Showing posts with label Narrative Devices. Show all posts
Showing posts with label Narrative Devices. Show all posts

Tuesday, January 10, 2012

Everybody Wants Something.

There is a classic bit of writer's advice you will probably run into if you spend any amount of time looking for that sort of advice -- the story starts with somebody wanting something.

It can be anything, as long as somebody seriously wants it. It can be as simple as a desire to restore honor to the family name or as terrifying and difficult as trying to impress a pretty girl.

It's a basic recipe. The character's desires help define the character. The character's actions to achieve the desire move the plot along. The obstacles to that desire create conflict. Overcoming conflict provides resolution. Character + Conflict + Resolution = Story.

I was recently reminded of an interesting variation on the recipe. I was watching Joss Whedon's short musical Dr. Horrible's Sing Along Blog. It's a nicely structured little story. But it starts with a clever twist to the recipe above. It starts with a character who wants two somethings.

This simple variation opens up a wealth of possibilities. The two desires can conflict, to start with. Maybe coming closer to one goal moves the other further away. Or maybe a great opportunity to achieve the second goal arrives right in the middle of delicately timed preparations for the first goal. These conflicts force the character to constantly choose which desire to pursue. It becomes a much greater task to achieve both.

This variation also makes the outcome less predictable. The most common resolution of the classic recipe is that the character gets what he or she wants. But when the character wants more than one thing, then our hero can both win and lose. Or both goals can be achieved. Or the resolution can ultimately turn on the making of a choice as the protagonist learns what he or she really needs.

It can be argued that almost all fiction writing is formulaic. Who cares, as long as the story is good? And writers will keep playing with the formula. What comes to your mind if I say the character wants five things? That's a good start on a nested quest -- kill the ogre to get the magic sword to face the dragon to rescue the princess to save the kingdom... But it would also make a good farce. The guy who inherits a million if he gets married before the end of the month but he is juggling five girlfriends, none of which will marry him if they find out about the other women in his life...

So, you want to start a story? Tell me what your character wants.

Wednesday, September 7, 2011

Working Backwards

In the last three installments, I played around with building a story out of various pieces – a setting here, a conflict there, couple of characters – with the intention of showing how none of the individual pieces were enough to be story by themselves.

Today I’d like to take another approach.  If the point of art is to express something, to make your audience feel, then why not start at the point? In stories this is usually done through conflicts, through the risks the characters take and the decisions they face.

There are some concepts (regardless of how they are presented – scenes, images, conflicts, etc.) that we can expect most people to respond to strongly. Children in peril, for example. There are other concepts that, human individuality being what it is, that different people will respond to differently.  Say a cold glass of iced tea. It’s great if the weather is hot and you happen to like tea.

You want to include concepts in your narrative that people will respond to. But it most stories aren’t all children in peril, all the time. But the less universal the interest point, the more you have to build around it.  If you want to focus on that glass of ice tea, for example, you should probably also provide the hot day (a setting element) and someone who could really use a cup of tea (a character element) and possibly even some additional background.

What we are doing here is starting with an interest point and then working backwards to insert the elements that help sell that interest to the reader. All stories are contrivance and all stories contain conflict but it is never good for your conflict to feel contrived to the reader.

So if you have a really good, interesting conflict, perhaps somewhere in between my child is in danger! and I could sure use some iced tea, the next step is to construct the narrative elements that lead naturally to that conflict so that it doesn’t feel like it’s just been dropped into the story like a falling piano in a cartoon.

Sure, there are events in life that feel that sudden to the people they impact, but remember that your characters are only one element of your story.  A bomb going off can be every bit as stunning as it should be to your protagonist, even if your readers saw the bomb planted by the antagonist several pages ago. And better still if we’ve spent enough time with the villain to believe he or she really would resort to explosives.

All of this is really a way of saying you can work backwards, if you like. Start with a scene you’d like to have and then consider everything that is required to make the scene work, building the elements from the needs of the story instead of drawing the story from the elements.

I have a tendency to work in both directions. But as I have said before and will no doubt say again, every author is different, so play around with the tools and find what works for you. No one cares what tools you use to fix the sink – they care if the sink works.

Wednesday, March 23, 2011

Perspective Matters

A fictitious character walks up to you and says, “The other day I saw two birds in flight, one below the other.  The further from me they flew, the closer together they came, until at last, in the distance, they merged into a single bird.”

How would you respond? My first thought is “You’re farsighted.  You should get glasses.”  But I’m not you and that is very important. 

How would people from other times and places have responded?  Perhaps “You are seeing double.  You should drink less ale.”  Or, “Your vision is  a terrible omen.  You should be burned at the stake.”  Or, “You have seen the bird’s spirit flying beside it.  You should study under the tribal shaman.”

The point that I am so subtly bludgeoning here is that everyone’s answer is based on their knowledge, their culture, their perspective.  This is particularly important for fictitious people, who carry the burden of illustrating their world to their readers.

The culture and perspective of the characters impacts not only how they see the world, but the choices they make and the words they use.  And it is not just something that authors need to consider in terms of character.  It can inform even the word choices and language of the work.

I am told that the use of the word “focus” to mean concentration – focusing on a problem, focusing one’s energies – is derived from the science of optics and is therefore a fairly modern term.  So a Stone Age sorcerer would not focus his magics.

Now, you may be saying, that’s a bit nit-picky.  And you are right, it is.  There is a counter argument that states to be read and understood, the work needs to be in the language of the modern reader.  After all, to be truly authentic, any piece set far enough in the past should be linguistically incomprehensible to all but the most dedicated scholars.  And honestly, you want to sell to a wider readership than that.

But the counter argument should not be used as an excuse to avoid any research or effort in fully depicting the perspective (and the world) of the character.  It’s more of a balancing act.  Accessible language and the portrayal of a foreign or fantastical perspective are not mutually exclusive.  It comes down to making writing choices – will this word choice support my story without confusing my reader?

Hey, I’m sorry, but no one ever said writing was going to be easy.  But oddly enough, it can sometimes be a whole lot of fun.

Thursday, February 10, 2011

Strange Reverses

Conventional writing wisdom tells us that dramatic interest is generated by placing characters in conflict.  I’m  not saying it isn’t true, but I’d like to mention a couple of effective techniques I’ve seen that run a little bit counter to the notion – The Reversal and the Optimistic Cliffhanger.

Readers and audiences are quite accustomed to the notion of conflict in stories – they expect to see their heroes in peril (for horror and adventure stories) or in some emotional, social, or moral turmoil.  But they also like to see conflict resolved.  And it’s fun when the resolution doesn’t occur quite when you’d expect.

The Reversal is an old literary device when the fortunes of the protagonist change suddenly and unexpectedly.  The cool bit is that it works when the change is in favor of our hero.  It works particularly well when our hero creates the change in fortune, so his or her actions save the day. 

Isn’t that what’s supposed to happen anyway?  Sure, but the key to the Reversal is that it happens at an unexpected time.  Also, the Reversal isn’t necessarily the point where everything is tied up nicely with a pretty bow on top – its the point where things turn in favor of the hero, who may still have a fair bit of work to do before all conflicts are resolved.  But now, for the first time in several pages, we’re looking forward to the resolution instead of dreading it.

Not wanting to give specific spoilers here, but the second Star Trek movie, Wrath of Khan includes a great reversal if you need an example.

There’s a newer, similar technique that I’ve observed primarily in serial entertainments such as TV shows and comic books.  It doesn’t have an official term that I’m aware of, so I’ll call it the Optimistic Cliffhanger.  In a traditional cliffhanger, the episode stops at the worst possible moment for the hero.  (Note that cliffhangers work in novels, too – look for them at the end of chapters.)

The Optimistic Cliffhanger occurs when the episode ends a few minutes later – just after the hero has escaped from the trap.  The dramatic tension that keeps the pages turning, that keeps us coming back for the next episode, is generated by the promise of what the hero is going to do next.  Instead of ending when the villain plunges the hero into the tank full of sharks, it ends with the hero soaking wet, heading after the villain and grinning, “Now it’s my turn!”

It is interesting to me that both of these techniques draw their power from the promise of resolution.  They form that dramatic points in which the hero starts to create the resolution of the story, the point where we as readers suddenly realize that success might actually be possible.

Friday, January 28, 2011

Dialogue, or Talking about Talking

I gotta write more scripts.  I like the format.  When I first started writing on the bus, on my shiny new halfling-size laptop, the first thing I did was a short radio play.  Now, after struggling with the novel format, my blog is late this week because I’ve been happily writing a web-comic strip.

The radio play was especially fun because there was no stage action – the whole story had to be told in voice.  I like dialogue.  I hope I’m good with it.   And in scripts, dialogue is the primary way in which character is revealed.  And dialogue and action together pretty much make up the whole story.

In novels, the author can get inside the character’s head.  Thoughts, feelings, musings… all can be presented easily.  You’d think novel writing would therefore be easier – more tools for the author to build the tale. 

But there is something to be said for the challenge of working on a limited canvas. (Is a limited color palate a better analogy?)  It forces you to be deliberate, to make meaningful and powerful choices in order to get the best use out of the tools you’ve got.  Or, to continue the analogy, to use bold colors.

Even in the novel format, dialogue is a powerful tool.  I have noticed that good authors reveal new information in dialogue as well as in text.  Despite having access to a character’s thoughts, sometimes we don’t learn their conclusions until the character tells someone else.  More dramatic that way.

I think part of the appeal of dialogue is it’s how we learn about people in real life.  We judge others by what they say and do.  It’s all we’ve got, really.  So we learn from the time we’re children to decipher words and phrases, to listen for double meanings, to see when people’s words don’t add up, to decide who to believe.

Dialogue therefore commands our attention.  It’s our life.

Wednesday, January 19, 2011

Time Compression and Narration

I understand that a typical mistake made by amateur movie makers is showing too much establishing footage.  Filming a guy leaving his house, shutting his door, walking to his car, pulling out his keys, getting in his car, driving away, sitting in traffic, arriving at his destination.  Audiences only need to see that last bit – the arrival.  Maybe, if continuity is an issue, we can see him driving away from home.  But anything more is a waste of time and the viewers’ attention.

So I’m writing this supposedly short web comic script for my sister-in-law, and I’m still fighting the expanding page-count. I’m on page eight and I’ve finally gotten to the meat of the story.

One of the problems I had was having the main character arrive outside an apartment window while the next scene requires her to be inside.  The question is – do I need to show her climbing through the window?

I decided that entering the apartment was a necessary bit of continuity to avoid confusing the reader.  But it is an unfortunate necessity, using up page space and making my artist do more work.

The trick, it turns out, is making each panel do double duty.  So while the characters are doing uninteresting things like climbing through windows, I have them thinking (hopefully) interesting and revealing things.  Thank heaven for first person narration.

An interesting reversal actually occurs here – once I decide what information to reveal during these necessary transition panels, I have to make the panels large enough to contain the new data. 

It’s like the film maker above intentionally extending the driving sequence in order to make time for an important voice-over.  But that’s no longer a mistake – it’s an intentional control over the flow of time.  The movie takes time to think because the character does.

But none of this makes my script any shorter.

Thursday, August 5, 2010

Story and Structure, Part Two

Once, back in the ancient days, there was a poor cobbler’s son, who wanted nothing so much in all the world as to marry the baker’s daughter and live a quiet life.

Still talking about the tricks I used in creating a satisfying story on the fly. Today I want to talk about stylistic language, the Rule of Three, and story structure.

Stylistic language is just setting and keeping a tone of voice that suits the tale. One of my personal rules when I was performing as a storyteller was never start with “Once Upon a Time.” To me, that phrase is reserved for either (a) working with very small children, or (b) making fun of fairy tales and parodying them.

So at the very beginning of the story, I had to make a decision that helped set the tone of voice. And I kept a number of stock beginning phrases available to select from.

The other interesting thing in the example above is that contains a lot of compressed information. A good rule in performing is to say what you need to say and then shut up. My intro above  introduces in one sentence a setting reference (back in ancient days/fairy tale), a hero (poor cobbler’s son,) and the goal that must be met for the story to end happily (marry the baker’s daughter). 

Important side note: The goal can change if the character grows and changes. The story can end happily if he learns that the baker’s daughter is not really for him and he marries someone else. But it’s easier to simply meet the conditions set at the beginning.

So in order to hang a story on these bare bones, the hero needs to overcome an obstacle between him and his goal.

And this is where the Rule of Three comes in. Three is a measure of complexity. One is simple and unsatisfying. So he asked for her hand in marriage and she said yes. End of story. Yawn. Two is not quite enough to clearly establish a pattern. Four is more than we need.

So the hero must do three things. Or maybe one complex thing with the help of three friends or allies. Or three kindnesses he does to strangers along the way get him the three tools he needs to succeed.

Thursday, July 29, 2010

Story and Structure, Part One

I used to do this trick where I’d tell a story, totally impromptu, making it up as I go along. I’d do this performing to a live audience. The general consensus from the feedback I got is that, over time, I got fairly good at it. I haven’t tried it in years, mind, so I don’t know if I still have the knack.

But I’ve been thinking recently about how I did it. I relied on a number of tricks – stylistic language, the rule of three, creative repetition, and a basic, even formulaic, idea of story structure.

I’m going to start with that last one first, because it is actually the most important one for writing. The others are mostly embellishments, so we’ll get to them later.

Usually, in impromptu work, the performer is given a topic or challenge. This does two things: first, it keeps the performer from just telling some already memorized work and second, it gives the performer a starting point. I tended to work from three things, often a character, a place, and an item, which I asked the audience to provide.

So, basic story structure: We start with a hero (character) in an established situation (place) who has something that he or she needs to do (perhaps acquiring or delivering an item). The necessary conflict is generated when doing the necessary thing doesn’t turn out to be easy.

The story is resolved when the hero succeeds. How satisfying the story is depends on how cleverly and how easily the character succeeds.

And that’s where the rule of three comes in, which I’ll explain next time.

Thursday, July 22, 2010

The Assumption of Adventuring

I like my action/adventure stories. Indiana Jones, Lord of the Rings, superheroes, all that. But the average citizen, of course, is not an adventurer. In fact, adventuring is an odd thing to do.

Part of the classic Hero’s Journey formula is the Call to Arms – the point when the protagonist is given the incentive to leave the ordinary world and venture out into the extraordinary one. There has to be a reason for Luke Skywalker to leave the farm.

But apparently not always. I was watching an old 1970’s Sinbad movie the other day (Ray Harryhausen!) and I noticed that adventuring was just pretty much what Sinbad did. It was assumed from the beginning.

Remember the first Indiana Jones film? We see Indy the Adventurer first – dodging traps and running from hostile natives. If the movie started with Professor Jones in his classroom, the penchant for whips and leather would seem a lot odder. We’d want to know how this tweedy teacher got to be a two-fisted action hero type in his off hours. By establishing his hero identity first, the film neatly skipped over the question of how he is drawn into the adventuring life.

My point? I guess it is about predicting what your audience will accept. Since adventuring is not a normal profession, it raises questions. The classic formula provides one answer, but not the only answer.

Tuesday, June 29, 2010

Details, details...

Today’s question: How soon do you reveal character details? When, in your novel or story, does your character get described?

To answer that question, I’d like to consider another. What does an undescribed character look like? Do we as readers just assume the character is some standard, generic person? Do we assume they are like us, our age, our skin color? Do we leave a blank space for them, holding off picturing them fully until we get the necessary data?

Certain traits should be revealed early, I think. It is significant, for example, if the character is a child. The world treats children differently and their capabilities are different. And, as a general rule, you don’t want to surprise the reader by revealing critical information about the character too late in the game.

Unless, of course, that is precisely what you intend to do. A particularly subversive example is Ursula K. Le Guin’s A Wizard of Earthsea. At home among his people, the title character Ged is just another person. It is only three chapters into the book, when he travels to the Isle of Roke, that the narrative happens to mention that Ged had the red-brown skin of “most folk of the Archipelago.”

You have to remember that the book was written in 1968. Starting off with the revelation that most of the characters had brown skin could well have, at that time, made it a book about brown-skinned characters. But it’s not. It’s a book about wizards. It wouldn’t really change anything if they were green.

Which brings up another point -- what is necessary data about a character and what is not? Skin color is very relevant if you are writing a story about the Watts Riots, but might not be important in a futuristic or fantasy setting. A character’s gender is usually revealed the first time a pronoun is used for them, but I’ve seen books where the author has cleverly avoided pronouns all together to conceal this information. The character’s age usually impacts their place in society, but which is important -- the societal status, or the age?

As usual, bringing the questions up for consideration is more interesting then finding any one perfect answer. After all, the answers change with the needs of the story.

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.

Tuesday, March 16, 2010

Secrets and Lies

Stories often feature surprises -- unforeseen events, betrayals, characters who are not what they seem... At the very basic level, there are two types of surprises: things that catch the story's characters off-guard and things that actually surprise the reader. There is also a bit of a sliding scale, from things that are foreshadowed so that someone who is paying attention will be less surprised to events that are so out of left-field that no one sees them coming.

How you chose to handle such things changes the flavor of your story and even, possibly, the world in which it is set. A few examples...

In The Lord of the Rings the point is made that a servant of the enemy might appear fair, but would somehow feel foul. Grima Wormtounge may have seduced the ear of Theodan, but his evil is not in question to the reader (or many in Theodan's court, for that matter). But then Middle-Earth is the sort of place where good and evil are almost tangible forces. It's the sort of world where the armies of darkness are defeated at dawn, as if the sun itself rose to oppose them. So while a character may be briefly deceived, the attentive reader rarely is.

In Shakespeare's Othello, on the other hand, Iago appears perfectly trustworthy and upright -- as long as Othello is in the room. But in Shakespeare, one of the theatrical devices is that characters reveal their inner thoughts in solliloquies and in speeches to their allies and accomplices. This convention allows Shakespeare to show Iago's villainy clearly to the audience without him having to ooze slime blatantly when lying to the Moor.

In modern stories, a betraying character often gives no more clue to the reader than they do to the protaganist. The writer, while hopefully playing fair, wants to take the reader off-guard when the coat turns. This style portrays a world that is more realistic (relatively speaking) and dangerous, compared to worlds where the forces of darkness always feel foul.

Interesting how what is essentially a plotting and presentation decision changes the feel of the setting, isn't it?

And a quick teaser before I take my leave: I'm planning to do something a little different with this blog in April. After all, I wouldn't want things to get dull. Stay tuned for more details.

Thursday, February 25, 2010

Easy as A, B...

There's a common plotting trick, called the A Plot and the B Plot. I first heard of in reference to episodic television, but it can work as well any media. The basic idea is to have two running plots in the same setting and period of time.

The first plot, designated A, is in the forefront, involving major action and lead characters. The other plot, plot B, often involves peripheral characters and is likely less significant to the overall story.

I would argue that the overall work is stronger if the running plots are somehow related. I've seen shows were it felt like the two plots weren't even from the same writer -- and given the production schedules of weekly television, I suppose that's entirely possible. I can see at least three obvious degrees of interaction. From strongest to weakest, they are:

Connected
The two plots are connected, either in their action or thematically. The solution of one plot's conflict may contribute to (or even further complicate) the ultimate resolution of the other. (And generally, the A plot, being larger and more important, is resolved last.) Even a thematic link makes the overall story stronger.

Disconnected
The two plots have nothing to do with each other. This can still work, but it creates more of a balancing issue to make sure one plot doesn't completely outweigh the other. On the plus side you can cover more bases, maybe an action or mystery plot on one hand and a drama or comedy on the other.

Missed Connection
This one is bad and I've seen it happen. In this sad scenario, there is an obvious way that the plots should interact, but they don't. The characters involved in plot B find evidence that the hero of plot A needs, for example, to resolve a mystery. But even though the characters meet and discuss their respective plots, the plot B folks never bother to mention that they can solve plot A. This is, of course, frustrating to the reader/viewer/audience.

Things to consider when plotting your next work.

Thursday, February 11, 2010

Revealing Character

Character is a tricky bit of business. No two people, even twins, are exactly alike. But often all the characters in a novel or script are invented by a single author, who only has his or her ideas and experience to build from. Making characters unique and distinct is important but it isn't always easy.

Let's take a quick look at the different ways to tell the audience about a character.

Action
One of the ways we judge people in real life is on what they say and do. The conflict in fiction is often based on the choices characters make as well. So it's worth paying close attention to the choices and actions of the characters. If you tell the reader your hero is kind but you show him being cruel, the reader is more likely to judge him cruel.

What Others Say
This one is a little tricky. In real life, we also form opinions about people by what others say about them. The admiration that the people of Metropolis hold for Superman is, in a way, part of the presentation of his heroic character.

The tricky bit comes when the person doing the saying is actually saying something wrong, either due to misinformation or malicious deceit. If the reader knows they are wrong, no problem. But if the reader is drawing the wrong conclusion about the hero, you need to ask -- is this the direction I want to take my reader at this point in the story? How difficult will it be to correct the false impression and how big is the dramatic payoff for doing so? I'm not saying it can't work. Just be careful. If you are misleading the reader, you want to be doing on purpose, not by mistake.

Objective Narration
All written stories, and some films and stage plays, have a narrative voice. Character information can simply be told to the reader: Mary never liked Betty Jo. This is often the least dramatic and involving way to present info, but it has the advantage of being clear and concise. If there narrator is truly objective and omniscient, they should never give false information to the reader.

It is important to note that first-person narrative is never (or at least should rarely be) truly objective and omniscient. First person implies a specific narrator (usually a person) with all the flaws and limits and reasons to lie that anyone else has.