've reached the end of a story, a good writer has got their readers on the edge of their seats, at 3:30 in the morning, and the pages are tearing every time they turn because the reader is so excited.

"You've made an implicit promise by getting your reader so bound up in the story. You've /got/ to deliver on it, or that reader is going to freaking /hate/ you for doing that to them. They are gonna go away from that ride all hot and bothered and frustrated as hell. That's what catharsis is: the release of all that tension and sympathetic emotion that the reader has built up because of the writer's skill at weaving the story. Done right, your readers will cheer and cry and laugh out loud and dance around their living room."

We can see that a lot is riding on writing a vivid, satisfying, exciting, climax. This just intensifies my need for an answer to the question: How does one go about doing that?!

1. A specific, concrete, event should mark the start of the climax.

It's all about dominos. 

About two-thirds of the way through a story, right after the great swampy middle, there's an event that is akin to the first domino dropping, an event that sets in motion a cascade of rising action that sweeps the reader inexorably on toward the conclusion of the story.

2. The conclusion, the climax, of a story has six parts.


Jim Butcher writes:

"The actual climax itself, the absolutely peak of it, though, is what I generally refer to as the Showdown or the Throwdown or the Beatdown, depending on my mood and testosterone levels at the moment. The most dramatic point is the actual confrontation between your protagonist and antagonist, where they are directly contending with one another, and where both of them know that the story question is about to be answered.

"For THAT confrontation, there several structural components that you can use to organize it that will be really helpful, much like the components used in a Sequel [...]."

These are:

a. Isolation
b. Confrontation
c. Dark moment
d. Choice
e. Dramatic reversal
f. Resolution

Let's go over each of these in turn.

a. Isolation


At the end, the hero should meet the villain by himself without backup. Jim Butcher writes:

"At the end of the day, your protagonist stands alone. That's why that character is the protagonist. Oh sure, there can be other people around, but the one who really COUNTS is your protagonist. The more alone he is, the higher the tension levels are going to be, and the more satisfying the climax is going to be for the reader."

b. Confrontation


Your hero, your protagonist, should bring the fight to the antagonist. He or she confronts the Big Bad, the Nemesis. Butcher uses Inigo Montoya as an example: 

"Hello. My name is Inigo Montoya. You killed my father. Prepare to die."

Best. Scene. Ever!

c. Dark moment


As Butcher writes, the confrontation between hero and villain "Does Not Go Well." The hero finds out he's completely outclassed and, moreover, that what he thought was the worst possible outcome wasn't. The cost of losing is actually much, much, worse.

Jim Butcher doesn't use this name, but this beat has also been called "All hope is lost." He writes:

"In the recent Narnia movie, that moment was at the death of Aslan. The Great Lion is gone, the White Witch has made fashion accessories out of his mane, the bad,guys have them outnumbered and outgunned, and there's just no way to win the fight that's coming the next day--but the folk of Narnia need Peter to lead them."

d. Choice


Here's where Jim Butcher's books really shine (IMHO). It's all about choice. He writes:

"Your protagonist has to CHOOSE whether or not to stay true to his purpose or to let himself be swayed by fear, by temptation, by weariness, or by anything else. In that Dark Moment, he has to make the call that ultimately reveals who your protagonist really is, deep down. And the choice has GOT to be a BAD one. If it's an easy choice, there isn't any drama to it--no tension, no release for the reader."

The first time I read that I was thrown. Bad choice? What did Jim Butcher mean by that? Should my protagonist go to the dark side and start torturing kittens? 

No. Of course not. A bad choice is a choice that any rational person would consider crazy. Insane. Here's Butcher's example:

"'Use the Force, Luke,' urges ghost-Kenobi's voice. 'Let go, Luke!' Luke visibly makes a choice, turning off his targeting computer, putting his faith in the Force to make the shot that the whole galaxy is literally riding on, the way a Jedi should. He's alone, with the baddest guy in the movie hot on his tail, and even his friends are telling him he's nuts. 'His computer's off. Luke, you've switched off your targeting computer! What's wrong?' 'Nothing!' 
says Luke. 'I'm all right!' Not ONLY is he about to get blown out of the air by Vader, but he might miss the shot, too. Luke is about to do something INSANE. He's about to sacrifice his life to take a literal shot in the dark."

Luke's choice wasn't a bad choice, it's the only choice that would have worked, but it seemed completely crazy, insane, to all his friends and allies.

By the way, here's where all that character development you've done comes in handy. Your readers need to know the hero well enough--their personality, their traits, their quirks--that taking the crazy high road is believable. At the end of Butcher's Dresden File books I often shake my head and think, "That's insane. That's so Harry." 

e. Dramatic reversal


When I pick up a new Dresden Files book I know one thing: Harry's going to wipe the floor with some bad guys and he's going to come out of it okay. (Yep, Ghost Story threw me for a bit of a loop.) So we know that the crazy thing the hero does--the bad/insane choice he makes--is going to pay off in the end.

You'd think that that certainty would leech the story of its suspense. You'd think the certainty would make the eventual rosy outcome less than satisfying. But it doesn't. Why? 

I think there are several things involved here. 

First, although we strongly suspect the hero is going to come out of this just fine no matter what risks he takes, others might not. 

Second, we don't know exactly how the hero will triumph. (Often there's a bit of mystery involved.)

Third, poetic justice. Jim Butcher writes:

"The intrinsic nature of the story or of the protagonist's character influences or causes the events of the confrontation to be changed in an unexpected way, causing an outcome that is in harmony with the principles of poetic justice."

Great storytelling is all about developing believable characters readers care deeply about, putting them in jeopardy and then, as in a magic trick, making it all work out in the end--or not.

f. Resolution


This is where everything gets wrapped up. Butcher writes:

"Time to hand out the medals, kiss the girl, go to the wedding, put the star on the Christmas tree, raise the curtain on the rock concert, attend the funeral, or otherwise demonstrate that with the conclusion of the story, some kind of balance has been restored. The catharsis is complete, the tension eased, and the reader can catch their breath now.

"My advice to you on resolutions: Keep it short. Once you've gotten through the Showdown, write as sparingly as possible to get to the end, and don't draw anything out any more than you absolutely must. You've already kept your poor reader up until 3:30, you heartless bastard. Let them get some sleep before they have to rush off to their shift in two hours!

"Then you get to type the most satisfying words in any book you'll ever write: T H E  E N D"

I urge you in the strongest possible terms to read Jim Butcher's articles over at Livejournal.com if you haven't already. Not only is the advice sterling, but his articles are easy to read and delightfully funny.

Photo credit: "Falmouth" by *Light Painting* under Creative Commons Attribution 2.0.