Showing posts with label goal. Show all posts
Showing posts with label goal. Show all posts

Saturday, April 12

Parts of Story: What Is A Scene?

Parts of Story: What Is A Scene?


Jim Butcher describes a scene as the place "where all the plot in your book happens. Any time your character is actively pursuing his goal [...] he is engaged in a SCENE."[2]

Dwight V. Swain writes in Techniques of the Selling Writer that a scene is a "blow by blow account of somebody's time-unified effort to attain an immediate goal despite face-to-face opposition."[1]

Jack Bickham in The 38 Most Common Fiction Writing Mistakes gives us a warning. He holds that one of the most important aspects of a scene is its continuous nature. A writer develops the "action between the characters moment by moment, with nothing left out; you follow the rules of cause and effect, stimulus and response. To put this another way: you make sure that you never summarize during a high point of conflict in your story."

What elements do these three descriptions have in common? I think it's this: a scene centers around an uninterrupted conflict between two opposing forces. One very important thing: in a scene there is no exposition. No flashbacks. No information dumps. The action is uninterrupted.

The goal of the scene is to draw your readers into the story, to capture their interest, to get them to ask not only what happens next but to wonder why it happened.

Here's how Dwight V. Swain sums up the core, the essence, of a scene: 

Goal --> Conflict --> Disaster

Let's look at each of these.

Goal


Every scene needs two opposing forces, a protagonist and an antagonist (or, more generally, an antagonistic force).[3] Each scene needs someone who wants something desperately as well as someone, or something, who is just as desperate to stop them getting it. 

The goal should be specific.


The protagonist should have a goal so specific you could take a picture of it. A desire for riches isn't a good goal because it's too general, too abstract. Wanting to win next month's million dollar lottery, though, is a fine goal. It even suggests ways to bring it about: buy lottery tickets! Or, if you're writing a crime story, perhaps the protagonist figures out a way to rig the lottery.

Instead of a character wanting to be rich, have them dream of graduating from Harvard Law at the top of their class. Instead of a character wanting love in her life, have her daydream of marrying Ernest Watly, the eccentric librarian who moved to town last year. Instead of a character wanting to travel, have postcards from locations all over the world taped to her walls and give her an abiding desire to see the Nazca Lines in Peru.

The goal should be clearly communicated at the beginning of the scene.


The protagonist's goal should be clearly spoken or demonstrated at the beginning of the scene. There are two things here: first, the goal should be clearly and simply expressed and, second, such expression should occur at the beginning of the scene. As I wrote that sentence it seemed too obvious to state but then I remembered all the stories languishing under my bed in which I didn't follow that advice. 

The scene question.


Every scene should, implicitly, ask the question: Will the protagonist succeed in achieving their goal?

In a scene, any scene, the protagonist sets out to do something. Something specific. Something concrete. But his efforts are opposed. The antagonist has a goal too, and she can't achieve that goal if the protagonist does. So there's a problem. There's conflict.

This is good because now we've created uncertainty. The reader is (hopefully) wondering whether, and how, the protagonist will circumvent the opposition and get closer to achieving their goal.  If so, we've created suspense. It is this opposition between the major characters, this uncertainty, that will create suspense and keep readers turning pages.

The protagonist (and antagonist) must want something desperately.


Dwight V. Swain in Techniques of the Selling Writer notes that characters, like people, have three kinds of wants: to possess something, relief from something or revenge for something.

P.D. James in her marvellous book, Talking About Detective Fiction, writes that "All motives can be explained under the letter L: lust, lucre, loathing and love."

Whatever the character wants, they must be willing to sacrifice quite a lot for it; possibly everything. Their sanity, even their life. Why? Because as a story progresses the opposition the protagonist faces must increase. At a certain point the protagonist's pursuit of their goal will lack plausibility unless they have a strong desire, and a strong motive, to achieve that goal. 

This is where character development is so very important. If what the character wants grows out of who the character is, out of their deepest desires and drives, then--when these drives are linked up to the goal--it will be plausible that the character will be willing to sacrifice anything to achieve that goal.

I'm going to leave off here. On Monday I'll finish this post and talk about the roles of both conflict and disaster in creating a scene.

(Note: This post is from one of the chapters of my upcoming book, Parts of Story, which I usually publish separately. But this particular chapter proved to be a bit thorny and was taking so much time I decided to post it as one of my three weekly posts. I'm sorry if that creates any confusion. Thanks for your patience as I (slowly) blog my book. Cheers!)

Links/References


1. Dwight V. Swain, Techniques of the Selling Writer.
2. Jim Butcher, Scenes, on Livejournal.com.
3. I didn't want to launch into an in-depth explanation of terminology at the beginning of this article since that would be akin to giving an information dump at the beginning of a scene! But I do have a few things to say. In my book this part will likely end up in a glossary. 
- "Protagonist" comes to us from the Greeks and simply means "chief actor." Today, we use the word to indicate the primary character in a story or the main actor in a play. That said, many stories are told through different points of view (POV). Each of these POV characters is the protagonist of their own story. In this way we could talk of a "story protagonist" and a "scene protagonist." I tend to shy away from using these terms as I think they could be confusing. 
- Like "protagonist," the word "antagonist" comes to us from the Greeks and means "opponent, competitor, enemy, rival"[4] and is used to refer to the nemesis or main rival of the protagonist; the character who stands between the protagonist and his goal. The antagonist often isn't evil or even bad (if they are then the antagonist is often called a villain). Strictly speaking, the antagonist is just someone who stands between the protagonist and their goal.
- The phrase "antagonistic force" refers to anything that gets in the way of the protagonist achieving his goal, whether human or not. Tornadoes, diseases, and so on, are examples of natural phenomena that have been used as antagonistic forces.
4. Antagonist, Wikipedia.

Monday, February 10

How To Create An Entertaining Protagonist: A Story Checklist

How To Create An Entertaining Protagonist: A Story Checklist


What do you have over your writing desk? Mine is littered with pieces of paper on which I've scribbled bits of (what I think is) sage writing advice. I'll let you be the judge. (grin)

By the way, your protagonist doesn't have to have all these characteristics. I like to look at this list every once in a while and double-check that my protagonist has a fair share of them and, also, to make sure I haven't forgotten anything.

1. Protagonist


Your protagonist should:

a. Have a special talent.
b. Have a strength.
c. Be clever and resourceful.
d. Be wounded.
e. Be pursuing justice or at least have a guiding principle.
f. Have a catch phrase.
g. Have likeable qualities.
h. Be quirky.

1a. Give the protagonist a special talent (/unique ability).

Give the protagonist an ability that no one else has. This doesn't have to be something earth shattering. It can be something trivial such as being able to tie a cherry stem with one's tongue.

1b. Give the protagonist a strength.


The following list is from Character Strengths and Virtues by Christopher Peterson and Martin Seligman.

i. Wisdom allows one to acquire and use knowledge. Creativity, curiosity, open-mindedness, love of learning, perspective and wisdom.

ii. Courage allows one to accomplish goals in the face of opposition. Bravery, persistence, integrity, vitality.

iii. Humanity allows one to befriend others. Love, kindness, social intelligence.

iv. Justice helps build community. Active citizenship, loyalty, fairness, prudence, self control.

v. Temperance protects against excess. Forgiveness & mercy, humility.

vi. Transcendence helps forge connections to others and provides meaning. Appreciation of beauty, gratitude, hope, humor & playfulness, spirituality.

1c. Make the protagonist clever and resourceful.


It seems to me that most good protagonists are both clever and resourceful. They are intelligent and can fix things, both little and big. They can come up with inventive solutions others would never think of. 

Clever characters are quick-witted. They can come up with a blindingly clever retort but without, perhaps, thinking through all the ramifications of what they've just said. (It can, occasionally, be smart not to say something clever.)  

1d. Give the protagonist a wound


Make sure that, in romance writer Terrel Hoffman's words, "In a hero’s character arc, she is missing something so essential that, if she doesn’t find it by story’s end, she’ll fail to achieve her story goal." (For Great Characters it's All About the Wound)

1e. Give the protagonist a guiding principle.


What is your protagonist's guiding principle? What rule do they live by? Turn this into a saying. Almost a tag line for the character.

For example, Poirot's guiding principle is "I do not approve of murder."

1f. Give the protagonist a catch phrase.


For example, two of Poirot's catch phrases are: "My little grey cells," and "I do not approve of murder."

Monk's catch phrase is "It's a gift and a curse."

1g. Give the protagonist likeable qualities.


I've already listed some strengths a character--or, indeed, a person--could have. I think most of these would go toward making a character likable. 

Another thing that works is to show a character being liked by other characters. 

You can also show your character doing something selfless for someone else. Save a cat!

1h. Give the protagonist a quirk


Give your protagonist a reason to be concerned about something, their clothes for instance. Then give your protagonist a reason to continually pay attention to it.

For example, lets say your protagonist, Zoe, buys an expensive dress she can't afford. She plans to wear it once then return it. Her date takes her out for dinner, but at a place that features mud wrestling! Zoe continually worries about staining the dress.

If you can manage it, the silly quirk should contradict the character's strength. For example, Indiana Jones' strength is courage and his silly quirk is fear of snakes.

2. Stakes


Stakes must be clear. What will the protagonist get if she achieves her goal?  What will she lose if she fails to achieve it? 

Also, the stakes must matter to the protagonist.

3. Motivation


The protagonist's motivation must be clear.

Although it seems not everyone draws a distinction between a protagonist's motivation and his desire I find doing this often helps. 

Here's how I look at it: a protagonist's motivation explains why he desires what he does and his goal is a concrete expression of that desire. 

For example, a child might want to win a spelling bee because the school bully taunts him and calls him stupid. In that case, the character's wish to silence the bully would be the protagonist's motivation. His overriding desire, on the other hand, is for people to think he is smart, and the concrete expression of that desire--his goal--is to win the upcoming spelling championship.

4. Goal


The protagonist needs to solve a well defined problem
The protagonist must take decisive action to get what she wants.
The protagonist must want something desperately
Finally, the thing the protagonist wants should be something so concrete that you could take a picture of her doing it.

5. B-Story


The solution to the B-story often provides the protagonist with the solution she needs to finally resolve her dilemma and achieve her goal. (I talk about the b-story a bit in my article on narrative setting.)

6. Antagonist's Goal


The antagonist's goal should be such that if he achieves it the protagonist cannot. For instance, in Lord of the Rings, if Frodo succeeded in destroying the One Ring then Sauron's quest to destroy Middle-earth would fail. On the other hand, if Sauron got the One Ring back then Middle-earth would be destroyed and Frodo would have failed.

The best article on creating an antagonist I've read so far is Jim Butcher's, "How To Build A Villain." If you read that article, don't forget to take a look at JB's comments in the comments section.

Question: What writing advice do you have tacked on the wall above your writing desk? Please share!

Photo credit: "2014-038 this way up" by Robert Couse-Baker under Creative Commons Attribution 2.0.

Friday, November 30

NaNoWriMo Ends. Editing Begins!

NaNoWriMo Ends. Editing Begins!

If you participated in NaNoWriMo 2012 you're a winner! It's the end of the month and you survived with your sanity (more-or-less) intact.

Whatever your word count, this should be a day of celebration. You wrote more than you normally do, you stretched yourself as a writer, and are heading into December with what Jim Butcher called writing momentum. Because I think his advice is fabulous I'm going to include it here even though I posted about it only a few days ago.
Write every day.

Even if you only write a little bit, even if you only write a sentence or a word, write. Because, even if you've just written a word, you're one word closer to the end of the book than you were at the beginning of the day, and that's progress.

Writing is about momentum, so get that momentum, set your time aside every day and stay honest.  (Jim Butcher's Advice For New Writers: Write Every Day)

What The Future Holds: Editing


For those of you who did finish and wrote 50,000 words over the course of November, you rock! But it's not over. You have a first draft. Great! Now put it in a drawer and back away slowwwly.


1. Take A Break


Resist the urge to read your manuscript over. Let it rest. Stephen King usually gives it about six weeks, but do what feels right for you. I think that having at least a week off would be an excellent idea.

Part of the reason for giving yourself a break is so that you'll be able to come back and, to a certain extent, read your story with fresh eyes. Passages you thought blazed with unsurpassed brilliance and creativity will seem less brilliant (after all, you were sleep deprived and over-caffeinated) but parts that you thought hadn't turned out as well as you wanted may strike you as pretty darn good.


2. Read Your Manuscript Through But DO NOT EDIT IT


When you come back to your manuscript read it through once, from beginning to end, but DO NOT EDIT IT.

Because you've gotten some distance from the story you will have forgotten some of its twists and turns. Given that, it would be BAD to make major alterations before you've loaded the story back into your noggin.

I know it's agonizingly hard to read your work without editing it. Or perhaps that's just me. It's like torture. But your restraint will pay off.

By all means, take lots of notes about what you'd like to change, but put them in a different file, or you could even use a paper notebook. I often enjoy the act of writing on a physical page when I'm taking notes.


3. Unleash Your Inner Editor


During NaNoWriMo I've been saying to people, "Take your inner editor, tie her up, and lock her in a closet." Now it's time to let her out (and hope she's not too grumpy). Now you want to think about how other people would read your story.

Here's a rule of thumb: 

Above all else, you want your story to be clear. Remove anything that doesn't serve to push your story forward.

For each element of your story look at it and ask yourself, "Does this need to be here? Would the story be the same without it?" If its absence would leave the story unchanged, be ruthless and cut.

Protagonist's goals: 

Is it clear what your protagonist wants? What their external goal is? For instance, winning the hand of the princess, finding the golden bird, bringing back the lost ark, and so on.

How about your protagonist's inner goal? How do they need to change in order to get what they truly want? For instance, Shrek was lonely, isolated. He wanted friends, but in order to get them he had to change and let people in.

Subplots:

How many subplots do you have? If you want to write an 80,000 word story and this is your first book you could go easy on yourself and have only one, or perhaps two. If you're writing a 40,000 word novella (which I think would be an excellent thing to do!) you wouldn't need any sub-plots. Again, this advice is for new writers, if this isn't your first book you know best what you're comfortable with.

Characters:

If a character doesn't do anything to advance the plot get rid of him. Or perhaps you could combine him/her with another character.

Backstory:

You only want to include what is relevant to the other characters in the novel at the time it's given. Robert Sawyer gave a beautiful example of this. (Robert J. Sawyer: Showing Not Telling)

Best of luck as you continue to work on your novel! Do you have any advice you'd like to pass on?

Here are a few articles about editing:

- Creating Memorable Supporting Characters
- Editing: Make Sure Your Story's Bones Are Strong
- Robert J. Sawyer: Showing Not Telling
- 11 Steps To Edit Your Manuscript. Edit Ruthlessly & Kill Your Darlings
- Check Your Writing For Adverbs And Other Problem Words: MS Word Macros
- How To Find The Right Freelance Editor For You
- Want Help With Editing? Try Free Editing Programs

Photo credit: "The BIG Guy" by VinothChandar under Creative Commons Attribution 2.0.