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Sunday, April 21

How To Create A Villain Your Readers Will Love To Hate

How To Create A Villain Your Readers Will Love To Hate

Have you ever had the experience of suddenly seeing something everywhere after you begin studying it? Of having something 'on your mind'?

That's what's happening to me with antagonists/villains.

A few days ago Larry Brooks wrote an excellent article, The Flipside of Hero Empathy, about the importance of crafting an antagonist your readers love to hate, and how that generates narrative drive. I thought it was brilliant so I'm sharing it with you. It's all about the basics of the craft, but those are strangely easy to forget.


Empathy


"Your reader needs to feel something for your hero."

We know this. We want our readers to care intensely about our protagonist and about whether he/she will achieve his/her goal.


Dramatic Tension


The antagonist is "the obstacle to the hero's question. Therefore a good antagonist will help build dramatic tension or what I call narrative drive.

The Antagonist


The antagonistic force tries to prevent the protagonist from acquiring his/her goal, often because the antagonist wants it, or something it would lead directly to.

Also, the antagonist is often very much like the protagonist but with one crucial difference. For instance, Luke and Darth Vader were both strong in The Force and both trained as Jedi Knights. One could say that they both wanted what was best but they had very different ideas about what that was.

Similarly, Dr. Belloq was Indiana Jones's antagonist in Raiders of the Lost Ark. They were both archaeologists, they were both passionate about finding and bringing back relics and they both liked Marion Ravenwood, Indiana's old flame. The big difference? People were more important to Indie than relics.


Empathy & Narrative Drive/Dramatic Tension


Larry Brooks holds that if readers have both a) empathy for your protagonist and b) a strong desire to see the antagonist get what's coming to him (/go down in flames) then your story will have oodles and oodles of narrative drive, that couldn't-put-it-down-if-they-tried quality which most of us would like our stories to have.

After all, if readers desperately not only want the hero to achieve his/her goal but want the antagonist to go down in flames then they will keep turning pages until that happens.


The Following


Larry Brooks writes:
I mention this killer (literally) television program [The Following] because it offers one of the most compelling, interesting and deliciously hateable villains, maybe ever.
I haven't watched this series yet, though it's on my to-do list.

Which antagonist(s) do you love to hate?

Other articles you might like:

- Joe Konrath Is Having A 99 Cent Sale
- Dean Wesley Smith Writes A Novel In 10 Days
- How To See Through Your Character's Eyes

Photo credit: "Snow" by Luis Hernandez - D2k6.es under Creative Commons Attribution 2.0.

Saturday, April 19

Parts of Story: A General Story Structure



Now that I've talked a bit about genre and how important it is to know what genre, and subgenre, your book falls into, I'd like to step back and look at what all genre stories have in common. What follows is a description of what I think is the most common structure for genre tales. 

A Three Act Structure


The lion's share of stories can be broken into three acts.

Act One—The Ordinary World—First Quarter


Act One is where you introduce your characters and the world they live in. As the story unfurls, readers find out more about the characters as they interact with each other as well as with the world around them, both physical and social. We see their strengths and weaknesses, their hopes and fears, their quirks and idiosyncrasies. The most important character in all this is the hero because the story is going to revolve around his quest. That's what a story is, after all: a description of a character's pursuit of a goal.[1]

The Inciting Incident And The Call To Adventure


I'll talk more about this in the next section, but The Ordinary World of the hero is relatively static, at least in the beginning. Often, there is something deeply wrong with the hero's normal existence. The hero exists in a state of imperfection. He has reached a false local optimum. He isn't happy, and he knows he's not happy, but fear prevents him from changing; the fear that if he tries to change things will get worse. 

During the Inciting Incident something happens that changes the hero's world, a change that will, eventually, shatter his status quo. The Inciting Incident creates an imbalance, an inequality, that must be addressed. This is the problem the hero seeks to solve, the wrong he seeks to right, when he answers the Call to Adventure.

For instance, in the movie Shrek the namesake character is an ogre who wants to be left alone in his swamp. Of course, what he really wants is for people not to make up their minds about him before they meet him. He wants to forge some sort of connection with others, but he's (understandably) afraid of being rejected because it happens so often.

When Lord Farquaad exiles legions of fairytale creatures to Shrek's swamp (this is the Inciting Incident), Shrek's solitude is stripped away. This sends Shrek and Donkey off on a mission to confront Lord Farquaad and convince him to send the fairy tale creatures somewhere--anywhere--else. But Lord Farquaad has another idea. 

Lord Farquaad proposes (this is Shrek's Call to Adventure) that if Shrek conquers the fire-breathing dragon and frees Princess Fiona from her imprisonment in the castle, that he will grant Shrek's wish and clear his swamp of fairytale creatures. Shrek accepts and, in the process, falls in love with the princess. Now Shrek has another goal, to tell the princess he loves her. What prevents him from doing so is his fear of rejection. This fear is what Shrek has to overcome if he is to achieve his goal and win Fiona's hand in marriage.

The Lock In


At the end of the first act it often happens that the hero is locked into his quest. He has a moment of realization and understands that if he takes up the quest he must leave his ordinary world behind. It is important that the hero understand the stakes involved and, despite the dismal odds of success, choose to take up the quest knowing that, if he does, there is no going back.

I've just talked about the movie Shrek. When Lord Farquaad gives Shrek his Call to Adventure, Shrek has a choice: accept or not. But archers perch atop the walls ready to shoot him dead if he refuses. After that, Shrek is locked in to the quest. 

In Star Wars when Luke finds his aunt and uncle dead, massacred by storm troopers, he understands there is no going back. His ordinary world is gone. 

I think the most obvious case of the lock in is The Matrix. At the end of Act One Morpheus gives Neo a choice: take the red pill or the blue bill. The red pill will change Neo's entire world and will show him the truth he has always searched for. The blue pill will restore the status quo of the Ordinary World. His choice is irreversible.

Act Two—The Special World—The Middle Half


At the end of Act One the hero answers the Call to Adventure and crosses the threshold into the Special World. Here everything is different, strange, reversed. The hero's strength (usually characters have at least one strength) isn't going to serve him as well here, perhaps it even puts him at a disadvantage. 

In the first part of Act Two the hero goes through a series of Tests And Trials, most of which he fails, and he makes new acquaintances, both Allies And Enemies. It is also here at around the beginning of Act Two that the B-story starts. Some of those the hero meets will become his staunch allies and will join his quest while others will become his enemies. This time of testing is also a time of Fun And Games. In a movie this is where you often have a feel-good montage.  

The first half of Act Two often contains a moment of bonding. If there is a romance, the hero and his love interest may deepen their relationship. After all, the hero is about to confront the antagonist and, perhaps, pay with his life. If there is no romance, the story will likely still contain a moment of bonding, a pause, a girding of the loins, as well as a review of the stakes. What will happen if the hero loses? If he wins? Who will it effect? What will be the cost? What will be the reward? 

The Midpoint


Finally, the moment of confrontation has arrived. The Ordeal has begun. Since we know the stakes of the battle, we watch anxiously as the hero risks everything to defeat his foe. The confrontation between the hero and his nemesis can be a physical one but it needn't be. Sometimes they are each going after the same item, the same treasure. In the movie Indiana Jones and Raiders of the Lost Ark, Indy loses the ark to Dr. René Belloq, his nemesis. In Star Wars Luke discovers the Death Star.

Regardless of whether a physical confrontation occurs, the midpoint represents a sea change in the story. Where before the hero was passive, now he is active. This doesn't occur all at once, but it marks the change. Often this change occurs because the hero receives information. This information could be about the antagonist. It could also be about the nature of the Special World and the Antagonist's--as well as the hero's--place in it. 

After the confrontation at the midpoint the stakes of the battle get cashed out. If the hero is successful, he will get a reward. If the hero isn't successful then usually this is just the beginning of the grief that rains down upon him and those he cares about. Often, if the hero fails at the midpoint he will also fail at the climax of the story. Similarly, if the hero wins at the midpoint he will often win at the climax.

Regardless of whether the hero wins at the midpoint, the stakes go up. Way up. The hero hasn't resolved the conflict, he has increased it. I can't stress this enough. Where before it was only the hero's life at stake now it is also the lives of the hero's allies. Perhaps, by the time we reach the climax, even the lives of his loved ones back home (as well as, perhaps, the world or even the entire galaxy) will lie in the balance. 

Another important change that occurs around the midpoint is that now it's not just the villain who is pushing the events, driving them, it is also the hero. You even see this in stories that have a non-traditional structure, stories such as The Usual Suspects.

Toward the end of Act Two matters have radically changed, and for the worse. There is often a Major Setback, quickly followed by an All Hope Is Lost moment. As the name implies, something occurs that transforms the hero's world, or his view of it, and brings him to his lowest point.

For instance, in the movie Shrek the Major Setback comes when he overhears Princess Fiona talking with Donkey. Shrek misunderstands who Fiona was talking about and jumps to the mistaken conclusion that Fiona thinks he is ugly and unlovable. Since he was working up the courage to tell Fiona he loved her, this revelation comes as quite a blow.

The All Hope Is Lost moment comes shortly after when Shrek is cruel to Donkey. Of course we, the audience, know Shrek is acting as he is because he mistakenly believes Donkey was talking against him. Shrek tells Donkey to go away, that he isn't welcome in his swamp again, ever! This is Shrek's lowest point. As a result of his own actions, Shrek has become estranged from the two people who care about him most.

Act Three—The Return Home—Last Quarter


After the All Is Lost moment the B-story is usually resolved. As a result, an important change occurs in the hero and he is able to resolve his inner conflict. As a result, the hero is able to figure out how to turn matters around and make one last desperate try to achieve his goal. 

 I don't mean a superhuman ability--though, depending on the kind of story this is, it could be. But whatever it is, the ground must have been laid for it, otherwise it would be a cheat. Perhaps the hero is now, finally, able to think clearly. Perhaps the hero understands how other people feel (he lacked empathy), or perhaps he had to release a certain way of thinking that was holding him back.

Whatever the case, something fundamental within the hero changes and, as a result, he is able to defeat the villain and achieve his goal. (I should mention, though, that not all heroes have an internal conflict. If this is the case, the hero can draw upon some characteristic that defines him such as his strength or his knowledge. Indiana Jones in Raiders of the Lost Ark is a good example of a hero without any real internal conflict.)

One way of describing this point in a story, this beat, is that the scales drop from the hero's eyes. He thought he knew how things were, but he didn't. To use Shrek as an example again, the ogre thought he knew how the Princess and Donkey felt about him, but he didn't. He was dead wrong. After the All Hope Is Lost point Donkey comes to Shrek and tells him Fiona wasn't calling him ugly and unlovable. Donkey doesn't tell Shrek she was describing herself because that's not his secret to tell. This is when the proverbial scales fall from Shrek's eyes and he realizes he acted like an idiot. Shrek decides to do what he should have done long before, he decides to risk rejection and ridicule and tell Princess Fiona he loves her.

Here's another example. At the end of The Matrix Neo realizes he's The One, and that he loves Trinity. At that moment the scales drop from his eyes; he sees what he had been blind to. He finally understands and this realization transforms him. It allows him to do something he wouldn't have otherwise been able to do. Neo triumphs over The Matrix and becomes The One. 
I'm not suggesting that this life-transforming moment of self-realization occurs at the end of every story. It doesn't. But it happens often enough that I wanted to mention it. 

But, of course, the hero doesn't have to win. Sometimes the revelation comes, but too late. Sometimes the revelation doesn't come at all.

Aftermath


In the Aftermath, or Wrap Up, the audience sees the effects of the hero's efforts. How did the hero's Ordinary World change as a result of his adventure? What was his reward? Or, if he failed, what was the cost of his failure? Tie up loose ends.

Caveat


I don't want to leave anyone with the impression that there's only one story structure. As Chuck Wendig says, every story has a structure and there are as many story structures as there are stories. No one can look at the structure of a story and say, "That's wrong!" just because it's different.

The structure I've talked about, above, is one I've been thinking about and working on for a while now. I think that it describes over 90% of the stories I've read, listened to, or watched; or at least parts of it do. That's because it looks at a story abstractly. It is a web of generalizations and so is almost guaranteed to get something right! 

I like using story structures. Often, if I feel that something is wrong with a story but I just can't put my finger on it, I go back to basics and study various story structures in an attempt to puzzle out what the problem is. I think that's the bottom line. If something helps you, use it, if it doesn't, ignore it. Let your own sense of what is right for you be the bottom line.

Links/References


1. Often stories have more than one main character. In these cases there is, still, often, one character whose arc is predominant. Where this isn't the case then I look at the story as really a combination of many stories that are held together by a common thread such as a person or theme.

Also, while I usually use the term "protagonist" to describe the main character of a story here the word "hero" seems more appropriate.

Wednesday, January 20

Writing a Genre Story: Try-Fail Cycles

Writing a genre story: Try-Fail Cycles

Try-fail cycles are the key to writing engaging prose because they structure conflict in such a way that it creates suspense.

Try-Fail Cycles and Conflict

Let’s talk about the nuts and bolts of the try-fail cycle.

For every conflict that comes up, a question can be asked: Will our hero succeed? There are four possible answers:

Yes

Yes, BUT

No

No, AND

Let's look at each of these.

1. Yes

People love it when they get what they want but, let’s face it, hearing about how you won the corner office is probably not a story other people are terribly interested in. I love it when I get what I want, but it makes a boring story. “I wanted a new phone for my birthday and then I got one!” 

Think of it this way, when families get together at Christmas what's the gossip about? Who got divorced, who lost their job, who is drinking too much. It's about the bad things--or at least the sad things--that have happened to your family, friends and neighbours.

Being told that, “Yes, the hero will succeed,” won't generate conflict. It's not interesting. 

An Example

Imagine someone told you the following story:

Bruce woke up Wednesday morning with an overpowering desire for waffles. Bruce promptly got up and took himself over to the nearest waffle house and ate a hot, flaky, buttery, waffle. The End.

Boring.

Even if we give Bruce some motivation, it still doesn't help matters:

Bruce’s wife, Cindy, woke up Wednesday morning with an overpowering desire for waffles. Cindy was seven months pregnant and hadn't had any appetite for the last three days. Her doctor was worried. When Cindy woke up wanting waffles Bruce was overjoyed. "You wait right here," he said, "I'll get you a stack of the fluffiest, most mouth watering waffles you've ever had. Be right back." 

Bruce jumped into his car, got the waffles, and gave them to his wife. She scarfed them down in no time and everyone was happy. The End.

Still boring.

2. Yes, BUT ...

A hero needs setbacks because if what he desires were handed to him that would be dull. Let's give Bruce a few obstacles. 

Bruce jumps into his car but it won't start. He investigates and discovers his battery is dead. Bruce heads over to the neighbor's house hoping he'll help jump start his car but his neighbor isn't home.

Bruce peers through the neighbor's window hoping the man just fell asleep on the couch. Instead of seeing his neighbor--an ancient relic who shuffles about, his underwear sagging dangerously--he sees an attractive young woman he doesn't recognize. She's moving around the living room putting valuables into a sack. 

His neighbor is being robbed!

Bruce tries to call the police on his cell but can't get a signal. He wonders if he should bang on the window or say something to the intruder to scare her off. As Bruce ponders this the woman turns and sees him. She is startled and screams something at him that Bruce can't hear through the thick glass. She pulls a gun from her pocket and points it at him.

Bruce is terrified. How had a simple errand to get waffles turned into a scene out of Die Hard?

And so on.

That's not as boring. I might be able to do something with that. And it's all because we didn't give the hero what he wanted.

By setting up goals and obstacles and making Bruce hop from one to the other, getting in more trouble each time he fails, the story becomes more interesting. Why? Because character is revealed through adversity.

3. No

Answering the question, "Will the hero get what he desires?" with "No" is almost as bad as answering it with, "Yes." We don't want to see our heroes fail. We want to see them triumph over adversity, or at least make some progress toward triumphing. 

Imagine this scenario:

Bruce woke up Wednesday morning with an overpowering desire for waffles. Bruce tried to drive to a waffle house but his car wouldn't start. Dejected and waffle-less, Bruce climbed back into bed. The End.

That’s just terrible!

4. No, AND ...

This is very common. Not only doesn't the protagonist fail to achieve what he set out to do but another complication is thrown in his path. The question is: will Bruce get a jump start from his neighbor? The answer: No, AND he has a gun pointed at him.

Setbacks Create Conflict

Your main character has goals, he wants things. But if he got everything he wanted right away then your story would be as entertaining as watching paint dry. The solution: give your main character setbacks. This can be difficult! It is easy for me to get attached to my characters. I want to let them sleep in and eat ice cream, I do not want to create a fire breathing dragon to roast their behinds as they flee in terror. But no one said writing was easy! 

In Indiana Jones and Raiders of the Lost Ark, Indiana goes on a quest to find and bring back the lost Ark of the Covenant. About halfway through the movie Indy and Marion escape from the Well of Souls and Indy decides he and Marion must stowaway on the plane the enemy will be using to fly the ark out of the country. 

Indy fails in the end (the plane blows up) but the sequence of goals and conflicts are memorable. Let's examine the scene.

No, AND

Question: Will Indy sneak onto the plane undetected?
Answer: No. Indy is spotted crawling up the plane toward the pilot
Complication: AND a fight begins.

Yes, BUT

Question: Will Indy win the fight?
Answer: Yes.
Complication: BUT a much bigger man starts a fight with Indy (AND the pilot spots Indy and starts to shoot at him).

Yes, BUT

Question: The pilot starts to take pot shots at Indy. Will Indy escape being hit?
Answer: Yes, Indy dodges the pilot's bullets.
Complication: BUT the pilot keeps shooting. 

No, AND

Question: Indy is fighting a huge bad guy. It looks like Indy has no chance of winning. Will Indy, against all odds, win the fight against the Man-Mountain?
Answer: No.
Complication: AND the pilot is still shooting at him.

Yes, BUT

Question: The pilot takes aim at Indy, from this angle he can't miss. Will Indy survive?
Answer: Yes, Indy survives. Marion hits the pilot over the head and knocks him unconscious.
Complication: BUT as the pilot slumps over in the cockpit he hits some levers and starts the plane rolling forward while Indy, on the ground below, fights the Man-Mountain.

You get the idea. The entire scene is well worth watching.

Steaks Go Up

One more thing. The hero’s stakes gradually escalate throughout the scene. At first Indy just wants to board the plane, then he gets into a fist fight, then there's an impossibly huge man he has to fight, then someone starts shooting at him, then the plane begins to move, then there's a truckload of German soldiers who see him, then Marion explodes gasoline containers, then there's gasoline on the ground running toward the fire. At the very end of the scene a pool of gasoline rushes toward the burning gas canisters while the impossibly huge man continues to beat Indy to a pulp. Then the canisters explode and the whole camp, all the bad guys, rush to investigate. It's quite something.

The stakes go from high to higher to very high to insanely high and, finally, to something truly spectacularly high. 

Try-Fail cycles are present in every story. The next time you read a book or watch one of your favorite TV shows, pick a scene that captured your imagination and write it out. Dissect it to see how it works, how the effect was created. (It’s okay to dissect scenes, they can be put back together again. Just dust them off, give them a bit of milk and they’re fine. ;)

Thanks for reading! I'll have another post up in a few days, I'm trying for at least one a week. I hope to see you then. In the meantime, 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:

Friday, October 25

How to Succeed: The Importance of Clarity





It doesn’t matter how well a story is structured, or how clever the writing is, if it isn’t clear to readers what the text is meant to express.

Ask yourself, What is writing? Here’s my experience: I sit at my writing desk and have a thought. I write down that thought. When someone reads that sentence I want them to grasp the same thought I had when I wrote the sentence. If that happens, my prose is perfectly clear. Goal accomplished! But thoughts can be garbled in various ways.

In this article I write about how to communicate thoughts and emotions clearly as well as how this can go wrong.

Cause & Effect: Order Matters


In Jack M. Bickham’s excellent book Scene & Structure, he gives several examples of a garbled thought and how to fix it.

Example 1


Take the sentence:
“Joe turned after hearing the gunshot.”
Grammatically, there is nothing wrong with this sentence, but the stimulus and response are backward. It should be:

Hearing the shot, Joe turned.

That’s the psychologically correct order of events. As a result, not only is the sentence clearer and easier to read but it is more emotionally engaging.

Example 2


Here’s another example Bickham gives:
“Having been angry for days, Joe punched Sam.”
When I first read this sentence I thought, “Well, that’s okay!” But it isn’t. You likely saw it right away. Joe has been angry with Sam for days, so why punch him now? What happened? There is no motivating stimulus, no trigger.

Years ago I had long hair that fell past my waist. After a particularly rough breakup, I told my hairdresser to cut it all off. She had wanted me to let her cut my hair for years, so I expected her to be happy. She wasn’t. She frowned and asked, “Why? What has happened?” That was insightful. Why should I cut my hair NOW? Something in my life must have changed.

Bickham doesn’t give this example but -- even though it’s far from perfect -- even this construction would work better:
Having been angry for days, Joe said, “You have some nerve!” to Sam.
Joe punched Sam.
That’s better! At least we have a trigger. Sure, there are still questions. For instance, why is Joe angry with Sam? However, maybe you want your readers to be curious, to ask themselves, What did Sam do to Joe?

If we wanted to make things clearer we could add an internalisation between the stimulus and the response:
Having been angry for days, Joe said, “You have some nerve!” to Sam.
Sam wondered if Joe had found out he’d slept with his wife.
Joe punched Sam.
That’s not great literature, but you get the idea. We now understand Joe’s motives and the progression of action and reaction makes sense.

Example 3


Here’s another one of Bickham’s examples. And, again, when I first read this I didn’t see anything wrong:
“Rick hit Bill. Bill was surprised.”
It’s boring, but it seems like an okay sentence, right? If I walk up to someone and they hit me, I’d be surprised! But, more than that, we seem to have a stimulus (Rick hit Bill) and a response (Bill was surprised).

To show you what’s wrong, let’s change the sentence a bit:
“Rick hit Bill. Bill was surprised. Bill hit Rick.”
Again, I am NOT saying this is great literature, but on some deep level the second sentence is more satisfying than the first. Why? Because it is complete. Here the response is VISIBLE. Rick hit Bill and Bill was surprised, the surprise is internal, invisible.

How do we know Bill was surprised? Did he stagger back, put his hand over his cheek and yell at Rick, “Why’d you do that!?” That would have been okay.

To sum up: Clarity depends on the correct presentation of cause and effect. The punch (a physical thing) is thrown, there is a moment of confusion, or perhaps of expectation (internalization), and then the punch lands (physical) and then there is an internal response to this and then another physical action, and so on.

That’s the pattern: ACTION - INTERNALIZATION - RESPONSE. Both the action and response need to be EXTERNAL. Visible. The internalization is optional. But for every action there MUST BE a response, and for every response there must have been an action.

Two Plain Facts about Feelings


You’re a writer. You’ve grasped the basics of grammar, word choice, sentence structure, and working with five hours of sleep. You can craft a sentence that communicates a clear thought. However, none of this has anything to do with how to craft an entertaining story, and that’s your goal.

There are two things here. Actually, it's the same thing on two different levels.

a. Create a world full of meaning: Give the hero a goal


You want to create a world filled with meaning. But how? Easy. Give the protagonist a goal, set her upon a quest. Then order everything else in the story according to this final goal. (This is one reason why knowing your ending in advance helps.)

This is an aside, but I want to say something about the usefulness of free indirect discourse. You want your reader to identify with your hero, you want your reader to see through your hero’s eyes. When you use free indirect discourse, your reader sees the character’s thoughts laid bare and this helps the reader sink into his perspective. The reader feels as though (temporarily and only in this imaginary world) she shares the same goal.

(If you want to read more about free indirect discourse, I've written an article, "Free Indirect Discourse: How To Create A Window Into A Character's Soul," where I include examples.)

That’s one level, that’s a 20,000 foot view of Story and why we love them so much. But there is another level, one lower down. This one has to do with the mechanics of creating meaning.

b. It’s all about the reader’s feelings


Our tools are words, sentences, paragraphs and chapters. How does one thing -- a reader hanging off your every word -- come about from reading words arranged one after the other?

Dwight V. Swain in Chapter 3 of his book, Techniques of the Selling Writer, writes that (I’m paraphrasing) the manipulation of your reader’s feelings is the foundation stone on which your story will succeed or fail.
Question: WHAT should you try to communicate to your readers?
Answer: Feelings.
Question: How does one go about communicating feelings to your readers?
Answer: Through motivation and reaction. 
Sounds simple, doesn’t it? It’s actually quite complex. I can’t cover all of Dwight V. Swain’s ideas about this here, but I want to touch on how he views motivation and reaction.


Motivation and Reaction


How and Why


I’ve read stories where the writer has mastered the basics of storytelling, their dialogue was great, the bones of the general story and how it hooked into the setting was good, but the way the character was introduced confused me. And there is NOTHING more important than introducing your protagonist, at least in terms of keeping your reader turning the pages.

I think this is one of the many places where Dwight V. Swain shines.

By the way, New York Times Best Selling author Jim Butcher studied under Deborah Chester and she, in turn, studied under Jack M. Bickham who in turn studied under Dwight V. Swain. They have all made their living writing stories. This works.

Here’s the logic.

1. decide what is good and what is bad


Easy, right? But a lot of writers don’t do this! Let’s say I’m writing a fantasy story and I give the protagonist the power of generating electricity from her fingertips. Well, so what? What difference does that make in the context of the story?

In order for a reader to know how to feel about our wonderful protagonist developing this new power we need context. How would her family feel about her developing this power? How about her friends? How about her society?

For example, if her family thought her gift was a gift from god then they would feel proud. On the other hand, if they thought it was a curse -- if they believed she had done something dispicable to bring this on herself -- then they might be hostile toward her, they might disown the protagonist or even try to harm her physically.

1a. How society sees things


I've touched on this, above, but let's go into it in more depth.

Having developed her new power, would the average person, or even the state, think the protagonist was a demon and attempt to burn her at the stake?

Would the average person greet the protagonist as a potential hero, as someone who could defend them from a potential threats? That matters! That is going to shape not only how the protagonist feels and reacts toward her new power, but how the other characters react to her.

1b. Relative to a goal


Continuing with the example, another thing for a writer to ask her/himself is whether this new power will help the protagonist achieve her goal. (Let’s say the hero’s goal is to save the world from an asteroid set to crash into it in 31 days.)

Let’s say the hero becomes a vampire and needs to drink human blood to survive. This is time consuming, she’s not crazy about the whole blood drinking thing, there are ethical considerations about procurement of blood, and so on.

On the other hand, our hero is super strong, has preternaturally good hearing, sight, and so on. Is this good or bad?

It depends on whether it helps her or hurts her in attaining her overall goal. Perhaps it turns out that there really is no asteroid set to crash into the earth and Nemoth the Numbnut had made it appear so because he wanted to create a panic. He wanted to rob a few banks and decided that in all the confusion caused by everyone believing the world was going to end would be useful.

1c. Be specific.


I think this is what is behind the admonition to avoid sentences like, “It was a dark and stormy night.” I’ve used the example of Stephen King’s first line from IT several times. Like all of Stephen King’s first lines it grabs the reader and shows them something specific about a character pursuing a goal.
“The terror, which would not end for another twenty-eight years—if it ever did end—began, so far as I know or can tell, with a boat made from a sheet of newspaper floating down a gutter swollen with rain.” (Stephen King, It)
How great is that! There’s something about King’s writing that sucks me in from the very first sentence. And I really do believe it has to do with specificity. The general is vague, the specific is clear.

1d. Introduce a yardstick.


I’ve touched on this a bit, above, but let’s go into it in greater depth. A writer needs to introduce something which tells the reader that, within the story world, one thing is better than another. A hierarchy of values (think of a pyramid) needs to be implemented. The highest value is at the top, and everything in the story world is sorted according to that.

As far as what exactly this ultimate good is, that is going to vary from story to story, from hero to hero. The occupation the hero has (engineer vs doctor vs psychologist vs politician) can also influence what that character's highest good is. For example, Indiana Jones’ ultimate good was recovering and preserving the artifacts of ancient (or alien) civilizations. He believed they had intrinsic worth.

In each Indiana Jones movie, in each story, it was a different specific artifact, a different goal, but the general goal never changed.

Events


As in real life, the important thing is never the event itself. Graduation is important because you’ve accomplished a goal and are now heading out into the world to start life.

In fiction, there are two ways a thing can matter. First, it matters if it relates to your main character and whether it helps or hinders him accomplish his goal. Second, a thing also matters if it affects the other characters achieve their goals.

In the beginning, the hero is faced with a specific instance of tragedy. In Star Wars, Luke Skywalker’s aunt and uncle were murdered by Stormtroopers operating under the orders of an evil Emperor. Luke came home from his visit with Obi-Wan Kenobi and saw their skeletal, smoking, corpses. That’s traumatic!

Luke’s aunt and uncle had raised him since he was first born, he loved them and was grateful for what they had done for him, although it was time for him to go off on his own.

Swain writes that (I‘m paraphrasing) something is meaningful to the reader only if it is meaningful to one of your characters. That sounds obvious, doesn’t it? But I’ve gone through many of my old stories and, in the beginning, I sometimes narrated events that should have been enacted. I needed to show how events changed my character’s lives.

Give your character a moral compass


While this is related to the previous point, I thought it deserved a section of its own. A character’s moral compass is usually expressed through a character. For example, in Pinocchio Jiminy Cricket was the wooden puppet’s conscience. Introducing a moral compass also has the advantage of introducing conflict.

When your main character is going to do something morally dubious and likely self-destructive the moral compass (often a best friend or sidekick, for example, Donkey in Shrek) warns the hero against it. An argument, which introduces conflict (and that’s good!) usually begins.

Swain writes that, “All reactions, all feelings, boil down to ‘This is good’ or ‘This is bad.’ You like chocolate or you don’t. You like your job or you don’t. And as I’ve said, whether you like these things changes from time to time based on associated factors like whether you’re hungry, whether you’re tired, whether your boss has yelled at you for no reason, and so on.”

I have a mild disagreement with Swain. He believes that a fact, a story, an event, cannot provoke an emotion in a READER if a character does not react to it. I see his point and I think that's mostly true. And I don't want to throw any shade on Swain, he was a master storyteller.

But honestly, I’m not sure I believe that everything of significance needs to be shown, filtered through, a character. I think that some descriptive writing builds a picture and can be moving.

To sum up this point: You need to know where your hero stands in relation to everything else in the story because everything is set in relation to him or her. The hero’s greatest goal, greatest desire, becomes the greatest good and stands at the top of the hierarchy of values.

The Focal Character


This phrase isn’t used often: The focal character. Think of Sherlock Holmes stories. Watson was the narrator but everything, the whole story was about Sherlock Holmes. If the reader could have seen inside Sherlock Holmes’ mind there would have been no suspense. They were mystery stories, after all!

Many of Agatha Christie’s Hercule Poirot stories were like this as well. We saw the world through Watson’s eyes, he was the viewpoint character, but clearly the entire story was about the powers of deduction of Hercule Poirot and so he was the focal character.

So, to put this in my own way, the focal character is the one who orders the story world and gives it meaning or significance.

The focal character needs to constantly be put in situations -- both large and small -- where he stands to win or lose. This will illicit feeling within the reader.

So it’s VERY IMPORTANT that, at all points of a story, at every moment in every scene, you strive to orient the reader in relation to your hero as he acts in a specific situation.

But this is more difficult to do than it may seem. It is easy to confuse the reader. I’ve been guilty of this time and time again, especially when I was a kid. I would write about THINGS, about a beautiful sunset, about a meandering stream, about a mysterious glade I happened upon. I would sit (literally!) on the steps of the art gallery and write vignettes about how the crowd swirled around me.

But none of that made for a good story.

Stories are about a CHARACTER’S reactions to a series of specific situations. Yes, there are Things in these scenes but a thing is only included if it relevant to a character achieving their goal.

I’m paraphrasing Dwight V. Swain here: The story is about the hero’s reactions to what happens. It is about the hero’s feelings, emotions, impulses, dreams, ambitions, drives and inner conflicts.

Again, things are only important inasmuch as it helps depict the hero’s reactions.

2. Create a story world.


Remember that your reader has never been in the world of your story. Make it memorable, make it easy to grasp. It can be alien and complex, but make it easy for your reader to fall into. Make sure to use all the focal character’s senses when describing it.

Show the reader, your reader, the hero’s mind, his thoughts, his feelings. Remember, your hero is becoming something. He is going from cowardice to courage, from incompetence to mastery. He changes, and he changes by DOING things.

How does a writer accomplish this? Shape external developments. The outcome of each scene must have a significant effect on the rest of the story. It must be linked to the hero eventually getting or losing his final goal, whatever that is. The final goal could be to keep his license to practise law, to kill the dragon, to rejuvenate his community, or whatever.

3. Each cause must have an effect and every effect must have a cause.


Dwight V. Swain writes, “People like the idea that there’s a reason behind everything that happens … a cause for every effect …” And that’s true! Readers -- people -- do like that idea. It’s likely not true, but we want it to be. So, in our story world, every event needs to have a cause and every cause needs to have an effect.

Please note that when I talk about cause and effect I mean more than that there has been a change. We aren’t just saying that something has happened. We are saying that something has happened because of something else, and that if that something else hadn’t happened, then the current event wouldn’t have either.

4. Motivation and Reaction


For each motivating stimulus there is a character reaction. Someone spritzes your character in the face with perfume (motivating stimulus) and the focal character sneezes (character reaction). This is a one-to-one relation.

First there is a change in a physical, visible, state of affairs. Then (this is optional) there is a change in a character's state of mind. Finally the character physically responds to the change in affairs that just occurred.

A story -- or at least a scene -- is a chain of these motivation -- response units.

5. Motivation and Reaction Units Shape Emotion


I’ve belonged to various critique groups. In all of these, writers had different levels of skill. Some were professionals while others were just starting out and so shared their first stories.

Sometimes a beginning writer would create a captivating story, but it was difficult for me, as a reader, to get into the story. Why? Because what the protagonist wanted, what her goal was, was either unclear or it didn’t make sense.

I expand on this, below.

The Order of Events Should be Clear


In order for readers to become attached to the protagonist. The focal character must be presented with a problem. In Swain’s example (I've used the same example in a previous post) when a man gets home from work he finds a note from his wife on the hall table. He reads it. She has left him for someone else.

So that’s the problem, that’s the break in the status-quo, the change in his state of affairs.

Now the reader needs to know how the character responds to that change.

The man doesn’t believe it. He’s numb. His state of mind has changed. Then shock washes through him, shock and horror and rage and, finally, grief.

Note the order here.

a. Something happened. An event. The man found and read the goodbye letter.
b. The man had an internal reaction to that event.
c. The man does something, he physically reacts. He slumps, boneless, shaking, into a nearby chair.
d. The chair is broken -- his wife kept nagging him to fix it -- and it crumbles beneath him.

Event causes event that causes event that … You get the idea.
Let’s break this down chronologically

Here’s the structure Swain gives:

Motivation Reaction Units (M-R Units)


First: Motivating stimulus.
Second: Character reaction. He divides this into three parts:
a. Feeling
b. Action
c. Speech

First we have the motivating stimulus. Next we have the character’s reaction. The character’s reaction has three parts and each of these parts has to occur in a particular order: feeling, action and speech. Note, though, that not all of these must be used in each motivation reponse pair, you can skip one or two depending on the situation. For instance, in dialogue, we often only have speech.

That said, motivation ALWAYS precedes reaction. Recall that the goal of all of this is to help writers create clear prose and in so doing create stories that are eminently readable. If you can do that and ignore one or more of these steps, awesome! But if readers have trouble imaginatively entering into your story world, if they have trouble understanding your characters, then this is something you could try.

Exercise


Go through a scene in your work in progress and rewrite it so that the motivating stimulus and the character reaction are explicit. Do this for the viewpoint character. Make sure the character reaction includes feeling, action and speech, in that order.

Done? Now read both scenes, is the re-written one easier to read? Please tell me what you think in the comments, I’m really very interested in whether this worked for you.

In a future post I’ll go over the motivating stimulus in more depth. If you’ve gotten something out of this article and would like to support my writing, here is a link to my patreon account.


Friday, November 4

(NaNoWriMo Day 4): 4th Key Scene: The First Pinch Point

(NaNoWriMo Day 4): 4th Key Scene: The First Pinch Point


The work never matches the dream of perfection the artist has to start with. —William Faulkner

Welcome to the November madness that is NaNoWriMo! Every day this month I’m blogging about a key scene, one that any story will include. I take a close look at how this scene, this structure, is implemented in three popular genres: Action, Romance and Mystery. So far I've posted articles about the Inciting Incident, the Climax and the Midpoint Climax.

Today I'm going to talk about the first pinch point.

Pinch Point One: Breaking It Down


What is a pinch point? Sue Coletta writes: “A pinch point is a demonstration of the nature, power, and very essence of the antagonistic force.[1]”

Exactly!

I blogged about pinch points a little while ago (see: Story Structure: What Are Pinch Points?), but let’s go over them again. A pinch point reminds the reader of the nature of the antagonist, the extreme threat he poses to the protagonist and what is at stake. In other words, it brings us back to the main story arc.

Two different kinds of pinch points


As far as I can tell there are two different kinds of pinch points, depending on how developed the protagonist’s internal desire is; that is, how big of a role this desire plays in the overall story. (See: What Kind of Writer Are You? Dramatic Action versus Character Development.)

Outward facing pinch points.


For lack of a better term, I’m going to call these outward facing pinch points.

In an outward pinch point, the threat is mainly physical; the protagonist’s life is in danger. In these sorts of stories the protagonist usually doesn’t have a well-developed internal desire. Here the focus is on showing the audience the power of the antagonist and highlighting how very bad it will be for the protagonist if she fails to achieve her goal.

Raiders of the Lost Ark contains a great example of this. The first pinch point shows us the conflict between Indiana Jones and Dr. René Belloq. In this scene Indy believes Marion has been killed by Belloq’s minions. He gets drunk and goes to confront his nemesis. After a marvelous discussion about each man’s philosophy of life and relic hunting, the two men face-off—but it’s not a fair fight because Belloq is surrounded by his minions. Jones’ life is saved when a group of children surround him and escort him to safety.

Inward facing pinch points.


Second, there are inward facing pinch points. In an inward pinch point the threat doesn’t necessarily have to do with life and death (though it might), it has to do with the overall destruction of the life itself, of the one thing that makes it meaningful. It is a moment of truth leading to intense pain and radical change (perhaps not right away, but it puts events in motion).

For instance, in You’ve Got Mail, Kathleen Kelly loses the thing she loves most in the world, the bookstore she inherited from her mother. She loses it because a big chain bookstore, Fox Books, has moved into her neighborhood. In the first pinch point Kathleen Kelly and Joe Fox have a face-to-face confrontation and it is a barn burner. Kathleen is deep in denial and Joe, in the most brutal of ways, tells her the truth: You can’t complete with Fox Books, you are going to lose your business.

As a result Kathleen is wrenched out of the state of denial she has been stubbornly clinging to and the truth begins to filter through: she is going to lose her bookstore. This seems unkind, and it was, but it was true and it was something she needed to prepare for. Recognizing the truth of her impending loss broke her heart, but it also did her a service, it helped her prepare for the inevitable.

Where is it?


The first Pinch Point occurs about 37.5% of the way through a story, or half way through the middle of the first half of the second act. (If you’re using a four act structure, the first Pinch Point comes halfway through the second act.)

How is Pinch Point One connected to the protagonist’s desires?


In any kind of Pinch Point it is what the protagonist wants, what the protagonist is seeking, that brings her into conflict with the antagonist. Though the protagonist and antagonist have different ends, different ultimate goals, they both want/desire the same thing.

How Pinch Point One is Implemented in Three Genres: Action, Romance & Mystery


For the first pinch point there really isn’t a lot of variation across genre.

Action Genre


In an action story, this will be a scene that highlights the essential difference between the protagonist and antagonist, and how this difference is reflected in their actions. Also, there will be an element of violence or implied, perhaps impending, violence.

Romance Genre


In a romance, the first pinch point will be a menacing scene. For instance, perhaps there will be a misunderstanding and the antagonist will threaten, or appear to threaten, the protagonist. Or perhaps, as in You’ve Got Mail, the antagonist will harm the protagonist through wielding truth like a scalpel.

Murder Mystery Genre


In a murder mystery the first pinch point often takes the form of the detective receiving an anonymous note from the murderer, or perhaps something the murderer does puts the detective’s life in jeopardy.

This is a scene that showcases the essential difference between the sleuth and the killer, the difference in how they think of both the world in general and the value of human life in particular. If the killer threatens the sleuth this could be used to foreshadow events at the climax.



Every post I pick a book or audiobook I love and recommend it to my readers. 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 I would like to share a link to K.M. Weiland’s marvelous book, Outlining Your Novel: Map Your Way to Success. Her book can help you choose the right type of outline for you, guide you in brainstorming plot ideas, aid you in discovering your characters and show you how to structure your scenes. What’s not to like?!



That’s it! I’ll talk to you again tomorrow when I go over another key scene.

How are you doing with NaNoWriMo? Do you have any tips and/or tricks you’d like to share for achieving your word count?

Word count so far: 5,578
Word count for today: 1,200
Total words this month: 6,778

Notes:


1. “Pinch Points In Fiction Writing,” by Sue Coletta.

Monday, July 21

Bayhem And The Importance of Conflict

Bayhem And The Importance of Conflict




Today I want to take a look at Michael Bay's movie The Rock and examine how Bay uses conflict to keep our eyes on the screen.

The Importance of Conflict


At the time The Rock (1996) was released several critics were less than kind. Though generally positive in his comments, Roger Ebert pointed out that the movie borrowed from: The Fugitive, Bullitt, Escape From Alcatraz, The Third Man, Alien, Die Hard and Pulp Fiction.

Nevertheless, Ebert concluded his review of the movie by saying:

"No matter. Director Michael Bay ("Bad Boys") orchestrates the elements into an efficient and exciting movie, with some big laughs, sensational special effects sequences, and sustained suspense. And it's interesting to see how good actors like Connery, Cage and Harris can find a way to occupy the center of this whirlwind with characters who somehow manage to be quirky and convincing. There are several Identikit Hollywood action stars who can occupy the center of chaos like this, but not many can make it look like they think they're really there. Watching "The Rock," you really care about what happens. You feel silly later for having been sucked in, but that's part of the ride."

Roger Ebert, to my surprise, gave The Rock 3.5 out of a possible 4 stars.

I agree. I watched this movie to be entertained. Well, that, and to try and understand why Michael Bay's films work. (And, despite what his numerous critics say, they do work, especially at the Box Office.)

Here's why I think Michael Bay's movies work: Conflict. Namely, the expert management of sustained conflict. 

(That, and keeping the viewer slightly off-balance, not giving them a chance to look away. This, though, is more about cinematography. By the way, one of my marvelous Google+ contacts, +Chris Pitchford, shared this link to what I thought was a valuable, thoughtful, analysis of what makes Michael Bay's movies work: Michael Bay: What is Bayhem?)

In any case, as I watched The Rock I thought about Winkle's article, Five Ways to Add Conflict to Your Story, and thought about how these tips/tricks could be seen in Michael Bay's work.

For example, Winkle writes: "Conflict is what makes a story interesting."

And I think that the success of The Rock supports that point.

For example (spoiler warning) the last scene of the movie has Stanley Goodspeed (played by Nickolas Cage) running from a chapel towards a beaten up old car. The car has a "just married" sign taped to the back and tin cans have been attached to the bumper via string. Stanley's bride--still wearing her white wedding dress--is behind the steering wheel watching for her husband. Stanley bursts out of the chapel pursued by a cleric who passionately accuses him of filching something. Cage hops in the car and his bride floors it. The car shoots forward, trailing streamers and a host of tin cans. As the car pulls away Stanley examines the package he absconded with: a roll of microfilm. The tiny package holds the governments most guarded secrets: Who shot JFK? Do aliens exist? And so on.

The scene is very short. The needed information is communicated--Stanley found the microfilm--but what could have been a fairly dull scene was turned into a spectacle, something that didn't give the audience the opportunity to look away--not that we wanted to.

And how did Michael Bay accomplish this? Through conflict. Through spectacle. The conflict: the cleric pursuing Stanley. The spectacle: a cleric chasing a groom out of the chapel he was just married him. Their getaway car trails paper streamers and tin cans. That has to be the worst getaway car in the history of movies! But that's just it, the whole thing is over the top. 

Cage finding the microfilm could have been dull. It's not like at the end of Indiana Jones and Raiders of the Lost Ark where we see the warehouse that seems to stretch to infinity, providing another (similar) hint of mystery. It is as though the movie says: here are the secrets worth knowing. And then they are placed beyond our reach.

In my post on Wednesday I'll talk about Chris Winkle's article, Five Ways to Add Conflict to Your Story, and explore how inserting conflict into an otherwise lackluster scene can help make it pop.

Links:
Photo credit: "Kidzilla Babysitting" by JD Hancock under Creative Commons Attribution 2.0.

Monday, November 26

Editing: Make Sure Your Story's Bones Are Strong

Editing: Make Sure The Basics Are Clear

For my second post I wanted to talk about the craft of writing since my first one had to do with editing but it seems I'm obsessed with editing today. (See: 11 Steps To Edit Your Manuscript. Edit Ruthlessly & Kill Your Darlings)

I read somewhere that clarity is not only the King and Queen of storytelling, but the whole darn court as well! I agree.

If we don't get the bones, the skeleton, of the story right then no matter how wonderful, how stunning, our prose, the story will sag. (Ugh. Not a good visual. Perhaps think of a tent without tent-poles instead.)

Here are a few things you might look for while re-writing your first draft.


1. Increasing Conflict


It may seem as though writers are fixated on conflict, but it is the engine that drives the story. No conflict, no readers. That's probably an exaggeration, but not by much. Of course, not everyone would agree. (See: Plot Without Conflict)

1a. How can you increase the conflict between your protagonist and your antagonist?


1b. How can you increase the conflict between your protagonist and his/her helper?


1c. How can you increase the conflict between your protagonist and his/her love interest? (Assuming they aren't the antagonist.)


1d. How can you increase the conflict between your secondary characters? If this is a romance, do you have other characters vying for the heroes, or heroines, hand? Or perhaps two secondary characters hate each other but both are essential if your protagonist's plan is to succeed.

 

1e. Is the conflict increasing throughout your story? There should be MORE conflict in the second half, especially toward the end, than in the first half.



2. Make Sure The Basics Are Clear


2a. Is your protagonists external goal clearly identified?


For instance, in The Firm, in the first half of the movie Mitch's external goal was to get rich and in the second half of the movie it was to escape the firm with his life, his wife and his ability to practice law, intact.

It helps if you can represent your protagonist's external goal by something visual. For instance, the Maltese Falcon in the film of the same name. (See: The MacGuffin: A Plot Device From Screenwriting)

2b. Is your mid-point marked by an identifiable point of no return? 


Different writers have different names for the mid-point but, generally, your protagonist will suffer a setback.

Often, there will either be a death at the mid-point or a symbolic death. In The Firm Mitch found out he had a choice: rat the firm's clients out to the FBI and break his professional obligation--not to mention having a hit taken out on him by the mob--OR throw in with the firm and have the FBI come after him. Either way his goose would be cooked.

2c. Is your 3/4 point marked by a major setback?


I know this can seem formulaic, but it's not easy creating a major setback (sometimes called the 'all is lost' point) that the majority of your readers would be surprised by! Just because there's a formula doesn't mean the story isn't complex and enjoyable. Take the Indiana Jones movies, for instance. Or the original Star Wars trilogy.

2d. Is the protagonists external problem clearly resolved at the end? 


Even if there are aspects of your story that aren't resolved and are intended to carry on into future books, (I think) your protagonists external goal has to have some sort of resolution. If it doesn't your readers will get cranky. (I know I do. :-)

Well, that's it for now! I'll be revisiting this topic again, soon. If you have any tips you'd like to share, please do!

#  #  #

NaNoWriMo will soon be over but I liked the little update I gave at the end of my posts so I'm going to try an experiment. I'll continue it but instead talk about what I'm reading. My current addiction (that's how I read, in great uncontrolled gulps) is Jeaniene Frost's Night Huntress series. I'm on book number two: Halfway To The Grave. Isn't Bones great? Jeaniene's books are paranormal romance, but with a strong action/adventure backbone. Great storytelling.

Other articles you might like:
- 11 Steps To Edit Your Manuscript. Edit Ruthlessly & Kill Your Darlings
- How To Become More Creative: Nurturing Your Muse
- Using Pinterest To Help Build Your Fictional Worlds

Photo credit: "Flamingos Partying" by szeke under Creative Commons Attribution 2.0.

Tuesday, November 1

SiWC 2011: Getting started and Heading in the 'write' direction, by Robert Dugoni

Here are more of my SiWC notes, these are from day two, Saturday. I've mentioned Robert Dugoni before, but I don't think I've been able to communicate ... well, how inspirational his workshops (and keynotes!) are. Every time I walk away from a talk he's given I feel: Yes, I can do this!. If any of you ever have the opportunity to hear him talk, I recommend it.

My apologies in advance for the fractured nature of these notes. I repeat certain tips and the notes themselves are less organized than I'd like. My instinct is to tuck this post away until I have time to do it properly, but I know that's not going to happen, especially not during NaNo! So here my notes are, in all their imperfection.
What is the primary purpose of the novel? It is to entertain.

Your CHARACTERS entertain, NOT the author. If author tries to entertain then the story stops.

1. Backstory
Sometimes there is the temptation for the author to say, yes, we'll get to the story, but let me tell you about this first. You need to weave the backstory into the story.

2. Too much description
Sometimes there is the temptation to stop the story and describe a character. You don't have to describe a character unless it is important to the story.

AN EXCEPTION: If something is a marker, then you need to describe it. For example, if your character is wearing a Channel dress, that's a marker. If your character pulls up in a hummer rather than a VW, that's a marker. If it isn't a marker, then you don't need it. Most readers don't care. If it isn't really important don't stop the story to describe it. Also could sprinkle description throughout the book. Give us the description as it becomes important to character.

Have character moving and talking as you give the description.

RESEARCH: It is important if its important to the characters.

Be careful about giving your characters your personal opinions. Guard against your own attitudes and beliefs bleeding through to the character where it isn't appropriate.

Ask yourself: Are the characters entertaining or am I intruding into the story? The best authors are internal to the story.

Journeys
Your story is really the journey of your characters. The physical journey they take is the plot.

Emotional journey. Emotions get people, and your characters, to do things. Emotions give motivation. Basic human needs. Love, greed, protection.

Most books are about basic things.
- To win (a game) ( a contest) (the love of another)
- To stop (the world ending) (the abuse)
- To escape (a bad situation)
- To retrieve something (think Indiana Jones)
- To destroy something (Lord of the Rings)
- To save something or someone

Right now, write down the physical journey your character is on. What is their motivation for doing it?

Good. Now write down the emotional journey your character is on. What is his or her motivation for doing it.

Raising the stakes
Don Maass' books are great. Read them.
- How would you raise the stakes? You have a victim, how are you going to raise the stakes? How about revealing that the victim is the hero's brother? That's one way of doing it.

The hero has to care. What happens if the hero fails in reaching the goal? Raising the stakes means making the hero lose more, makes the loss more painful and less likely that the hero can recover. Make the goal more personal to the hero, that's how you raise the stakes.

Your goal is to establish the TONE of the book early. Each kind of book is going to have a different tone that will cure the reader that the books is, for example, a mystery, or a thriller, or a romance, etc.

Early on, introduce who the story is about, your readers need to meet the protagonist.

Also, you need to introduce the story problem early on. For instance, in the Lord of the Rings, the story problem is that the hero needs to take this ring a destroy it. Give your readers the story problem at the beginning of your story.

Hooking the reader
Classic openings in literature:
a. Everyday hero. Their everyday life. If your hero is a housewife, you see her going about her day, if your hero is a trial lawyer, you see them arguing a case, etc.
b. Action scene. The hero in action.
c. Emotional scene. Outside action opening. Da Vinci Code. Don't start with the hero. Start with the killing.
d. Prologue. Start in a time or place different from the rest of the book.
e. Flashback opening. Water for elephants. Take scene from the book and put it at the beginning. Like a scene out of sequence.

Warning: Readers don't like prologues. If you absolutely must have a prologue, call it chapter one.

Remember to write scenes where you use all your senses.

Some people say never start a book with your hero on a plane, train or in a car. Why? Because it's a static environment. It is difficult to have action or dialogue. You will be tempted to have your character thinking and thinking and thinking. That's not very interesting.

Goal
Your hero must have a goal. For instance, let's say that your hero can't be late or she'll be fired, but she also HAS to have her morning coffee. She peers into the coffee shop, there's no line up! She rushes inside and an elderly lady steps in front of her and she takes forever to order. The elderly lady is an obstacle that creates suspense.

Okay, so now your hero is late for work. She goes to the office. Her boss isn't there. She looks down the hall, but her boss isn't there either. Perhaps she'll be able to make it to her office and her boss will never know she was late! Her hero walks into her office and there's her boss, standing in her office.

How, should the boss say, "You're fired!"? No, at least, not until the next chapter. You need to keep the story moving forward.

Chapter Breaks
One thing you should ask yourself is: Does this chapter have a better question for the next chapter (a question the next chapter has to answer) if I take out the last paragraph? Often an author will summarize the chapter in the last paragraph, this is bad because it's boring. Your job is to get the reader to turn the next page. How do you do this? By raising story questions.

The first word of every scene
Use the first word of every scene to hook the reader. Raise a question. Readers are curious people by nature. If you raise a question in the first sentence they will want to answer it.

Flirt don't tease. Don't go 35 pages without answering a question you've raised.

Make the first sentence of every chapter great. Don't throw away the first or the last sentence of any scene.

Give the reader something interesting right away, as soon as your story begins. An interesting character should appear right away. Like going to a cocktail party or a book-signing. Unusual people, even people you might think are a bit crazy, are very interesting. The worst judgement you can make about someone is that they are boring.

Settings: Third element
Your settings help you tell the story. For instance, in a scene lets say you have a few tarantulas in a terrarium in an elementary school classroom. The teacher is putting some papers into her briefcase and her principal walks in. The teacher glances at the terrarium. The spiders are gone.

Opening scenes: Don't over-populate your first scene.

If a scene doesn't advance the story then cut it.
Here is a link to Robert Dugoni's home page.

My notes from other workshops I attended:
- SiWC 2011 Day One, Part Two: Don't Flinch: Robert Wiersema
- SiWC 2011 Day One, Part Three: The Psychology of Plotting, Michael Slade
- SiWC 2011 Day One, Part Four: The Inner Journey, Donald Maass

Friday, July 4

Eight Tips: How To Tell A Scary Story

Eight Tips: How To Tell A Scary Story



Here are eight tips on how to write horror from Brad Falchuk, the co-creator of American Horror Story. These pointers come by way of Joe Berkowitz's article "How To Tell Scary Stories, From The Co-Creator Of American Horror Story." (Thanks to +Moxlonibus Krypt, fellow horror aficionado, for sending me the link to the article.) 

1. Start with a big idea.


Think of movie posters. They usually try and communicate one big idea, the idea the movie is based on. Star Wars was swords in space, Indiana Jones was a fearless adventurer, and so on.

The big idea for the first season of American Horror Story was that of a haunted house. It was about how ghosts--and other, hidden, things--can haunt people.

How do you know if your idea is big enough?

- Does your idea immediately suggest characters for the story?
- Does your idea immediately suggest various adventures--or misadventures--that could embroil your characters?

2. Start with a believable situation, then twist it.


Create a scene your audience could easily imagine themselves in.

When I was a teenager I babysat. A lot. So did my friends. For those of you who didn't have the pleasure, babysitting involves a lot of sitting, alone, in a stranger's house after dark. Many times you don't have anything to do except look out into the darkness and imagine what sorts of things it might conceal, and what they might do if they broke into the house.

So, naturally, one of the favorite topics at sleepovers was our fear that someone would break in after dark and go all squicky on us. We talked about gruesome stories we'd heard and scared ourselves silly.

Brad Falchuk says:

"[...] you can imagine being attacked by some kind of monster in your house. It could be nighttime and you hear noises outside, and if you can imagine yourself in some character’s shoes at that moment, it’s scary."

3. Horror is about truth, falsehood and consequences.


Always include a lie; the more, the better.

Brad Falchuk says:

"Scary stories are very much about the idea of truth. What is truth, what is a lie, and what happens when you lie? For me the greatest horror out of anything you do is to lie, and so in any instance of great scary storytelling, there’s a lie. The biggest lie in the more typical horror movies is that you’re safe. You’re out by Crystal Lake, its beautiful there, and don't worry--those murders that happened were a long time ago! They’re not going to happen again! So you're living in a lie and you're going to suffer for it. In almost any great horror story, there’s a lot of lies."

I hadn't thought of it quite that way before, but yes. That.

Horror plays with the comforting lies we tell ourselves: "Sure the house is built over an ancient burial ground but, hey, we got it cheap! I'm sure nothing bad will happen."

Or perhaps a teenager tells her parents she's going to the family's summer cabin to study. Uh huh. Right. And then her (totally sober) friends disturb the spirit of the lake, or they run over someone, and then a gypsy curse is involved and it's all downhill from there.

4. Relationship trouble: real-life horror


The first season of American Horror Story is about infidelity. It's about how people, living people, can haunt our lives and how, sometimes, that doesn't stop after they die.

Memories of people and past events--of opportunities lost--do tend to stick around and pull one back into them when one least expects it.

5. Start an idea for a scary scene and work backward.


This works well for any kind of story. Brad Falchuk says:

"You might have this one thing, like, 'He’s a Nazi doctor doing experiments on people.' Then you just start talking through story points--does this happen? Does that? Once you hit one or two big story points--like, the doctor’s injecting something into the victim’s eyes or he chops off their legs and injects them with this stuff--then you start to think about how the victim got captured by him. What can we do in the scene before this one to make it feel even worse, and where does she end up after this happens?"

Wow. Injecting eyeballs. I'm definitely an amateur.

We're used to thinking about scenes in terms of one flowing into another so it is often less natural to think what the build-up, the preconditions, for a particular scene could be. Reversing the flow of the story, asking not what has to happen now, but what had to happen for this to be the case, is just as effective--sometimes more effective--in creating a gripping tale.

6. Don't be afraid to use tropes in your work, but be sure to put a twist on them.


Audiences often want the same thing as whatever else they loved--just different. Brad Falchuk says:

"You’ve seen the shower scene in Psycho--the shocking moment with the music blasting--and it’s hard to not use those kinds of moments. People come looking for them because they like them--they just want to see a different version."

That's the trick, isn't it? To take the thrills and chills from a great scene and transform it, give it a twist, and make it new but still scary as hell. BF gives us a few tips:

- If it feels too easy then it probably is. 
- Does this scene get you excited? If it does then it'll probably make others feel that way too.

BF tells writers to keep pushing, to go further, and suggests two ways of doing this:

a. Take the trope further along the same lines. The movie Saw did this well. That film wasn't my cup of tea but I have to admit that it pushed squicky torture to a new level.

b. Push the trope in a different direction. "Any time you think left, you go right. The moment when you think this is a great moment for brutality you go into kindness and vice versa."

7. Show the Big Bad in all its hideous glory.


But not too often. One of the reasons Jaws worked so well was the guessing, the not knowing. As BF says, in Jaws you see the severed head float by and imagine the moment of decapitation--and probably do a better job than most special effects departments!--but at some point the audience needs to see the shark, the big white, in all its hideous, low tech, glory. Great movie.

8. Have a big-picture outline.


You want to know where you're headed, even though that can (and usually does) change as you write the story.

You don't have to know every single aspect of the story, just the big picture. BF says that "It’s like driving from New York to L.A.: you know you’re going to get to L.A., but there’s 10 different routes you could take."

I like that analogy.

Again, all quotations are from "How To Tell Scary Stories, From The Co-Creator Of American Horror Story." Thanks for reading.

Photo credit: "Twitham Court Farm B&B" by *Light Painting* under Creative Commons Attribution 2.0.