Thursday, November 7

Lester Dent's Short Story Master Formula

Lester Dent's Short Story Master Formula



Lester Dent's Formula For Writing A 6,000 Word Short Story


Lester Dent writes:

"This is a formula, a master plot, for any 6000 word pulp story. It has worked on adventure, detective, western and war-air. It tells exactly where to put everything. It shows definitely just what must happen in each successive thousand words.
"No yarn of mine written to the formula has yet failed to sell."[1]

Note: Keep in mind that Dent wrote adventure/horror/science fiction stories, ones where a lot of dead bodies showed up. That said, his formula works for anything, even stories without dead bodies, just adjust it to suit your needs.

Who was Lester Dent?


Although Lester Dent created the superhuman scientist and adventurer Doc Savage the novels were credited to Kenneth Robeson, a name made up, and owned, by Dent's publisher.

Dent started out as a telegraph operator who wrote on the graveyard shift. One of his co-workers had sold a story for $450--which was a fortune at the time--and Dent thought, "Hey, I could do that!"

Turned out he was right.

Dent eventually wrote over 159 novels over 16 years--and that was just the Doc Savage novels! He celebrated his affluence by buying a yacht and sailing around the world.

Before he died in 1959 Dent decided to gift other writers with his formula for writing a 6,000 word story. 

Michael Moorcock's Summary of Lester Dent's Method


I'll get to a blow-by-blow of Dent's method shortly but here's a summary, courtesy of Michael Moorcock:

"... split your six-thousand-word story up into four fifteen hundred word parts. Part one, hit your hero with a heap of trouble. Part two, double it. Part three, put him in so much trouble there's no way he could ever possibly get out of it. ... All your main characters have to be in the first third. All your main themes and everything else has to be established in the first third, developed in the second third, and resolved in the last third. (Lester Dent, Wikipedia)"

Note: When I talk about Dent's method, below, much of it is a paraphrase.

Lester Dent's Method


Before you set pen to paper here are four things to think about:

1. A murder method


From what I've seen, the overwhelming majority of Dent's stories contained a murder. The murder method should be different than anything you've read or seen. I know, that's a tall order. But try to put a spin on it that's unique.

Dent writes:

"A different murder method could be--different. Thinking of shooting, knifing, hydrocyanic, garroting, poison needles, scorpions, a few others, and writing them on paper gets them where they may suggest something. Scorpions and their poison bite? Maybe mosquitos or flies treated with deadly germs?

"If the victims are killed by ordinary methods, but found under strange and identical circumstances each time, it might serve, the reader of course not knowing until the end, that the method of murder is ordinary.

"Scribes who have their villain's victims found with butterflies, spiders or bats stamped on them could conceivably be flirting with this gag.

"Probably it won't do a lot of good to be too odd, fanciful or grotesque with murder methods.

"The different thing for the villain to be after might be something other than jewels, the stolen bank loot, the pearls, or some other old ones.

"Here, again one might get too bizarre."[1]

Here's a list of possible murder methods. These are primarily from the appropriately named article, How To Commit The Perfect Murder.

i. A sword. Perhaps a kantana.
ii. Sharpened icicle. Extra points for fashioning it from some of your victim's bodily fluids.
iii. A knife. Butchers knife, throwing knives, kitchen knife, rusty butter knife. Let your imagination guide you.
iv. A gun. Guns "can be found in bins, strapped under cars, inside folded newspapers and in every schoolchild's backpack. Remember to replace after use."
v. A car. Best if you don't use your own car. The author suggests stealing one, preferably from a Walmart. Or perhaps a long-term parking lot.
vi. A heavy object. A brick, meat tenderizer (/club), candlestick, paperweight, and so on.
vii. Heavier objects. An aeroplane, elephant, train, bulldozer, Mack truck.
viii. Pills. Available from drugstores, doctors, drug dealers.
ix. Hammer and stake. Be creative.
x. A notebook. See Death Note for inspiration.
xi. A wand.
xii. Push off a (tall) building.
xiii. Severe allergies, the more exotic the better.
xiv. Poison. Arsenic, curare, and so on.  Be creative.

Here are a few more: bomb, lynch, crucify, burn/incinerate, drown, asphyxiate, strangle, martial arts, curse, evil puppets, acid.

2. The antagonist's goal


Again, although there are relatively few things folks murder for (love, money, power, and so on) the particular motivation is--or at least should be--unique to your villain.

Dent describes what the villain is after as "treasure". I don't know whether he's being literal or employing metaphor. Perhaps a bit of both. Whatever his ultimate goal--for instance, let's say it's revenge--there's going to be a physical manifestation of that goal in the story.

For instance, in Star Wars IV, Darth Vader wanted to defeat the resistance  and the physical manifestation of that desire was the destruction of the rebel's base on Yavin IV.

When I first saw Star Wars--one of the local theatres was showing all the films back to back--I thought the Death Star was truly badass. It destroyed planets! It was like a roving, moon-destroying, bully. That was a new spin on an old theme.

I won't list them, but here are a few links having to do with ideas for what the treasure might be.

3. A setting


Ideally, the setting will be suggested by (a) the murder method and (b) the villain's goal. You'll want something that stands out, that captures the imagination.

Dent writes:

"Unique locale? Easy. Selecting one that fits in with the murder method and the treasure--thing that villain wants--makes it simpler, and it's also nice to use a familiar one, a place where you've lived or worked. So many pulpateers don't. It sometimes saves embarrassment to know nearly as much about the locale as the editor, or enough to fool him."[1]

If Lester Dent were alive today I think he'd say: Google Maps Street View is your friend.

On an unrelated note, love that name, "pulpateer".

4. The hero's motivation


Dent doesn't write much about this point except to say that it is "a menace which is to hang like a cloud over [the] hero".

I explain this to myself by thinking about stakes. What are the stakes? What will the hero gain if he achieves his goal (and, presumably, that goal is to stop the villain)? What will the hero lose if he doesn't? 

I mentioned Star Wars IV, above. Here are the stakes:

Success: If Luke Skywalker blows up the Death Star then the rebel base is saved.
Failure:  If Luke doesn't blow up the Death Star then he, and everyone else he knows, is dead. 

It kept me on the edge of my seat.

Whew! We're through the preliminaries. We now know what the murder method is, what the villain's goal is, we know the setting and we understand the stakes. (By the way, Dent says that you really only have to know two or three of the above points before you start writing. Even if you know one of them you're ahead of the game.)

Next time I'll talk about the actual writing. Dent broke a 6,000 word story into four equal parts. Next time we'll look at the first quarter and discuss the opening line and how we, in Dent's words, need to "swat him [the hero] with a fistful of trouble".

Stay tuned!

Here are links to other articles in this series:
Lester Dent's Master Fiction Formula: The Third 1,500 Words
Lester Dent's Master Fiction Formula: The Fourth And Final 1,500 Words

Thanks to RedFoxOne for sending me a link to Gareth-Michael Skarka's implementation of Dent's formula as a scenario generator for gaming. Brilliant! Here's the article: Pulp Adventure Generator.

Notes:

1. As far as I can tell, Dent's formula comes from the book, The Creator of Doc Savage, by Marilyn Cannaday. It is also online over at paper-dragon.com: The Lester Dent Master Fiction Plot
Correction (Dec 8, 2020): Dent's formula was first given in the Writer's Digest Yearbook, 1936. Thanks to Korodzik for leaving a comment and letting me know.

Photo credit: "Diwali Abstract Series 2013 - The Galaxy Effect" by Vinoth Chandar under Creative Commons Attribution 2.0.

Monday, November 4

Creating Vivid Characters For NaNoWriMo, Part Two

Creating Vivid Characters For NaNoWriMo, Part Two
This continues my post from Friday on how to create vivid characters.

How does your hero fulfill his/her need? What's his/her solution


Dexter
Dexter's problem is that he wants to kill people. Anyone. Doesn't matter who they are or what they've done. His solution, his way of living with this urge and being a productive member of society, is to kill people that not only deserve to be killed but which, by their absence, make society a better, safer, place. (As I've mentioned, Chuck Wendig doesn't agree.)

Sherlock
Sherlock Holmes hates boredom. He needs problems and puzzles. Interesting ones. He provides himself with this needed stimulation by being a consulting detective.

Walter White
Walter is a brilliant chemist who is dying and wants to leave his family provided for. His solution is to make high quality meth and sell it.

Harry Potter
Harry's need, his deepest need, is to find, or create, a family. A home. I know what I said last week, but his deep internal need is to find or forge a connection with others.

Harry's solution is to reach out and find friends, and new family, at Hogwarts. This leads to a strong desire to protect the place.

Limitations


A limitation is anything INTERNAL to a character that gets in the way of them meeting their need.

Limitations have a way of tripping up a character when they least expect it.

Buffy
Chuck Wendig uses Buffy as an example:
"Limitations are traits of the character’s that get in her way — they might be flaws or frailties but they can just as easily be positive traits that make trouble for the character and the plot. You might say that Buffy’s limitations were her age, her immaturity, and her emotional entanglements with problematic boyfriends (seriously, Buffy, what’s with the choice in dudes?)."
Excellent point.

Dexter
CW argues that Dexter's moral code was a limitation placed on his serial killer nature. I can see it that way, but, for me (as I've said) his moral code is a part of the solution to his problem, his problem being the urge, the need, to kill. For me, that's what makes Dexter a tragic figure.

I would say that Dexter's limitations were the feeling of attachment he often developed for those he needed to kill. For instance, his AA mentor, stalker and occasional girlfriend Lila Tournay.

Sherlock
Sherlock's major limitation was his ego. 

In my opinion one of THE BEST episodes of Sherlock was A Scandal in Belgravia. He botches an important anti-terrorist plan of the British government because of his love of solving puzzles, because he wanted to show off.

Here's a quotation from the end of the show (SPOILER ALERT):
"Mycroft: The terrorist cells have been informed that we know about the bomb. We can't fool them now. We've lost everything. One fragment of one email. And months and years of planning. Finished.
Sherlock: Your MOD man.
Mycroft: That's all it takes. One lonely naive man, desperate to show off. And a woman clever enough to make him feel special.
Sherlock: You need to screen your defence people more carefully.
Mycroft: I'm not talking about the MOD man, Sherlock, I'm talking about you!"

Captain Malcolm 'Mal' Renolds
Although Mal can make hard calls--he is by no means a softie--he does have a heart of gold and a penchant for doing the right thing even when the result promises to be disastrous.

Harry Potter
In the muggle world Harry's magical abilities severely limit his ability to bond with the Dursleys.

In the magical world Harry's heritage, that he is the boy who lived, prevent him from just fitting in and having a normal school life. People either hate him or want him to save the world.

Greatest Fear


What does your character most fear? (This information will help you ramp up the stakes.)

Neo
Letting down those who depend on him. Not being what those he cares about think he is. Costing them their lives.

Dexter
Being outed as a serial killer. Having his sister find out.

Sherlock
Not being smart enough to figure a case out. The criminal besting him.
Having those he cares about come to harm.

Walter White
Dying without having lived.
Dying without leaving his family provided for.

Harry Potter
Living with the Dursley family forever. (Which would also be the Dursley family nightmare.)

Part of J.K. Rowling's genius was figuring out plausible ways to pack so much conflict in to the story early on.

Description


We're almost done!

Chuck Wendig wants us to do two more things. First, write a 100 word character description. He writes:

"Write a description. Keep it to 100 words. Less if you can manage ... Do not hit all the bases. Do not try to stat them up like a [...] baseball player. Listen, when you look at someone, you take away a visual thumbprint of that person — it’s pushed hard into the clay of your memory. You don’t remember every little detail or aspect."

For example: "... that woman shaped like a butternut squash with the frock that smelled like cigarettes and old terriers."

Also, here's Chuck's tip:

"... writers are best describing things that break the status quo, that violate our expectations. In other words, find the things that make the character visually unique, interesting, odd, curious – different. Cleave to those."

Describe things that violate your readers' expectations. Yes! That one's going on my wall.


Test Drive Your Character


Second, before you plunk them down into your story take your newly christened character for a test drive. Chuck Wendig writes:

"Take ‘em for a test drive. Said it before, will say it again: write a thousand-word piece of flash fiction with Your Brand New Shiny Character in the starring role. Drive him around. Ding him up. Challenge him! Force him to talk to other characters: an obstinate cab driver, a belligerent cop, a drunken orangutan. Give him a new problem or one related to the character explicitly.

"Let ‘em speak. Let ‘em act. See what they do when you get behind the wheel.

"Inhabit the character."

Wonderful advice.

Once again, here's the challenge:
- Give your character a problem to solve, something that can be wrapped up in 1,000 or so words. The problem can be one that's related to your character, or something completely different.
- Force your character to talk to other characters. I know these were only suggestions, but, well, why not? Get them to talk to an obstinant cap driver. How would your character handle that? Then throw in a beligerant cop. Or choose other characters entirely. It's up to you.
After you've written the story, your next and final step (yes, we're done!) will be to write, or rewrite, your character's logline.

Good writing!

NaNoWriMo


As I mentioned Friday, I'm doing #NaNoWriMo and, as part of that, accepted a challenge issued by a bunch of lovely lunatics to write 10,000 words over the weekend. 

Well ... I did it! 

It was close though. I've caught a bad cold and am squirting all sorts of fluids from all sorts of places.

Yes. It's gross. 

Now, thankfully, gleefully, I'm going back to 2,000 words a day. 

Photo credit: "Falknerei Schmidt" by Ben Fredericson under Creative Commons Attribution 2.0.

Friday, November 1

Creating Vivid Characters For NaNoWriMo

Creating Vivid Characters For NaNoWriMo
Chuck Wendig has outdone himself this time. 

I know I've said this before--often--but this is one of the best posts on character development I've read (adult language warning -->): Plot & Character.

I need to work on my characterizations, I need to make them more vivid. My goal--and I think most writers share this in common--is to create characters readers not only can picture and understand--characters that seem real--but to create characters readers empathize with.

So. I'm going to interrupt my series on Dan Wells' 7-Point System to talk about, first, what constitutes a well-defined character, a rounded character, a character that feels so real your readers cry when he almost dies and grin like kids at Christmas when he achieves his goal. In short, characters your readers can identify with. Second, I'll talk about how you can begin crafting such a character.

Let's get started!

The Character Logline


Chuck Wendig points out that, just like screenplays and novels (and pretty much any kind of story) characters can have loglines. That is, they can have a short--usually one sentence--summary/description.

Recall that a logline attempts to capture the essence of a story.

So, let's attempt to craft a logline that captures the essence of a character. Chuck Wendig gives us a fabulous example of the sort of thing he's looking for. He writes:

“Dexter Morgan is a serial killer with a code of honor hiding in plain sight among the officers of the Miami Police Department.”

Right there, bam! Look at all the contradictions, the conflict waiting to happen.

Dexter's a serial killer with a code of honor (right there I'm interested) and he's working in a police department! The bird is surrounded by cats, hiding in plain sight.

That's a heck of a character concept. Further, you can see immediately that the whole series, all the stories, naturally grow from the main character, who he is.

A Character IS Something


When I read Chuck Wendig's description of Dexter Morgan one thing struck me like a runaway Mack Truck: A character IS something.

Clear as mud? Let me throw out a few examples and you'll see what I mean.

Neo (The Matrix) is The One.
Dexter Morgan (Dexter) is a serial killer.
Walter White (Breaking Bad) is a drug manufacturer and dealer.
Sherlock Holmes is a detective.
Tony Soprano (The Sopranos) is a mob boss.
Captain Malcolm 'Mal' Reynolds (Firefly) is a captain.
Dr. House (House) is a diagnostician.
Orphan Black is a hustler and a clone.
Harry Potter is a wizard.

Each character contains within themselves--by their nature, their occupation, or both--the seeds of both their deep desire (/their goal/the story goal) and the opposition to that goal.

Neo
Neo is something. He is The One, the one who transcended the matrix and could manipulate it. It was like his very own holodeck! But he didn't start out knowing this. Neo's journey was from (among other things) ignorance to wisdom. Who Neo was set the endpoint and implied the challenges he would have to face.

Dexter
Dexter is the best example, or at least my favorite.

"Serial killer," that phrase, is packed with emotion. It is provocative. Thick. Shocking.

When I first saw the promo's for Dexter I thought, "Really? A hero who is a serial killer, they'll never pull it off." Ha! Good thing I'm not a producer.

One of the reasons the show worked--and I'll talk about this throughout the post--everything that happens in that show happens because of who Dexter is: a person compelled to kill. That, by itself, wouldn't have been very interesting--not to me at least--but this is a monster with a code of honor. That is unique. That is interesting. That's a concept you can build a novel around. (Dexter was based on a series of novels by Jeff Lindsay.) More on this later.

Now, let's don our white lab coat, pull the irritatingly bright examination light closer, clutch the rusty scalpel in our shaking hand, and take a closer look at a few well done characters most of you are familiar with. (I was going to go with a dissection metaphor but decided that, even for the day after halloween, it was a tad grizzly.)

1. What does your character want?


Dexter
Dexter wants to kill people. No, that's not right. Dexter needs to kill people. It is a drive, a craving, one that he's helpless to resist.

Dexter's need, his deep dark desire, is the engine that drove each episode of the show forward. Can you imagine what an episode of Dexter would have been like if the lead character woke up and realized, "Huh. I don't want to kill anymore."

I believe that Dexter's code of honor--basically, that he only kills those who deserve it; other murderers--is also a deep need, one not borne of compulsion. I believe it comes from his humanity and, really, is why the character is interesting. Without this balancing need Dexter (to my way of thinking) would just be a monster. His desire to be normal is what makes him a tragic figure.

Chuck Wendig, on the other hand, believes Dexter's code of honor is a limitation (we'll talk more about limitations later). That's a valid, perfectly fine, way of looking at it. Wouldn't the world be dull if we all agreed?

Walter White
Walter White IS a brilliant chemist with a terminal disease and a baby on the way.

Walter's need: To ensure his family is provided for.

How Walter chooses to meet this need: make high quality meth and sell it.

You see the pattern? What the character IS implies/contains the seed of their deep need and, thus, their problem: how to meet their need (/how to quench their desire, /how to achieve their goal). If a story can be compared to a car the main character's need, his goal, is the internal combustion engine.

Without Walter's need to provide for his family, without him being a brilliant, desperate, chemist, there would have been no story, no show.

This is what writers mean when they say that character is plot. Plot should flow naturally out of the main character.

Sherlock Holmes
Sherlock's need is to be amused. Interested. Not bored. "The game," as he so often says in the original stories, must "be afoot!"

He is a natural detective, compulsively unravelling mysteries.

Sherlock's need to stave off boredom drives him to put himself, as well as those he cares about, in harms way if a sufficiently interesting puzzle/mystery presents itself.

One more example:

Harry Potter
a. Harry Potter IS the boy who lived.

He is the boy who the evil wizard Voldemort could not kill.

Harry Potter wants Voldemort to go away and for him just to be a normal wizard. Harry Potter being the boy who lived--the boy who nearly killed the dark lord--makes him a symbol of hope for those allied against the dark lord. On a personal level, this works against him. It makes folks expect ridiculous things of him (saving them from he-who-must-not-be-named) and it makes Voldemort's followers loathe him.

Harry's need: when Harry's at Hogwarts he wants to be a normal, completely unexceptional, wizard.

b. Harry Potter IS a wizard.

When Harry's not at school he must stay with the magic-hating Dursleys. Put a boy who can't control his magic, a boy who doesn't even know he's magical, with relatives who have a fanatical hate of magic and you've got a tinderbox of conflict just begging for a match.

That's it for today! I thought I'd be able to get through all this material in one day, but I guess not.

Until next time, good writing!

NaNoWriMo 


I'm going through NaNoWriMo again this year.

I'm part of a great Google+ Community, the Writer's Discussion Group, and we're getting together using the hashtag #wdgnano. Come and hang out with us whenever you like. This weekend a bunch of us are doing a 10,000 word weekend. I'll let you know how it went. (grin)

My word count so far is zero for NaNo, though I did write about 2,600 words so far, but that's just been for this blog post (and the one on Monday). So, only 3,300 more words to go! lol

Photo credit: "hello." by 55Laney69 under Creative Commons Attribution 2.0.

Wednesday, October 30

Dan Wells' 7-Point Story Structure: Starting At The End

Dan Wells' 7-Point Story Structure: Starting At The End


Last month, as I thought about the writing sprint that is NaNoWriMo, I thought about Dan Wells' seven point system for story creation.

Well, perhaps not creation.

Where ideas come from and how we choose them--or they choose us--is a mysterious process. What is less mysterious is what we need to do to spin an idea into a story concept and make sure we have enough material to make it stretch over 50,000 words.

(For part one of this mini-series, click here.)

1. Start At The End: The Resolution/Climax Of The Story


It sounds counterintuitive and perhaps a wee bit crazy, but I've found it to be fabulous advice: when you write a story, begin at the end.

Dan Wells uses J.K. Rowling's first Harry Potter book, Harry Potter and the Sorcerer's Stone, as his example. BUT. It's been years since I read that book so I'm going to use Star Wars IV: A New Hope instead. (And, yes, I know that one's a book and the other's a movie, but those are just two different mediums, two different ways, of telling a story.)

So. What is the resolution?

Resolution: Luke Skywalker blows up the Death Star and saves the Rebel Alliance from destruction. 

Of course Luke won! But resolutions really are as simple as this, answering "yes" or "no" to the story question. (For more on story questions, Jim Butcher has an excellent discussion of the subject.)

2. Write Your Hook: What Is Your Starting State?


We know how the story ends so now we have to figure out how it begins.

As you write the hero's starting state, keep in mind your hero needs to change, to go through some sort of arc.

For example, if you want your hero, your protagonist, your kick-ass dude or dudette, to end up wiping the floor with the antagonist they need to start out weak. Otherwise, there's no change and that wouldn't be interesting. Well. Not as interesting. A vividly rendered Big Bad getting their nether-regions handed to them by an uber-hero will never lose its appeal for me.

(That's not quite true. Your hero could start out strong, lose everything in the middle, and then claw his/her way back up just in time to pound the Big Bad back into oblivion at the end. Or something. The shape of the change, of the arc, is entirely up to you.)

Hook: Luke is an orphan--or so he believes--who lives with his aunt and uncle. He craves a life of excitement, of adventure. He wants to visit far off planets but lives a life of drudgery on a backwater planet far, far, away from anything he considers remotely interesting.

In the beginning of the story Luke isn't in charge of his destiny, others--his well-meaning aunt and uncle--decide what goals he pursues. At the end of the story Luke is a hero of the rebellion, he destroyed the Death Star and saved the Rebel Alliance. Further, he managed all this because he took charge of his life, trusted himself and his special ability.
Note: As we've seen, Dan Wells calls the hero's starting state "the hook". I want to mention that you'll occasionally come across another use of the phrase. Specifically, as that initial something that "hooks" the reader, the thing that keeps them reading, that generates narrative drive (/suspense). To read more about this other use of the term see: The Strange: How To Hook A Reader's Interest.
Okay, back to talking about arc, change, movement. Looking at Luke, his character, at the beginning of his journey and comparing that with where he ended up, we can see this arc as taking him from weakness to strength. That said, it is also an arc, a journey, from inexperience to experience, from distrusting himself to trusting himself. From unbelief to belief.

That's it for today. Next time we'll look at the first plot turn and the Midpoint.

Photo credit: "new garden gnomes ..." by Robert Couse-Baker under Creative Commons Attribution 2.0.

Monday, October 28

NaNoWriMo, Erle Stanley Gardner, Perry Mason and Plot Wheels

NaNoWriMo, Erle Stanley Gardner, Perry Mason and Plot Wheels


In this article I explore several plot wheels and examine how they can be used to generate ideas during NaNoWriMo (or anytime!). But, first, some background.

Stephen King on Plot Wheels


Stephen King in On Writing credits Edgar Wallace with creating plot wheels. King writes:
"An amusing sidelight: the century’s greatest supporter of Developing the Plot may have been Edgar Wallace, a bestselling potboiler novelist of the 1920s. Wallace invented—and patented—a device called the Edgar Wallace Plot Wheel. When you got stuck for the next Plot Development or needed an Amazing Turn of Events in a hurry, you simply spun the Plot Wheel and read what came up in the window: a fortuitous arrival, perhaps, or Heroine declares her love. These gadgets apparently sold like hotcakes."
I don't want to mislead anyone into thinking King approves of such plot-generating devises. Earlier in that same chapter he wrote:
"You may wonder where plot is in all this. The answer—my answer, anyway—is nowhere. I won’t try to convince you that I’ve never plotted any more than I’d try to convince you that I’ve never told a lie, but I do both as infrequently as possible."
Stephen King is a well-known pantser (or, if you prefer, a discovery writer). He doesn't plot. He crafts realistic characters and then sets them lose on an unsuspecting story world; or perhaps it's the other way around. He creates realistic characters, characters we identify with, and then places them in a world, one much like our own, but with sharper edges.

King writes:
"I want you to understand that my basic belief about the making of stories is that they pretty much make themselves. The job of the writer is to give them a place to grow (and to transcribe them, of course). (On Writing)"
I'm going to argue that, even if one holds the above view, there's still a place for plot wheels. Not for generating plot, but for generating ideas.

It's sort of like watching clouds on a warm summer day. You're lying in the grass, the warmth of the sun baking into your skin, the hard, cool, earth at your back. You're absently chewing a piece of grass and looking up at the clouds, watching them transform into all manner of things. A bear, a mountain, a heart, a rose. Anything.

My point: we get ideas in all sorts of ways. Why not plot wheels? During NaNoWriMo anything that can help you generate ideas is a good thing.

Erle Stanley Gardner, Perry Mason and Plot Wheels


Erle Stanley Gardner wrote 119 Perry Mason novels. In Lawyer Turned Detective, we find out at least part of the secret to his success:
"Key to Gardner's remarkable output was his use of the plot wheels invented and patented by another of his successors, a British crime novelist named Edgar Wallace. By using different combinations of possible twists and turns for both major and minor characters, Gardner was able to construct narratives that held his readers rapt for several decades."
I've taken the liberty of transcribing four of Edgar Wallace's plot wheels.

(Thanks to Kim Aippersbach for sending me the link and to Silvia Moreno-Garcia for originally passing along the information.)

Erle Stanley Gardner's Plot Wheels


Erle Stanley Gardner used four wheels to help him generate plots for his Perry Mason stories: the wheel of blind trials, the wheel of hostile minor characters, the wheel of solutions, and the wheel of complicating circumstances. (He may have used others, but those are the four I've seen.)

(Caveat: As you can see from the picture of the wheels some of the words are difficult to make out. I did my best. Also, Gardner used abbreviations and omitted certain words due to space constraints. I've expanded a few of them in an effort to make the meaning clearer.)

The Wheel Of Hostile Minor Characters Whose Function Is Making Complications For The Hero


These folks put obstacles in the hero's way, make it difficult for her to reach her goal.

1. Hick detective.
2. Attorney.
3. Newspaper reporter.
4. Detective.
5. Business rival.
6. Rival in love.
7. Father of heroine.
8. Blackmailer.
9. Gossip.
10. Meddlesome friend.
11. Suspicious servant.
12. Hostile dog.
13. Spy.
14. Incidental crook.
15. Hotel detective.
16. Thickheaded police.

B. Wheel Of Complicating Circumstances


1. Hero is betrayed to villain by spies.
2. Every move the hero makes takes him from the frying pan and puts him into the fire.
3. Heroine's maid is a spy.
4. Father of heroine is hostile to the hero.
5. Detective believes the hero is guilty and tries to arrest him/her at a critical time.
6. Hero commits an incidental crime. For example, he/she is caught speeding and is arrested.
7. Witness mistakes hero for villain.
8. Hero violates the law and is sought.
9. Heroine's mind is poisoned against the hero.
10. Some character is not as represented.
11. Rival in love tries to discredit the hero.
12. Zeal of hick cop upsets plans.

C. The Wheel of Blind Trials By Which The Hero Is Mislead or Confused


1. Witness lies.
2. A document is forged.
3. A witness is planted.
4. A client conceals something.
5. A client misrepresents something.
6. A friend pretends to betray the hero.
7. The villains assistant pretends to betray the hero.
8. A vital witness refuses to talk.
9. False confessions.
10. Genuine mistakes.
11. A witness takes flight.
12. A witness is kidnapped.
13. A witness commits suicide.
14. A witness sells out.
15. Planted clues.
16. Impossible statements.

D. Solution Wheel


How the hero surmounts the obstacles thrown in his way.

1. Gets villain to betray himself through greed.
2. Gets the villain to, of his own free will, plant additional evidence.
3. Plants fake evidence to confuse the villain.
4. Fakes circumstances so the villain will think he/she has been discovered.
5. Tricks the hero's accomplice into confessing.
6. Villain is hoist by his/her own petard.
7. Villain killed while he/she is trying to frame someone.
8. Gets villain to overreach himself/herself.
9. Meets trickery with horse-sense.
10. Squashes obstacles by sheer courage.
11. Turns villains against each other.

12. Traps [tricks?] villain into betraying a hiding place. Hero either a) creates a fake fire, or b) gives him/her something else to conceal, or c) makes it necessary for the villain to flee (and so must take something out of the hiding place).

This idea can be adapted to any area. I think I'm going to put together a list of professions as well as a list of things a character could plausibly lose.

I've had fun writing about plot wheels. I hope they'll provide an idea, or three, for you just when you need it whether or not you're going through NaNoWriMo.

Here's an app, The Brainstormer, that does something similar to a plot wheel. I haven't used it, but it looks interesting.

Note: My next post will be about Dan Wells' 7-Point System.

Photo credit: "Every holiday brings new bokeh" by kevin dooley under Creative Commons Attribution 2.0.

Friday, October 25

Dan Wells' 7-Point Story Structure

Dan Wells' 7-Point Story Structure
As I mentioned the other day, I'm putting a book together from posts I've written over the years. Yesterday I found one languishing in the purgatory of my drafting bin, it was about Dan Wells' 7-Point System for building a story. Here it is.

Dan Wells 7-Point System


Dan Wells is a bestselling horror writer, podcaster and gamer who developed a popular 7-point system for stories. Many have watched Dan Wells' videos on YouTube, and I highly recommend them.

Dan Wells' 7-Point Structure


This is the skeleton DW develops his stories around:

- Hook
- Plot Turn 1
- Pinch 1
- Midpoint
- Pinch 2
- Plot Turn 2
- Resolution

We'll go through each step in what follows, but first a few general remarks on story creation.

Pantsing vs Plotting


Writers come in many varieties. Some like to make things up as they go along, having the end of the story come as a surprise. These folks are called pantsers or, as Dan Wells says, discovery writers.

I have no end of admiration for pantsers. The idea of starting off on a story, of committing to it, before I know, say, how it ends, gives me the willies. People like me, folks who crave outlines like ... I don't know. Like humans crave oxygen? Like plants need water? Like your kids want the most expensive, least available, thingy-ma-bob for Christmas? Anyway, we're called plotters or, less awkwardly, outline writers.

Like any kind of structure, Dan's 7-Point Story Structure works whichever kind of writer you are, discovery or outline. If you're a discovery writer and like to find things out as you go along, your first draft becomes a zero draft and you comb through it, extracting an outline that helps as you through that valley of despair known as "revisions".

Getting Ready


Perhaps this part applies more to plotters than pantsers. It helps to figure out what your SETTING is going be (place, date, time, social environment, and so on), who your main CHARACTERS are, what your main character's GOAL is (i.e., how they can get that which they desire above all else) as well as the ANTAGONISTIC FORCE that's preventing him from reaching his goal.

I call the main character's goal, the goal she has for most of the story, the STORY GOAL. The story goal and the ANTAGONISTIC FORCE together provide the conflict needed to drive the story forward.

Keep in mind, though, that what initially goads the hero into action often isn't the story goal.  

For example, in the beginning of Shrek we learn that what the ogre values above all else is private time. Aloneness. This aloneness is ripped away from him when the peace of Shrek's swamp is shattered by an invasion of fairy tale creatures.

This invasion provides the impetus for Shrek to head off to meet Lord Farquaad. It gets the story going. I would argue, though, that seeking privacy, aloneness, is just Shrek's initial goal. The story goal is for Shrek to find his mate, to find connection with other critters, and to learn how to change so that such connection is possible. That's the goal Shrek takes up when he accepts Lord Farquaad's quest at the 25% mark. This is also the first plot turn. But I'm getting ahead of myself.

So, before you put pen to paper here are the sorts of things you should have an idea about:

- Who the main character is, his (or her) strengths and weaknesses, what he (or she) desires most.
- What the story is about, its dramatic premise.
- The setting (place, date, time, social environment, and so on).
- What the character wants, his or her goal.
- What is keeping the character from attaining that goal (the antagonistic force).
- Dan Wells didn't mention this, not that I recall, but I find it also helps to know what kind of story you want to tell. (see Orson Scott Card & The MICE Quotient: How To Structure Your Story)

Photo credit: "Bernini" by Daniele Zedda under Creative Commons Attribution 2.0.

Sunday, October 20

How To Write A Murder Mystery, Part Two

How To Write A Murder Mystery, Part Two


Here is the second and final part of this two part micro-series on how to write a murder mystery. To read part one click here: How To Write A Murder Mystery.

11. There are three kinds of lies: lies, damned lies, and statistics


Everyone lies.

At least, all your suspects should. The murderer will lie about being the murderer (of course) but the rest of your suspects were off doing various other things they feel disinclined to reveal. Your sleuth must either drag it out of them or do some old fashioned detection. Or both.

Susan Spann writes that "Figuring out what your suspects are hiding is just as important as figuring out 'who-done-it' … and sometimes, a lot more fun."

12. Outline the events of your novel the reader sees


Your outline "should include every major scene (and major clue) in the novel. It gives you a road map and helps you keep your sleuth on course when everyone starts lying."

13. Outline the events of your novel the reader DOESN'T see


This outline includes all the scandalous things your suspects were doing when the murder(s) took place.

This outline will tell you "which clues to plant, and where" and will keep "the lies from jamming up the story’s moving parts."

14. Write the reveal first


At the end of every mystery novel there is a reveal scene where the sleuth goes over each person's motive, or potential motive, for committing the crime. In so doing, all the clues are trotted out and the sleuth explains what kind of clue it is and how it relates (or not) to a murder. (See point 8 of yesterday's post for the three kinds of clues.)

At the end of the reveal the reader must not only know HOW each murder was committed but WHY it was committed and WHO committed it.

15. The first half of the story


Write this part fast. Much of what happens here will depend on how the story ends, so don't worry about it too much until you've written the second half. (Yes, it's a bit of a chicken and egg problem.)

- Introduce the sleuth
- Introduce the suspects

Remember to introduce characters in action and have that action tell the reader something important about what kind of character they are. What do they desire above all else? What is their ruling passion? What do they fear? What do they do better than anyone else?

16. The midpoint


By the time the midpoint comes around your sleuth should have sussed out who the murderer is.

The problem is: he's wrong.

Still, your sleuth doesn't know he's wrong so the investigation shifts at the midpoint from discovering how the crime was committed to discovering WHY the murderer committed the crime.

You've read this time and again, right? The sleuth is convinced they know who did it but they don't know why. They don't know the motive and they can't arrest the perp until they have that final piece of the puzzle.

17. All hope is lost


At some point—usually at around the three-quarter mark—the sleuth will experience a major setback and, shortly afterward, go through the "all hope is lost" point.

At this stage the sleuth realizes he was wrong. The killer isn't who he thought. Further, because of the sleuth's mistake not only is the murderer going to kill the sleuth, he is going to kill everyone the sleuth loves or even vaguely cares about and, after stealing the sleuth's new car, the murderer will ride off into the sunset to live a long, satisfied, life.

Or so it will seem.

In other words, this is where the detective hits bottom, the floor breaks and he falls through to the true oil slathered, garbage encrusted, foul depths of hopeless despair.

And then, as Susan Spann writes, he has to dig her way out with nothing but a broken chopstick.

(I think that sometimes it isn't the sleuth who makes the mistake at the midpoint, it's someone the that is heading up the investigation, either their rival or a helper.)

18. The sleuth's special something


Your sleuth has to extricate himself from this mess using that special something that makes him a hero.

With Indiana Jones, it was his common sense and his courage, with Luke Skywalker, it was his innate aptitude for the force and his faith/trust. With Detective Chief Inspector Tom Barnaby he's usually wittier and smarter than everyone else. Tom Barnaby's cousin, John Barnaby, uses his understanding of human psychology (like Agatha Christie's character, Poirot).

Every hero needs a special something. This special something gives the hero the edge he needs when the chips are down. It allows him to extricate himself from the clutches of the murderer. Or fate. Or whatever.

19. Race to the finish


I think of the time between the All Hope is Lost point and the Climax as the Race To The Finish.

No new characters are introduced and the secondary plots have either been resolved or are on the backburner. The sleuth is focused and must use everything he has—plus a little more—if he is going to achieve his goal and bring the murderer to justice.

20. Finish the first draft BEFORE revising


As far as I'm concerned all this advice is optional. Experiment and do what works for you.

That said, I do believe there is one rule observed amongst most writers who finish more than one novel a year: finish your first draft; write it all the way through and type "The End" before you start to revise it.

Do this even if you're convinced your story sucks.

Do this even if your story does suck!

After you have the entire story laid out before you in all its dismal glory you can form an outline. THEN you can revise and tweak and adjust and rewrite to your hearts content.

21. Revise


After you've written the rough draft comes the revisions. Here are a few things to look at:

Pacing

This is a complex topic, but, briefly, look at your scenes and sequals. If the story is moving too fast, if you need readers to be more emotionally engaged, make the sequels longer. If the pace is too slow, make the sequels shorter. (Jim Butcher has written terrific articles on scenes and sequals.)

Plot is fundamentally about change.

Every story I have ever read had a beginning, middle and an ending. Beyond that there is a lot of variation.

Characters

- Is each character distinct? Do they each have a unique voice?
- Is each character fresh/new/original?
- Do your characters change? Each character should change over the course of the story as well as (in smaller ways) in each scene.

Clues

Are all the clues in the right places and do they make sense?

That's it! Now go write a murder mystery. (grin)

Good writing!

Photo credit: "focus" by 55Laney69 under Creative Commons Attribution 2.0.

Friday, October 18

How To Write A Murder Mystery

How To Write A Murder Mystery


I've never written a murder mystery, but I've always wanted to.

I fell in love with detection and murder in grade nine when my English teacher assigned the class Agatha Christie's story, The Murder of Roger Ackroyd. We read a section in each class and had to try and guess who the murderer was, then defend our guess.

Best. Class. Ever!

One of my life goals is to write a mystery novel, one sprinkled with murders, false leads and scandalous secrets.

I've started a few murder mystery stories. Every two years or so, I decide to take another run at it but I always end up setting the manuscript aside after several angst-filled writing sessions.

Which is why I was utterly thrilled by Susan Spann's post, 25 Things You Need To Know About Writing Mysteries, over at Chuck Wendig's blog, Terribleminds.com.

SS's post set forth important, insightful and, above all, useful writing tips that could help even a murder mystery neophyte (like me!) actually finish writing one.

How To Write A Murder Mystery


1. Start with your sleuth


Everything begins with character.

Once you know something about your sleuth you can create a world around him, one designed to show readers what kind of a person he is and make them care about him and his quest for justice.

As is true for any story, your characters need to be both engaging and unique. Think about how your character looks, his physical appearance, and how he will stand out from your other characters. How about his behavior? Does he have any ticks? Phobias? Idiosyncrasies?

Something needs to set your sleuth apart. He needs to be interesting and memorable. Often this is accomplished through exaggeration—Mr. Monk is scared of everything, even milk!

Jim Butcher has a marvelous discussion about this over on his Livejournal blog.

2. Make your sleuth quirky and damaged


Break your sleuth in interesting ways.

Susan Spann writes:
"... take a hammer to your sleuth’s emotional kneecaps. Bust those suckers good—and be creative. Divorces, tragic accidents, and dead relatives are dime-a-dozen. You can do better. Make your detective allergic to coffee, or phobic of houseplants. Squash her beloved iguana beneath a Zamboni and then force her to solve a murder at an ice rink."
I love that last line. It's easy for me to forget that a character's weakness is only interesting if I exploit it.

We only care about Indiana Jones' fear of snakes (a big fearless adventurer with a fear of snakes) when he's forced to confront one (or, more likely, a dozen). And of course the snake is going to be poisonous.

That's what I mean about forming the fictional world around the hero. Indy's fear of snakes is part of his backstory, but it's something that's going to affect what sorts of obstacles you throw at him, so it'll help shape your story and your story world. That's why you need to know all about it before setting pen to paper.

3. Backstory


The reason why Indiana Jones is scared of snakes is part of Indy's backstory. Susan Spann reminds us that we need to work in backstory without using the following props:

- Internal monologues
- Flashbacks
- Dreams

That said, if your character is a seer, a visionary of some sort, I imagine using a dream to introduce bits of backstory might be okay.

It all depends. As Stephen King says in On Writing, it's all on the table, every trick, every tool. If it works, great, keep it. If it doesn't, throw it out.

Aaron Sorkin, in How To Write An Aaron Sorkin Script, writes that the key to introducing backstory is to make the audience—in our case, our readers—want/crave/demand the information. Sorkin writes:
"A song in a musical works best when a character has to sing— when words won't do the trick anymore. The same idea applies to a long speech in a play or a movie or on television. You want to force the character out of a conversational pattern."
Sorkin is talking specifically about how he sets up a character to give one of the monologues he's known for, but these monologues are basically info dumps. An excellent article.

4. Get a handle on your sleuth's motivation


As a general rule, humans prefer the easy to the hard, the simple to the complex, the happy to the sad.

If your hero is going to put herself in mortal danger, if she's going to risk not only her life but her retirement pension, we've got to give her a darn good reason.

For instance, when Neo goes to rescue Morpheus in The Matrix he doesn't believe he's going to survive the attempt but he's got a darn good reason for doing so. He believes that without Morpheus the human resistance is doomed to fail. By giving up his life in exchange for Morpheus' he's saving the world.

Not bad as far as motivation goes!

Make sure that your hero has a darn good, believable, reason for putting it all on the line.

5. Kill 'em


We're writing a murder mystery so there has to be a murder (at least one) and the sooner the better.

Bank heists, jewel robberies, kidnappings, and various other nefarious crimes will not suffice. This is a murder mystery, your readers demand a murder.

6. Kill 'em soon


Have the first murder occur in the beginning—in the first half of the first third--of the novel. Put another way, if your novel is 300 pages long, have it occur in the first 50 pages.

7. Kill 'em with style


Get creatively offbeat with the murder method.

Susan Spann writes: "Anything is fair game if you can explain it."

I went googling for unusual deaths and came up with these:

- Death by Egyptian curse
- Death by puffer fish poison
- Death by ricin
- Death by caffeine
- Death by puppets
- Death by robot
- Death by milk (In honor of Mr. Monk)

8. Kill 'em logically


For each murder the writer must figure out:

a. The killer's method.
b. The killer's opportunity.
c. The killer's motive(s).

9. Kinds of clues


There are three kinds of clues:

a. Genuine clues


These kind of clues point to the killer and can help the sleuth solve the crime. She just has to figure out they're genuine.

b. Red herrings


Fake clues point to someone other than the murderer. Red herrings distract the reader and (at times) the sleuth.

c. Pivotal clues


These are the clues the sleuth uses when she finally solves the crime.

You need to insert these clues into the story in such a way that your reader won't know which category (genuine, fake, pivotal) the clue falls into.

10. The unusual suspects


Susan Spann holds that you'll need at least three suspects, through her preference is for four.

Further, each suspect must fall into one of two categories.

a. People who wanted the victim dead.
b. People who had the opportunity to kill the victim.

Further, one of your suspects should be different, wacky, "out of the box," someone not like the others. This person should add a sense of the crazily unexpected. SS cautions, though, to be careful not to stretch a reader's belief to the breaking point.

I'm not finished, there are another 11 points to consider when writing a murder mystery, but I've put those into a post that's going out tomorrow. Stay tuned! (Update: Here's the link: How To Write A Murder Mystery: Part Two)

Good writing.

Photo credit: "Dawn of the Anna" by 55Laney69 under Creative Commons Attribution 2.0.

Tuesday, October 15

Writing A Scene That Works

Writing A Scene That Works


Deborah Chester was one of Jim Butcher's writing teachers (she's still a professor over at the University of Oklahoma), one he credits with giving him the writing tools he needed to sell his first novel, Storm Front; a book which became the first novel in his popular (and kick-ass!) Dresden Files series.

I've recently begun reading DC's blog, Chronicles of the Scribe, and can't recommend it highly enough to anyone interested in the craft of writing.

For example, in a recent post DC wrote of logical conflict. As I read, I found myself taking notes--I have a notebook I set aside for these scribbles, I call it my "craft notebook"--and then I thought: Wait! This would make a fantastic blog post.

I hope Deborah Chester will forgive me for posting about the content of her blog. I find that in order to learn something it helps to say it again in another way, to associate new ideas with old.

Planning Out A Scene's Conflict


Step 1: Digging Up The Bones


Lately whenever I sit down to write I think of Stephen King's analogy of writing as archeology. The bones of the story are there within us, we just have to dig for them.

In this first step we try to uncover the following:

a. What is the protagonist's goal in this scene?
b. What is the antagonist's goal in this scene?

Note: The goals MUST clash. If the protagonist achieves his/her goal then the antagonist cannot and vice versa.

c. What is the protagonist's motivation?
d. What is the antagonist's motivation?
e. Outcome: how does the scene end? Does the protagonist achieve his/her goal? Does the antagonist? Do they both fail?

Step 2: Map out the key points of the scene


Generally a character will achieve some goal in a scene, even if it's not the goal they started off with. Write down this goal. What goal did the character start off with? Does the goal change partway through as a result of the action of the antagonistic force? How does the character defeat this new challenge? Plot out the key points of the scene.

Recall the scene in Indiana Jones and Raiders of the Lost Ark where Indy tries to commandeer the plane after breaking out of the Well of Souls? Although parts of the scene were improvised most of the key elements had already been established in the script (which you can download here and a few pages of the shooting script are here).

Indie doesn't achieve his goal in that particular scene, he doesn't succeed in commandeering the plane; partway through his goal switches from, "commandeer the plane," to, "get out of here alive."

(I realize that my liking for that particular scene likely amounts to an unnatural geeky affection, but whatever. (grin))

You get the idea. List the ways your hero is going to defeat the obstacle(s) and either achieve his goal or figure out a third option--something achievable that brings him closer to what he seeks.

Step 3: Mind-meld with the antagonist


Deborah Chester put it this way, "Determine the key points in the antagonist’s strategy".

The antagonist, the villain, the Big Bad--whatever you want to call it--by definition is going to want to thwart your hero. Further, they might just be smart enough to anticipate that your hero will be able to defeat their first efforts in which case they might have a backup plan. Perhaps they're even going to try and trick your hero into doing something that makes him vulnerable.

Perhaps your antagonist will cheat. DC asks, "How far will she go?" Excellent question. Donald Maass once said that the difference between a hero and a villain is often not what they want but how far they'll go to get it.

I'm going to pick up the pace now.

Step 4: Who will shoot first?


(Certainly not Han Solo!) Who is going to make the first move? 

Step 5: Write out the conflict-setback or action-response pairs.


It would take too long to go into this here, but I talk about conflict-setback pairs in my article, Using Conflicts And Setbacks To Create Narrative Drive.

Step 6: Think linearly, logically.


Events take place in order and for reasons. (This seems to have quite a bit in comment with the Principle of Sufficient Reason.)

Step 7: As the conflict intensifies, slow down and zoom in.


Step 8: Don't lose track of the goals your characters walked into the scene with.


Step 9: Logic first, poetry second.


Step 10: Make your character's act one at a time.


Cause --> Effect
Deeds/Behavior --> Reward

If everyone is acting at the same time it's easy for readers to lose track of the cause-effect structure you're weaving.

That's it! Once again, Deborah Chester's blog, Chronicles of the Scribe, is well worth reading and this blog post was based around and inspired by her article, Logical Conflict.

Good writing!

Photo credit: I thought this photo would provide a visual counter-point to the discussion. "not everything has a reason" by Robert Couse-Baker under Creative Commons Attribution 2.0.

Sunday, October 13

Techniques of the Selling Writer: How To Create A Story With An Interesting Hero & A Satisfying Ending

Techniques of the Selling Writer: How To Create A Story With An Interesting Hero & A Satisfying Ending




Today I'm going to talk about how to craft a story so that not only will the average reader find the ending satisfying but you'll also have created, in the process, a well-rounded, sympathetic, likeable hero.

What follows, the ideas, come from one of the best books on the craft of writing ever written: Techniques of the Selling Writer, by Dwight V. Swain. Though the ideas are Mr. Swain's I've put them in my own words. And, by the way, this is all from just one chapter of Mr. Swain's book, chapter 5: Fiction Strategy.

The Hero's Motivation


What do heroes seek? They seek what we all, on some level, seek: security, safety.

For example, take Indiana Jones in Raiders of the Lost Ark. He doesn't seek his own safety, true, he seeks the safety of the world because if the Nazi's capture the ark they'll win the war and that would be, to put it mildly, bad.

What does a hero (what does anyone) need to feel safe and secure? Mr. Swain argued that the hero needs to feel he controls his destiny. That is, he needs to feel that his choices and actions are related to what happens in the (story) world in such a way that what he does matters.

To put this same idea another way: in a story world there needs to be a connection between what the character does (his DEEDS) and what happens (his REWARDS).

The question: Just how do we build this connection between deeds and rewards?


Let's go back a bit.

At the beginning of the story your hero isn't going to feel safe and secure. She isn't going to feel that there's a satisfying connection between her deeds and her rewards. The hero is going to have to fight for this, it's part of her quest.

For example, at the start of Star Wars IV: A New Hope Luke lives with his aunt and uncle on their farm on Tatooine. Does Luke feel he controls his destiny? No

If Luke had a choice, he'd be off to the Academy but his aunt and uncle won't let him go. By the end of the movie, as a direct result of the choices Luke has made, he is in charge of his own destiny. Case in point: he made the choice to ignore the targeting computer and, as Obi-Wan Kenobi instructed, use the force. The outcome of the entire movie (not to mention the known universe!) hangs on this choice and he is rewarded. Luke achieves his goal, the destruction of the Death Star.

Or take another terrific Harrison Ford movie, Indiana Jones and Raiders of the Lost Ark. What does Dr. Belloq keep saying to Indy? At the end of the opening sequence he says: "Dr. Jones, again we see that there is nothing you possess which I cannot take away." Then, again, at the midpoint, just before he seals Jones inside the Well of Souls, he taunts him by saying, "So, once again, Jones, what was briefly yours is now mine."

What Belloq is saying here is: You don't control your destiny, I do

That's what the hero has to wrench control of by the end, that's his great task, to control his destiny through the choices he makes.

The Hero's Deeds Need To Be The Cause of His/Her Rewards


I've already mentioned that there has to be a certain kind of cause and effect relationship between DEEDS and REWARDS for a story's ending to be truly satisfying. (Remember, I'm talking about the kind of stories where the hero wins the day, stories like those behind all the Indiana Jones movies). Rewards must be meted out on the basis of deeds. Your hero's behavior--her choices--must determine her fate.

Specifically, Good Deeds Must Be Rewarded


As DVS says, having a causal relationship between a character's deeds and their rewards isn't enough. Good deeds must be rewarded.

The Hero Must Deserve To Win


Let's say we've built a story, a world, in which deeds are the cause of rewards and in which good deeds are rewarded and bad deeds are (eventually) punished. It follows that your hero must demonstrate he's a good guy if we want him to achieve his goal in a plausible manner. (Which isn't to say that he can't make the occasional mistake in the beginning.)

How does the hero demonstrate what end of the moral/ethical compass he's on?

In this post I'm going over this material using broad strokes, but I'd like to slow down at this point and go over some specific examples DVS gives (this is all from chapter 5 of Techniques of the Selling Writer). These examples are designed to show ways, small ways, in which your hero can demonstrate to readers what kind of guy he is.

Also, although DVS couches this in terms of morality I think it could just as well be put in terms of that holy grail of character creation: likability.

Example 1: A clerk gives your hero too much change. It would be easy to keep the change and walk away. But that's not what a hero does. He gives the change back.

I'm going to get to this in a later post, but memorable characters--and memorability is a very good thing; after all, it's hard to like a character you can't remember!--are (in general) extreme characters. Giving back 25 cents because it would be wrong to take it is extreme, and in your story world that's a good thing.

Example 2: Your hero dings someone's fender in the parking lot but no one noticed. Does he leave a note taking responsibility or just drive away? 

I think many people would drive away, which gives you an opportunity to show that your hero isn't like other people.

The Hero Must Demonstrate, Through His Choices And Actions, That He Deserves To Win


Let's focus on the end of the story. At the end of the story the hero is presented with a choice. The specifics of this choice should come as a surprise to the reader ("Marion, don't look at the light!" "Trust the force, Luke") but the general dimensions of the choice--good against evil--are not new themes. You've been foreshadowing this climactic confrontation, this decision, since the opening lines.

What is this confrontation? 

The confrontation is, classically, between the hero and the villain, or--using different terminology--between the protagonist and the antagonist. Fundamentally, it's a moral dilemma. Right against wrong, good against evil, love against hate. There should be two paths before the hero, one leads to the dark side, the other to the light. The hero makes his decision and if (when) he decides to do the right thing, the two fight (either actually or metaphorically).

Everything must hang on what the hero chooses to do. And by everything I mean EVERYTHING. If we haven't made it so that the hero's life, his love's life, his travelling companions' lives, his friends lives, his village's existence and, possibly, the fate and happiness of everyone in the known universe, hangs on our hero's choice then we've taken a wrong turn somewhere. (I exaggerate, but only a little.)

The Hero's Choice: The Path of Darkness & The Path of Light


The paths are mutually exclusive. We've established that the hero's choice is going to be between two paths, the path of darkness and the path of light. Each path, each choice, has an outcome that is antithetical to the other. If the hero chooses the path of darkness then whatever the path of light would have brought about, resulted in, is irrevocably, irretrievably, gone. And vice versa.

The Hero's Choice Must Resolve The Dilemma


This seems obvious, but I thought I'd say it anyway. The general dimension of the problem, good against evil, will still be there but this PARTICULAR problem will be finally and absolutely resolved, one way or the other. If the problem isn't resolved then your readers aren't going to feel satisfied by the ending and that's what our goal is.

For instance, in A New Hope Luke must decide between safety and trust. On the one hand, Obi-Wan Kenobi is telling him to turn off his equipment and trust the Force. On the other hand, his inner critic is telling him not to be stupid--there is no such thing as 'the Force' and, even if there was, he couldn't harness it--just be smart and use the equipment. 

The safe course is the selfish course because then, if it fails, it wouldn't be Luke's fault. (Sure, they'd all be dead, but, still, not-his-fault.) He was just doing the sensible thing. 

The path of trust is the true course. And it's risky. It likely won't work. It's not the easy way. Or even the sane way. But there's something about Luke, about who he is: he's strong in the force, like his father. He's special. And when he trusts that, when he believes it enough to act on it, to go 'all in,' then he wins the day.

The Path of Light And The Path of Darkness: Selflessness vs Selfishness


I've been talking about good vs evil, the path of light vs the path of darkness which, really, has been a bunch of handwaving. So let's cash out these terms, how I've been using them. 

In our story universe good is defined by one simple thing, SELFLESSNESS, just as bad is defined by just one thing, it's opposite, SELFISHNESS.

In your story universe the path of light, the good/moral/right thing will always be the unselfish thing. Further, doing the unselfish thing will always bring the hero all kinds of pain and misery. Conversely, the path of darkness, the evil road, will always lead to the selfish choice. Doing what's best for the hero. Making life wonderful for him even though, because of his choice, countless people will suffer and die. 

At this point you might well wonder, "Why would anyone choose to do the selfless thing if the odds of winning are slim to none and you'll lose everything if your plan doesn't succeed?"

Mr. Swain has an answer: Because of EMOTION. Because of who the hero is, intrinsically. So, you see, it all comes back to CHARACTER. Even if it would be more intelligent (certainly more self-preserving) to follow the wrong road, the hero follows his feelings instead. Remember, the test the hero goes through is one of character, not logic or reason or even intelligence.

This has been a long post, but before I end it I'd like to briefly talk about other kinds of cause and effect structures.

Other Kinds of Cause-Effect Story Structures


So far, I've talked about a story universe in which a person's deeds determine how they are rewarded in the end. (It's like that scene from The Mummy where Evelyn 'Evy' Carnahan whispers to Beni, "You know, nasty little fellows such as yourself always get their comeuppance." Great line.)

But it's not always like this. We've all read and enjoyed stories where a person's deeds are completely uncoupled from their rewards. But, here, that's not the kind of world we've set out to build. We set out to build a world that is both just and fair. 

But you don't have to, you can set up any sort of cause-effect relationship you want, and they can all work, they just appeal to different sorts of audiences and require a different sort of structure. That said, in North America at least, you probably won't have as large an audience for those kinds of stories. 

Oh, and one more thing. If you want to see Dwight V. Swain's principles at work, read The Dresden Files by Jim Butcher. It's one of my favorite urban fantasy series and each book is better than the one before--and that's saying something. Highly recommended, not just for what you'll learn from them regarding technique but also for the pure pleasure of it.

This post is itself a kind of foreshadowing. This post, suitably tweaked and transformed, will appear as a chapter in my upcoming, as yet unnamed, book on the craft of writing.

by Kevin Dooley under Creative Commons Attribution 2.0.