Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Thursday, February 17, 2011

Concerning Dungeons and Sonnets

So I was designing a dungeon the other day (if you need to ask, the answer would  disappoint) using ready made architectural tiles.  It reminded me of writing sonnets.

Just using pen and paper for my map would have been faster and easier.  But the result would be less impressively three dimensional. 

The question has been asked – why, if your poem could be anything, would you accept the limits of the sonnet form? Why write a poem of exactly 140 syllables, no more, no less?  The answer is that sometimes limits force us to use our creativity.  Finding just the right word that fits the requirements of the sonnet means digging through the unused portion of your vocabulary.

The results – dungeon or sonnet – are different than your usual work.  And sometimes the results will surprise you.

And it is true of any art form.  Writing for the stage, for example, has very different limits than writing for a movie.  How we meet these challenges – well, that’s where the fun is.

Thursday, November 4, 2010

April in November, or, Continuity Editing

I think I’m almost done. Remember my D&D-style movie script that I wrote last April? The one for the 100-page Script Frenzy challenge?  After it was done, I decided it needed a little revision.

The original draft never had the moment where our heroes’ success was truly in doubt. Where, if I might borrow a phrase, the quest stood on a knife’s edge. So I went back and added one. No big, right?

But everything after that point in the plot was subtly shifted. I couldn’t just cut-n-paste the previous ending on wholesale. So, now I think I’m done, but I’ve shuffled so much stuff around that I need to do a continuity editing pass.

It’s an annoying step – mostly because it’s a technical, almost mechanical job, rather than an imaginative, creative one. What I need to do is review the draft and account for the progression of events. I’m looking for things like characters using their weapons two scenes after being disarmed.  And who has the McGuffin, which changes hands as McGuffins tend to do.

So here’s another secret of writing, which I hope inspires you as much as it does me. Sometime in writing, like in any craft, there is annoying busy work that needs to be done. I guess the secret is to want the finished product enough.

Tuesday, June 1, 2010

The Moment of Doom

So I’m rewriting my April Project D&D movie script (see any of my posts from April for more info). Now as I noted before, I’m rewriting to establish stakes for the hero’s quest, to make his success or failure more meaningful to the audience.

Only, now that I’m rewriting, I’ve hit another snag. I am questioning now whether I need a moment where things go really bad, where the hero fails and the quest seems impossible.

It’s not that there are no conflicts. But the pattern is something like: monster attacks, heroes find a way to beat monster, heroes move on to next monster. Rather like the source material, actually. And I have some personality conflicts along the way as well, just to add a little spice.

But the heroes are never captured, hope is never lost, the fellowship of the core team is never truly tested. And I’m afraid the quest will seem too easy without such a moment, too unsatisfyingly simple.

I’ve not followed any of the movie formulae – this isn’t meant to be the classic three-act pattern or the Hero’s Journey – but now I find I’m questioning whether I am missing a fairly classic element. What I’m looking for here is the Descent into the Underworld.

So I guess I’ve got a bit more rewriting to do before we can all have that script-reading party.

Thursday, April 29, 2010

How it Ends

It’s April 29. For those of you in the audience that have not been following along at home, here’s the story: I signed up for the Script Frenzy challenge (www.scriptfrenzy.org) to write a 100 page script in the month of April.

I took as my topic a fantasy screenplay with the intent of writing a better Dungeons and Dragons style movie than the actual D&D movie that hit the theaters. I like attainable goals.

Yesterday, I finished the script. I ran the formatting utility that set it into standard screenplay format. It was exactly 99 pages.

Now if the story is good and tight and complete at  99 pages, then that would be the place to stop. But I know this is only a first draft.

So I went back over it, thinking about what I could do better. One of the things that was weak was the character development arc for my lead. He started out strong and skilled and honorable. I didn’t want a story in which he got worse. That left the question about how he was going to change or improve. Who goes on a quest in order to stay exactly the same?

Now the major thing that happens over the course of the movie is that our team of heroes is assembled. When I wrote the end, I had them laughing and joking together, being friends.

I looked back at the very start of my script, which I wrote on April 2.  I had established my hero, Jon Warder, and his home village, but I hadn’t paid much attention to whether he had any real friends there.

So I went back, 25 days later, and rewrote the opening to show a distance between Jon and the farmers under his care. To show that he didn’t really have friends.

Then I rewrote the ending to make the final scene with the laughing and joking a little stronger.

And now Jon at least has something he didn’t have before his quest started. It sounds backwards and contrived when I explain it this way, but remember, the audience only sees it in the correct order, with the problem before the solution.

The result?

winner_night_120x240

101 pages.

Tuesday, April 27, 2010

No Worries

It’s the last week in April. As I write this, I have about 20 more pages to go to reach the 100 page deadline. I have no clue whether reaching that goal will bring me to the end of my storyline or not. Not sure what I’ll do if it ends at only 93 pages. Start the rewrite, I guess.

I hope my little experiment has worked for you, my readers. After several months of blogging randomly about the craft of writing fiction, it’s been good for me to have a single project to focus on. Helps me find new things to blog about.

I had forgotten, for example, how much I worry when I write. On this particular project, I have worried –

-- that my characters talk too much, that I am not trusting the actors to convey the meaning without too much explication, that I am not trusting my audience to keep up.
-- that my scenes are too cliché, too much things we’ve seen before.

-- that there isn’t enough magic, that I’m providing a fantasy world that is too ordinary and plain, and not taking advantage of the movie format to push for grand spectacle.

-- that there aren’t enough explosions. Currently, there aren’t any explosions. But really, I’m using explosions as a metaphor for big, screen-filling moments of pure awesome.

-- that my characters are not growing and changing through the movie – this is a tricky one because I chose not to start with the inexperienced hero archetype.

-- that my characters aren’t likeable enough, or relatable enough, and that may lead hero, particularly, is too bland.

So you gotta’ be asking – does this guy ever just shut up and write? And that is, of course, the answer. It’s a lot easier to decide if a scene is good, bad but fixable, or ready for the recycle bin if the scene actually gets written. Same with a character, a bit of dialogue, or a plot point.

It’s okay to worry. It probably even results in a better product.

But only if I don’t let it stop me from writing.

Thursday, April 22, 2010

The Protagonist Problem

Each new writing project brings new learning opportunities. My April movie project has brought me a challenge I never thought of before (although a little research shows that other screenwriters have noticed it). The challenge is not overshadowing my lead with more interesting secondary characters.

In my novels I focus on a single, significant hero. No problem there. In my stage plays I have a small cast of characters who are more-or-less given equal weight (not a bad formula for the stage). But for my movie, as I noted in an earlier post, I have an ensemble supporting a lead hero.

To use an extreme example, in the Star Trek movies, the invariably human captains have to compete with the all the aliens and psychics and shapechangers.

In my case, my lead competes with a mysterious thief, a big surly guy, and a know-it-all story-chasing bard. Jon Warder is pretty much the straight man to all these comedians.

So here’s what I’m trying: First, I’ve made Jon an extremely competent warrior. This means that yes, that early fight scene I discussed in a previous post will be rewritten. Any time there’s a fight, Jon needs to be ruling it.

Second, the secondary characters cannot be allowed to resolve all the conflicts. This one is a little trickier, because I want to show their special skills and abilities and I want those skills and abilities to be significant to the outcome of the story. And, you know, I only have so many conflicts.

But ultimately, if Jon Warder doesn’t shine as the hero, I’m doing it wrong.

Tuesday, April 20, 2010

The Promise of a Pending Monster

In one of my earliest posts on this blog, back when we were discussing writing in the general rather than the specific, I wrote about keeping implied promises to the reader as a means of crafting a satisfying story. One of the points of this whole April D&D scriptwriting experiment is to show my writing process. And I’ve just found a great example to illustrate that point I made, so many moons ago.

I was writing a monster-fightin’ scene and I felt at the time that another such scene would be a good thing. So after all my monsters were all good and killed, I wrote this bit of sterling dialogue:

DARRION: The beasts of the Night Wood are old legends. There have been no accounts of them in living memory.

BARR DRUMHAND: Not really worried about their history.

DARRION: Nor am I. What concerns me is who may have woken them. And what else they may have awoken.

See that last line there? That’s the promise. Either something else has to have woken in the woods, or that line has to go. Sure, Darrion could just be flat-out wrong. Sure, I could have him speak and then have nothing happen. But the the audience will feel something is missing. They know the promise when they hear it.

Of course, when I got to the scene where I thought the next old night terror should show up and I realized there was something even better I could do instead. It’s actually a little confounding. I knew when I wrote the promise that I was doing it to set up a follow-up scene. I like the line (it’s a little hokey, but that fits with both the genre of the movie and the character delivering the line) and I don’t want to cut it. But I’ve overwritten the follow-up scene with something better.

So we’ll just have to see if I can squeeze another monster in there somewhere. My one consolation: If I cut the line, the audience will never know it was there (unless, of course, they read my blog). But, yes, I do fret that much over the implications of a single line. I do it because my audience will.

I guess I just have to figure out when the worst possible time for a monster to attack would be.

Thursday, April 15, 2010

My First Fight

One question I’m struggling with is: What to leave in, what to leave out?

When I wrote plays for the stage, I had the advantage of having acted on a stage. I’ve never been in a movie. For stage plays, I know that if I describe a door I don’t have to assign it a position on the stage. And if I want a character to move to the door, I simply write Bob moves to the door. There will be a director and a set designer who will decide that if the door is upstage left. They can note Bob crosses up left or even B. x UL.

In a movie, I presume, the director and set designer are supplemented with a legion of support staff – cinematographers, location scouts, fight choreographers, stunt coordinators, and so forth.

I know it is easily possible to go overboard with description and detail. And really, if this were a real movie, shouldn’t the art departments, directors, cinematographers, and actors, each bring their own take on the work? But I also know from stage scripts: If it is important to the writer, he better write it down, ‘cause nobody else is going to add it for him.

My first fight scene in the script is a paragraph stating simply who is fighting, that they are competent fighters, and who wins.

My second fight scene, written just shy of half a month later, is full of description. Who uses what weapon, odd things that happen in the fight, sequence and timing...  I wanted the second fight to have a different tone – it’s actually lighter and more comical, less lethal and serious. But the script doesn’t say “this is a comic scene.” It just describes the experienced fighters making fools of the incompetent ones.

So which is right, for a movie script? I really don’t know. I know there is a difference between a screenplay, which I think is what I’m writing, and a shooting script, which has camera angle notes and scene breakdowns.

I suspect I may go back and revise the first fight scene, to see if I can find ways to demonstrate that my fighters are competent, explain why they win. Because if I don’t, I’m essentially leaving it up to someone else to do that work for me.

And because the second fight scene is a lot more fun to read.

Tuesday, April 13, 2010

I’m off the map.

Admittedly, it wasn’t that good a map to begin with.

But I still feel lost.

What the map said was this: Jon Warder goes into the big city, sees the plight of the dwarves, feels responsible because he helped lead them here as refugees after a war, and decides to do something about it.  And since this is a fantasy movie, doing something will involve going on a quest and fighting lots of monsters.

I’m nearly half-an-hour into the film (by rough estimate). I’ve got Jon into the city. I’ve shown injustice being done to the dwarves.

But I don’t have the moment.

The moment that stands as a metaphor for all the cumulative injustices that are going on.  The moment when Jon says, enough, no more, I’m doing something about this.

Worse, looking for that moment was leading me on a downward spiral, where each bit of inhumanity was worse than the one before. I mean, I’m writing a D&D knockoff here, not District 9.

So I cheated.  I brought in a quest-giver figure to say, Jon, you must help us.  Take the McGuffin to the Dungeon of Doom. Fight a lot of monsters while you’re at it.

Had to rewrite three pages and I’m still not sure I like it.

But I know a secret: If I can get the plot moving again, I can move on to the end of the story. And once I have the end of the story, then and only then will I have the perspective to adjust the steps that lead up to that end.

This doesn’t end at the end of April. It doesn’t end at 100 pages.  It ends when I say it’s done.

Thursday, April 8, 2010

Talkin’ the Talk

Normally, I love writing dialogue.  That’s one of the reasons I like the script format.  Nearly all dialogue, nearly all the time.

So, here I am, 28 pages into my screenplay, and I’m worried about the language my characters are using. I mean, English, obviously. But I’m talking about word choice, sentance structure, tone...

To begin with, I need to avoid sounding modern – I don’t want my medival warriors “downsizing” or “thinking outside the box.” And I want them to discuss themes appropriate to their world – honor and duty and whatnot. All while remaining accessible to the viewer, of course.

But it still not enough.

Personally I blame Joss Whedon.

I want the language of my world to have its own unique tone. Whedon’s shows Buffy the Vampire Slayer and Firefly both presented unreal worlds – a California high school and an outer space frontier, respectively. And each world had its own lingo – new, amusing, engaging, and still fully comprehensible.

Really, this is something I should save for the inevitable re-write, but you know me. I worry.

So, what can I do? Well, here are a few tricks I’m trying:

1. To begin with, I want people to be a little more formal with each other.  One thing I’m trying is the occasional use of full names, especially early in the conversation. So my protagonist is often addressed as “Jon Warder” before the more casual “Jon” is used.

2. I’ve decided, after some experimentation, to include contractions. Not using them does sound more formal, but I do not want to completely lose all casual tone.

3. I’m avoiding the informal tense of the English language (i.e., no “thee,” “thou,” or “thine.”). It will just alienate the viewers.

4. I am constantly re-thinking words and phrases. For example, I’ve switched out the word “money” for “coin.”  Your money’s no good here becomes something like Keep your coin. Same sentiment, different tone.  “Aye” for “yes” is another one.

Results? Still no Whedonesque sparkle.  But I’m working on it.  Let me leave you with a line from the script...

I seek the house of Stonekind.

And the response...

Do you?  Think our royalty are on display then, for any man to gawk and jest?

Tuesday, April 6, 2010

Difficulty Leaving Town

So it’s April now, and I’ve actually started writing. But I’ve run into a snag.

I’ve written my beginning, just like I expected to – the tavern, the beastmen, the McGuffin (now called the Star of Mountain’s Keeping) – only I feel I need one more scene before I can get my heroes out of the village and on the next location in my outline.

I’ve had the attack on the village and it had consequences, but I think I need just little more emotional weight behind Jon Warder’s decision to leave. Something to show he’s doing it to protect his people.

I don’t have the write the piece in order, of course – and with a page count deadline I probably won’t have the luxury in any case. But I have to remember to come back to the village for that one last scene.

Another thing on my mind: I was on an interesting panel at Norwescon this year that discussed, among other things, the standardization of Hollywood movie development. Formalized act structures and character development arcs and the things that absolutely must happen by the halfway point of the movie.

And I don’t know a lot of this stuff.

I’ve decided not to worry too much about it. I’ve written four novels and several plays. I have some idea of plot, conflict, and resolution. And all those structures, used poorly, just straitjacket your movie, turn it formulaic.

But I’m also aware that used well they are valuable tools. And as this is my first screenplay, I maybe working without a full toolbox. Well, we’ll just have to see what the results look like.

On the plus side, writing all this down has given me an idea for my missing scene...

Thursday, April 1, 2010

Why Dwarves?

I have a confession to make.  The point to the whole D&D movie project is to show the underlying decisions I make in the writing process.  But that implies a certain sequence, a certain causality.  The story needs X, therefore I make decision Y. It works that way some of the time, but not usually. 

Truth is, I usually start by daydreaming. Knowing what the story needs is a good test for deciding which dreams to keep, perhaps, but it’s rarely the true starting point.

I was picturing my heroes in my head, riding into the big city.  There are a lot of things I could do to make the city memorable, particularly in a fantasy world – overt magic on the streets, multiple humanoid races, maybe even have the city flying or something.

But what comes to my mind instead is a run-down city, where justice is suspect and the law corrupt.  Mean streets.  I don’t know why.

I picture my heroes, both human (or human and very human looking half-elf) riding through a medieval ghetto, surrounded uncomfortably by surly dwarves who look up at them and scowl.  A bit of dialogue comes to my mind:

DARRION: These were proud people once.

JON WARDER: They still are.  And they can hear you.

Going back from there, I can decide whether mean streets suit my story better than flying cities. (I’m thinking they do.)  I can contemplate the question – why dwarves? (Because I can immediately believe the pride and the surliness, for one thing.)

But none of these after-the-fact thoughts are the source of the streets, the ghetto, the dwarves. I don’t mind being thought of as a craftsman – if the story works in the end it will be because I put a lot of hard work into it – but it's important to remember that I start as a dreamer.

Tuesday, March 30, 2010

Location, Location, Location

I like to have some sense where I’m going when I write but I also like to be open to discovery.  So I tend to have more general outlines than detailed ones. I did a preliminary outline the other day, but because I’m working on a movie instead of a play script, an interesting thing happened.

Instead of breaking down by plot points or significant events, the outline fell into place by locations.  I now have three major sections of the film, which take place in increasingly large and fanciful places.

My outline is far from complete, but it gives me some of the questions that I will need to answer.  In rough form, it looks something like this:

  1. I. THE VILLAGE
    A. Jon and Bard (Darrion?) in tavern
    B. Beastmen come to the Village, looking for the McGuffin, which Jon once had
    C. Fight against the beastmen
    D. Jon needs to go to the City, Darrion invites himself along
         a. Why does Jon go the City?  He had the McGuffin, but he left it in the City.
         b. If he leaves the Village, hopefully the beastmen will follow, leaving the village safe
         c. I think Darrion just goes along for the adventure
  2. II. THE CITY
    A. Challenge entering the City – meet the surly guy (Bear?) – the “Little John” scene
    B. Meet the dwarves.  (Why dwarves? could and probably will be a whole ‘nother blog)
          a. Background info on the McGuffin, Jon’s past
           b. Need to take the McGuffin to the dwarven hold of Citadel Stone
    C. Challenge leaving the City – why is it hard to leave? 
    D. With the help of Bear and Tatters, escape the city (Tatters brought in for this purpose?)
  3. III.  CITADEL STONE
        I have only vague ideas what happens here, but I can picture the set...

Note that I have inserted challenges/conflicts at certain points, even though I don’t yet know what exactly they are. There is a danger here that my challenges will feel contrived because, well, they are. I will need to tie them in to the ongoing plot or be willing to drop them. 

The beastmen, by the way, let me have orcs without having orcs.  In a D&D game they could be gnolls, bugbears, overly hairy hobgoblins, or other things.  But having them furry and animalistic is a good visual and keeps them from looking like anything in either the Lord of the Rings or previous D&D movies. And of course, the McGuffin will not be called that.

 

Note: Next Thursday is the first day of Norwescon, our largest local SF convention, so there might not be a blog for that day.

Thursday, March 25, 2010

Adventurers have Parties!

In my last installment, I discussed the design of my hero, Jon Warder. So far, so good, but...

Action movies typically focus on a single hero, or, in the case of a buddy picture, two. Dungeons and Dragons, being a social game, favors adventuring parties. So do I write an ensemble movie or do I drop the D&D convention?

Actually, I get to be a Libra again here and chart a course between the two. When ensemble television shows come to the big screen, they often keep the team but focus on the leader. The Captain (either one) in the Star Trek movies. Mal, in Serenity. Even the real D&D movie had a lead character and a bunch of companions.

Jon Warder is my lead, no question. But he won’t go into adventure alone. Which means I need to make some more characters. Some will no doubt arise in the writing process, but I want to have some idea where I’m going.

I’d like to tell you that I went to the D&D source material for inspiration, planning out my ideal D&D party. But I didn’t. The first thing I decided was that I wanted to accumulate characters through the film, rather than trying to introduce them all at once.

I figure I can introduce one more in the village where the movie begins and the image comes to mind of a musician in the tavern. In D&D, the bard class is the jack-of-all-trades – a little bit of magic, some fighting skills, and a lot of knowledge and lore. Seems useful to me. For one thing, it allows me to have the font of necessary knowledge available without a full-blown Gandalf clone. I picture a slender and elegant man with an easy smile.

I need at least two other party members, met after we leave the village. Since Jon’s past is outside the village, at least one will be someone he already knows. I consider the cliche of encountering someone surly and difficult who turns out to be on the good guy’s side after all. I’m picturing something a bit like meeting Little John for the first time.

So I have Jon Warder, a bard, and a big surly guy. And so far I haven’t actually tapped into any of the characters I’ve made for my own gaming experiences – and I’ve been gaming since the early 1980s. So for fun, I’m going to toss in my very first D&D character, whose name is Tatters.

But she has to make some changes for the movie. The original was a half-elven magic-user/thief with an enchanted talking dagger. The movie version is going to be simplified to the core concept: she’s a street thief. I want the characters – or at least their roles and abilities -- to be quickly understood by the audience. So Tatters will be human, non-magical, and dangerously sneaky.

So far, my D&D party is entirely human, three-quarters male, and has only limited magic. I like that (at least, I like the limited magic part) – but I think I might have the bard turn out to be the half-elf – it suits the little-bit-of-everything concept I have for him.

It’s a start. I'm still pondering whether I need a love interest and whether that role will default to Tatters. And I have no idea what I’m doing for a villain.

Yet.

Tuesday, March 23, 2010

It All Starts in a Tavern

For those who you haven’t read the previous post, go back and read it now. Then the rest of this will make sense.

There’s an old D&D notion about adventures always starting in taverns. The player characters are all sitting around, doing what they do, and the mysterious figure enters the bar, looking to hire adventurers to rescue a fair maiden or maybe just dropping hints about lost treasure. And the characters all jump at the opportunity because (a) they are heroes and (b) everything sounds better when you’ve been drinking.

Really, it’s just a handy shortcut to get the team assembled and off to the mission.

My D&D movie will not start that way.

But it has to start somewhere and the temptation to start in a tavern, just for the in-joke, is too great to resist. (Well, not really – if it turns out I need to establish more background before the tavern scene than I will drop the in-joke like a rock, but for the time being, it’s as good a jumping off point as any.)

My thought is this: Epic stories often start in small places, allowing the hero to venture out into a broader world. So my hero is in the tavern when trouble rides in to town and things go from there. But I don’t think I want the inexperienced farmboy hero. It’s a classic role and it works, but we’ve all seen it – Luke Sykwalker, Eragon,... I want my hero to be competent from the beginning. More Aragorn, less Frodo. So if the broader world is where adventure happens and the small village is a simpler, more innocent place, then it stands to reason that my hero must not be from the village.

So now I not only have a competent hero, I have one that needs a backstory. This is a man from Somewhere Else.

And whatever trouble comes to town has to engage him. This gives me two ideas. The first is that he’s the local lawman. He’s the guy with the sword that knows how to keep the farmers safe. I like it – it gives him a role, a job to do, a reason to get involved. And no one will be surprised that he knows how fight.

The second idea is that if trouble is coming to our innocent village, it could have something to do with our hero’s mysterious past. After weighing these two options back and forth, trying to decide which to use, I finally decide in my typical Libra fashion that there is no reason I can’t do both.

My lead character, who I’m currently calling Jon Warder, is the city guardian/local lawman for a small farming community. He’s a retired soldier with considerable experience in combat. And something dangerous from his past is coming to town...

That’s a lot of mileage from the simple notion that it would be funny to start in a tavern.

Thursday, March 18, 2010

April so soon?

In my last installment, I noted that I have plans for this blog in April. Well, April's coming early. See the thing is, my creative inspiration takes long vacations without inviting me and then comes back and acts all impatient. Muses -- can't live with 'em, can't live without 'em.

Here's the deal: The folks that bring you Nanowrimo, the 50,000 word novel writing challenge each November, also do a scriptwriting challenge each April called Script Frenzy. I've written play scripts before, including full length productions, but I've never written a movie script.

I've often noted that I could write a better Dungeons & Dragons movie than the one that hit the theaters. I mean really, who couldn't? Have you seen the D&D movie? (To be fair, I have not seen the original script and don't know how much it changed once it left the writer's hands. Hollywood tends to change scripts after casting instead of casting to scripts, from what I understand.)

So I'm going to put my money (or in this case, my blog) where my mouth is. I've already signed up with the Nanowrimo folks for the Script Frenzy challenge.

What I'm going to write isn't quite exactly a Dungeons & Dragons movie for two reasons -- (1) While I don't have any illusions that this script, which will undoubtedly require a Hollywood-size budget, will ever get produced, I remain aware that I have no right to the brand/trademark/intellectual property, and (2) being a real D&D movie would require the use of iconic D&D material, which I don't need to mess with. If it makes you feel better, pretend my master villain is a mind-flayer.

This blog will follow my progress and discuss the reasons behind the writing choices I make. I've been blogging about intentional writing -- here's my chance to show it in the works.

And even though I haven't started writing the script ('cause it's not yet April,) I have started making choices -- character names, character types, locations... Since I've started the work, it's time to start the blog.