Showing posts with label motives. Show all posts
Showing posts with label motives. Show all posts

Thursday, January 14, 2021

So. Much. Winning!

This is one of those posts some folks may feel the need to argue with. It’s a writing tip that’s going to feel obvious to some of you, and ridiculous to others, but I truly think a writer needs to follow if they want any measure of success.  And when I say “success” I refer to the classic definition—“making money off your material.”

If I want that kind of success, my hero has to win.

Fair warning, there’s going to be a couple spoilers coming up. Kind of necessary if we’re going to talk about how things end for a character in a story. They’re for pretty big things I’m sure most everyone already knows the ending of, but there’s the warning just in case. If you’re way behind in your required reading or viewing, you may want to stop here.

Also, I’m using hero in the gender-blind sense. If it makes you feel better, feel free to swap in heroine or protagonist. I’m not against any of these terms or the characters they attach to, I’m just using hero because it’s short, and quick and I’m trying to stay focused on this instead of everything going on in the world. So for this post, I’m just talking about the hero.

And the hero wins.

Pretty much always.

Now, there’s a belief in some circles that having the hero of the story fail and die somehow improves the story. That it’s more dramatic. It’s the belief that having something depressing and random happen to my hero is more “honest” because life is often depressing and random. I think this ties back to the frequently-waved buzzwords realism and art. Art imitates life, so if I’m imitating life, I must be making art. That’s just logic. Right?

As I’ve mentioned once or thrice before, this kind of ending sucks.  It sucks because we all inherently know the hero is supposed to win, since we identify with the hero. If the hero loses, it means we lost. We’re losers, identifying with another loser. 

Believe it or not, this sort of statement doesn’t go over well with most people. I mean (as we’re currently seeing in the real world) people have a lot of trouble dealing with it when a character they’ve invested so much of themselves in doesn’t win.

Now, before people start scribbling down below (for any reason, although I’m sure at least one person already has), let me finish. 

I’m not saying every book has to end with happy smiles and people rolling around on piles of money in their new twelve-bedroom mansion.  My hero doesn’t need to defeat the cyborg werewolves, save the world, and fly off into the sunset with nymphomaniac heiress Margot Robbie in her private jet.

Truth is, the hero doesn’t necessarily need to enjoy winning. I just said they need to win. They may be damaged physically, emotionally, or both. In fact, if my hero ends up wounded or broken after all they’ve done, it just makes us identify with them a little more, doesn’t it?  

When they win like this, we often call it a pyrrhic victory. Maybe our hero solves the murder mystery, but loses their best friends in the process. She got revenge, but her lover’s still dead and now she’s a wanted criminal herself. He won the contest, but now his family’s humiliated and wants nothing to do with him. The team tried to save all the hostages but only half of them got out alive. As I mentioned above, victory isn’t an all-or-nothing thing, and my hero can still have a pile of losses even though they’ve succeeded in their main goals. A partial win is still a win.

Hell, the hero doesn’t even need to survive the story in order to win.  There are plenty of characters in books and film who didn’t live to enjoy their victories. At the end of Rogue One (here’s that spoiler alert) our two surviving heroes are literally incinerated in the blast from the Death Star’s test firing. And note I say surviving heroes. The rest of their team has already suffered a series of brutal and violent ends. Nobody gets out of that movie. Same with Tony Stark in Avengers: Endgame, cooked from the inside with a single snap of his fingers. 

And yet, in both of these examples, the heroes win.  No question about it.  Anyone who’s seen these stories will tell you the good guys won and the bad guys lost.

A key thing here is my character’s motive. What are they trying to do? Keep in mind, their stated goals and their actual goals might not always be the same. Phoebe may say she wants to date the head cheerleader, but what she’s really looking for is romantic love and companionship. Wakko may say he wants revenge, but what he really wants is justice. So they may fail at that obvious, stated goal (dating the cheerleader) or even a broader, more universal goal (keeping their left leg attached), but still succeed with their actual, motivating goal.

Now, I want to mention one other thing, because my friend Stephen Blackmoore brought it up when I mentioned this theory of winning at the Writers Coffeehouse once. There are some stories (a lot in the noir genre, for example) where the hero doesn’t win. In fact, in some cases they fail completely, on all levels, and end up much worse off than they began. This can absolutely happen in stories. Great stories, some of which get a lot of praise and awards.

But...

I think if we named some stories where the hero fails in this complete way, we’d probably realize... they’re not all that well-known. And they’re probably read even less. Again, not saying they’re bad, but it is a much smaller niche of potential readers who’ll enjoy a story where the hero, well, doesn’t really accomplish anything. Even if it’s beautifully written. So there’s nothing wrong if those are the stories I want to write, but I should have my eyes open about how wide an appeal they’re going to have.

Y’see, Timmy... we encounter enough failure and losing in real life that most folks aren’t going to also enjoy it as entertainment. We want to see victories and success and heroic sacrifice because these are the things we dream of in our own lives, and we relate to those people because they’re the kind of people we wish we could be. Even if just for a little while.

So if I’m my plot ends with a massive failure or my hero dies for no reason... maybe it’s worth rethinking that.

Especially if I want to win.

Next time, I’d like to talk about Flashdance.

Until then, go write.

Thursday, November 19, 2020

Shouldn’t Throw Stones

There’s an aphorism about writing I heard a while back—“get your character up a tree and throw rocks at them.” It’s one of those fun, quick statements with a lot of truth behind it. A complex idea boiled down to something simple.

There’s another one, part of Pixar’s rules of storytelling. “Coincidences to get characters into trouble are great; coincidences to get them out of it are cheating.”  Because we’ve all seen that, right? The character who randomly finds the exact thing they need just when they need it.

Put these two together and my character’s picked the worst tree to climb up. Because it turns out that’s the rock-throwing tree! Since our town was founded, people have always thrown rocks up at that thing. The local little league uses that specific tree for pitching practice. Young couples throw rocks at that tree to see if they’ll live happily ever after. And they say if you throw rocks at it under a new moon, you can speak to a lost love one final time.

Okay, maybe going a bit overboard there. It’s kind of silly to believe this one tree has so many legends and habits and traditions of rock-throwing associated with it, right? Especially because some of them, you’ve got to wonder... why? How the heck did this become a thing? Why would all these people one day choose to throw rocks at this tree?

Which is what I wanted to talk about.

We’ve talked about the need for conflict before. If there’s no conflict—or an utterly minor, negligible conflict—I can’t have much of a plot. And without a plot, my characters are just kinda standing around without any. So this idea of throwing stones—of putting lots of obstacles between my character and their goal—is a solid one. We want our characters to have something to do, and we don’t want it to be easy for them to do it.

BUT...

Kind of like with the rock-throwing tree, we need to feel like there’s a reason behind this. If our character was stuck up in a tree and people just happened to randomly decide “hey, let’s throw rocks at that!”... we’d probably call foul. It’s just not terribly believable.

Okay, it might be believable once. Our minds will give a little leeway (especially in fiction) for a single bizarre coincidence. To quote the esteemed philosopher Elim Garak, however... I believe in coincidence. Coincidences happen every day. But I don't trust  coincidences.

If I’m going to have a lot of rocks thrown at my character, I need some solid, in-story reason why they’re being thrown. Because after my characters lose their keys or forget the password or drop the flash drive or run into a third mugger... well, it starts to look less like coincidence and more like weak writing.

Because even coincidences have a reason behind them. Why this person showed up early. Why that battery isn’t charged. Why Dot forgot to bring the incredibly important goober that this entire mission hinges on.

Even when it’s less coincidence and more an active thing—if it’s the same mugger chasing my protagonist across the city and popping up again and again—I have to ask why. Why is Phoebe so obsessed with mugging Yakko? Why does she keep doing this? Or how does she keep ending up just where he is again and again and again. or why does Yakko keep ending up in places where he’s going to get mugged when it just happened to him the other day.

Get your character up that tree and throw stones at them. Throw boulders at them. And handfuls of loose gravel. But know, within the story, why they’re all getting thrown. Is there a real reason for it?

Or is the only person the reader sees throwing stones... me?

In other news, in case you missed it, the A2Q now has a table of contents, so you can find all of it quick and easy. Also, with everything going on in the world I made my usual Black Friday offer a little early this year, so if you’re someone who could use it, please get in touch with me.

Next time here on the ranty blog...

Holy crap, it’s Thanksgiving. How is this year moving so slow and so fast at the same time? The barriers have been shattered! All time is existing at once!

Seriously, though, unless someone’s got a specific, pressing question I’ll probably take the day off and maybe throw some Cyber-Monday gift ideas at you. And next time I’ll talk about binding agreements...

Until then, go write.

And throw some stones.

Thursday, October 29, 2020

All Hallow's Idiot

Halloween is so weird this year. One, because we’re all just exhausted from a year of isolation and stress and way too much death. I really hope none of that death has touched you and yours, but we’re kinda at the point where odds are it probably has. And if that’s the case, I’m so very sorry.

The other reason it’s weird is because we all understand it’s pretty much not happening. Trick or treating’s risky. Partying’s right out unless you’re an idiot.

Actually, that’s what I wanted to talk about.

There’s a certain type of character who shows up a lot in horror, and for lack of a better term, we’ll call them the Idiot. They’re the one who simply refuses to believe zombies are real, even when three people have been killed. They’re convinced the aliens are benevolent and this is just a communications problem that can be worked out. Or maybe they’re convinced *cough*cough* the deadly virus is nothing to worry about. Probably one of the most famous Idiots is Mayor Vaughn from Jaws. On the off chance you haven’t seen the movie—and seriously, what the hell is wrong with you if that’s the case—when a great white shark appears off the coast of his small New England resort town, Vaughn ignores all the warnings he gets from the local police chief and a visiting scientist, refusing to close the beaches.

As you may have heard, this does not work out all that great for him. Or some of his constituents.

It’s worth pointing out most of the time the Idiot isn’t actually ignorant. They’re making a deliberate decision to ignore all this evidence they’ve been given. Maybe it’s because it goes against too many things they believe. Maybe their motivation’s more financial. Maybe it’s about power. But it’s almost always a decision made for personal reasons, not because of lack of actual information.

There’s a reason for that, and it’s one of the reasons these characters sometimes fumble. If someone comes running up to me and says there’s a zombie horde around the corner, I’m going to assume they’re either under the influence or maybe a bit unbalanced. Because zombies don’t exist. Me thinking they don’t exist is completely rational. If a storyteller tries to paint someone like me, in a real-world setting, as the Idiot... it’s not going to work that great.

But...

If there’ve been reports of zombie attacks for weeks, and I saw a zombie take down a guy in the Target parking lot two days ago, and now someone runs up and says there’s a zombie horde around the corner... Okay, now I’m in a bit of denial if I mock them. Because I’ve seen evidence of this already. Lots of evidence.

When an Idiot character doesn’t work, I think a lot of times it’s because of where they’re appearing in the story. There’s only a small window where this character really shines. Too soon in the chain of events, and—as I mentioned above—it makes sense I’m not going to believe in zombies. So being the Idiot early on doesn’t work. 

On the flipside,  if we’re two years into the zombie post-apocalypse, it’s kind of tough for readers to believe someone could still be in denial. Heck, how could they have survived this long? There’s a point where we’ve moved past “denial” and we need to be asking about head trauma and medications.

Y’see, Timmy, the Idiot only really works in that one sweet spot of the greater, overall story. After things could be rationally excused or ignored, but before things are, y’know, in flames. If I try to have this character outside that range, it’s going to be really tough to make it work.

Also worth noting the Idiot tends to be an authority figure. Not always, but I’d guess it’s more often than not. Police chief, military general, senior scientist, politician—these are all common Idiots (no pun intended). From a narrative point of view, this gives their decisions (or lack of decisions) more weight. A waiter deciding he’s going to ignore the CDC zombie guidelines when he makes decisions doesn’t have as much impact as, say, a governor or a senator who thinks they can be ignored.

Now, granted, there are times I’ll have a character in my story who’s just... an idiot (garden-variety, small “i”). There’s always going to be that person who firmly believes zombie vision is based on movement, who crouches down to pat the alien space cobra, or who thinks wearing a protective mask is more likely to get them sick than not wearing one. That’s just kind of the way people are in any society that’s taken off some Darwinian pressure. Some folks are just stupid and they do stupid things.

And while having this kind of annoying character can serve a purpose in the story, we shouldn’t get them confused with that deliberate, capital-letter type. An Idiot can stick around in my story for a while, but an actual idiot... well, readers generally don’t have the patience for them. Not to point fingers, but think how fast most Vince Vaughn characters get annoying. We don’t have patience for idiot (small i) characters because the nature of the story asks us to identify with characters. And really, why would anyone want to identify with an idiot?

But the Idiot... we may not like or agree with their motivations, but we can understand them. Mayor Vaughn in Jaws knows there’s a shark out there. He also knows shutting down the beaches could ruin his small town and it’ll definitely ruin him come the next election. So... he makes a stupid decision. A similar thing happens in my own book, Dead Moon, with Luna City’s mayor, Lana.

Do you have an Idiot in your story? Do they exist in that sweet spot? Or are they at a point where their stubborn denial is just coming across as unbelievable?

Next time... look, you’re telling me too much. Please stop. I don't want to hear this. TMI.

Until then, go write.

Wednesday, June 3, 2020

Getting the Message

This post ended up being a bit more timely than I expected.

I wanted to talk a bit about having a message in my work. I’ve touched on this recently when I was talking about theme during the A2Q. I think there’s a bit of a difference between having a message and a theme, and I felt it was worth going over that.

However, with recent events in mind, I want to be clear right up front I’m talking about having a message while writing fiction. Messages exist in the world. A lot of them are good, and a lot of them need to be shouted from the rooftops. Right now, here in the United States, we’re suffering from a lot of chaos because some folks thought ignoring some messages for years would make them go away... and those folks are the ones who really needed to hear them.

But while we’re talking about fiction....

As I’ve mentioned before, theme is the underlying threads that tie plot and story together. It’s connective tissue that helps my book become more unified and complete. As such, it tends to be a subtle thing.

Messages, on the other hand, tend to be thick and clumsy. They can’t be missed or misinterpreted. They’re heavy, beat- you-over-the-head things.  Most of them have never even heard of subtlety, let alone been in the same room with it.

A kinda common thing is people who decide to write a book or screenplay about a message. Not with a message, mind you, but about a message. There’s an important difference there. When I’m more interested in the message than the story, things fall out of balance pretty quick. 

Here’s a simple test.  If my story or script has a message in it, at what point did the message come into it?  Did it grow naturally from the idea for a certain character or scene?  Or did this story start with the message, and then get fleshed out with minor things like characters, plot, and dialogue? Is this about telling a story... or pushing an agenda?

Let me give you a few examples.

If you’re of a certain age, you may remember a couple books and movies about the evil threat that is Dungeons & Dragons. We’ve all seen so many tales of the horrors of alcoholism and drug addiction. I remember some college writing class stories about innocents being “absorbed” by the industrial military complex only to discover they now had oil for blood (get it? Get it?). Hell, back when I read for screenplay contests, I was once presented with a script about the ghosts of aborted children-who-might-have-been haunting a clinic worker until she leads a crusade against the mustache-twirling, thoroughly evil doctors who ran the clinic.

Now, there’s nothing wrong with my story having a message. Most of the best stories do, on one level or another. Problems arise, however, if I approach things from the wrong end, like some of the folks I just mentioned did. 

When a writer starts with the message, everything else tends to get slaved to that singular idea. Characters tend to have awkward or unbelievable motivations because the story isn’t about what these folks would naturally, organically do. All their decisions, actions, and reactions are bent to reinforce the message. So they often come across as puppets that all enforce the idea.

In one of the examples above, no matter what your personal views on religion or gaming are, does anyone seriously think Satan is trying to get to kids through D&D? How is that possibly going to sound believable? All the crap going on in the world right now, and the devil’s big plan to recruit souls is rolling dice? Or reading books about a kid wizard who’s an adequate student at best and really should’ve ended up with Luna Lovegood, as was clearly the original plan.

But that’s besides the point.

Also, when the message dominates my writing, dialogue suffers. Characters spout out a lot of emphatic monologues, and they sound... forced. Insincere. They’re all just serving as a mouthpiece for my views and ideas—strictly for or against with no middle ground. This makes their words become stiff and on the nose. My characters can’t be there just to parrot my viewpoints on different matters. They need to have agency or they’re going to come across as fake.

In some ways, we’ve all encountered this under the name of marketing. And while there are some really fantastic, sincere marketers out there, there are a lot of folks who are just... selling something. And they’re not doing it well.

We’ve all dealt with that, right? That godawful social media account that wants you to be safe at home but more importantly be safe at home eating Fauxritos, now available in sixteen flavors and four textures. Or that person who inserts themselves into every conversation or thread to tell you this is a heartbreaking and important moment in history, and it’s a lot like a moment in their book, which is available right now on Amazon for a sale price of just $3.99...

Y’see, Timmy, my story can have a message, but it can’t be about the message. That's just a sales pitch. The message needs to serve the story, not the other way around. The story needs to be something my audience can believe in, with characters they can also believe in. We can all feel the insincerity radiating from those message-based books and movies, and it makes our skin crawl. Even if it’s a message we agree with.

And I don’t know about you, but that’s definitely not the message I want my writing to send.

Next time...

Seriously, I have no idea right now if there’ll be a next time. The country’s in a rapid downward spiral. At this rate, I could see everything that spreads subversive messages shut down this time next week. And I went and made message a keyword for this.

It should hopefully go without saying—it shouldn’t need saying... Black Lives Matter.

Please be safe. Wear your masks. Take care of yourselves out there.

Go write.

Thursday, February 27, 2020

A2Q Part Four—Story

Hello, again. Welcome back to this special series within the ranty blog, my ongoing attempt to show how we can go from a few basic raw ideas all the way to a finished book manuscript. Ready to dive back in?

This time I wanted to talk about my character’s story. Yeah, this is why I’ve been reluctant to describe the *cough* ongoing narrative of the manuscript as a story. For what we’re doing here, that word’s going to mean something specific.

If you’ve been following the ranty blog for any time at all, you’ve probably heard me make this distinction once or thrice. Plot is what happens outside my characters, story is what happens inside my characters. My plot is a progression of external changes, but the story is a progression of internal changes. You may have heard people (maybe me) toss around phrases like “character arc,” and that’s closely related to the story.

Plot takes us from normal events to amazing ones and then gives us some kind of resolution, right? Well story is going to take my character from the person they start out as at the beginning of my manuscript through some kind of growth and development to a new normal. The person they’ve grown into, the more educated, wiser person they’ve become.

To be clear, this doesn’t mean some massive, epic change. I don’t need Republicans to become Democrats, villains to become heroes, saints to become arch-heretics. I think if people change too much, especially over a short period of time, it’s tough to make it believable.

But if my characters don’t grow and change at least a little bit during the story, I think things tend to feel a bit flat. Our heroine realizing Wakko isn’t really the one for her is growth. Dot finally standing up to her abusive boss is change. Yakko realizing maybe it’s not all about the money is an arc.

I’ll also toss out that when I’m getting hung up on stuff in a book, I'd guess maybe four out of five times I realize it’s because I’m neglecting the story. My characters sort of flattened out because I haven’t figured out how they’re growing. or I haven’t done anything in the story to make them grow. I rewrote the end of one book because I realized the first ending completely neglected the main character’s story.

Let’s start breaking this down...

I think there are four parts to a person’s story. They’re not super-solid, and they kinda flow and overlap a bit. That’s only natural. We’re talking about who people are on the inside, and most people (the interesting ones, anyway) tend to be a big mess of overlaps and contradictions. Plus, I’ve been thinking about this for a while, but right now is the first time I’ve tried to put it all down. So, yes, this post you’re reading has been rewritten and tweaked a hundred times or so.

In my opinion, the first part of a character’s story is who they are when the story begins, which we could think of as their history or backstory. Second is why they decide to take action, a lot of which is their motivation. Third is how they’re made to change, which leads into the fourth and final bit—who are they in the end.

Worth noting right now that if I have multiple heroes in my manuscript, they’re all going to have their own story. Maybe even some of my supporting characters, too. And my antagonist. I want my characters to be real, interesting people, which means they need to grow and learn things. So when I’m writing a book, I’m going to be going through these beats more than once, with different characters each time.

Let’s talk details.

The first part of the story is... the starting point. Who is my character when my story begins? Are they mean? Submissive? Stingy? Self-absorbed? What about them stands out and what makes them blend in?

Another way to think of it is why are they this character when the story begins. What’s happened in their past to make them the person they are on page one? Because unless I’m starting very, very early in their lives, they had an existence before page one. They had incidents and events and relationships.

To be clear—and I've said this a few times before—this doesn' t mean I need to spell all these details out. If they're relevant, they're going to come out naturally as I tell my story. I don't have to do a massive infodump and get every little fact of my character's existence on the page. But, as the writer, I need to know them and be sure my characters are consistent throughout the story, always reflecting the experiences that made them the people they are... and not the bit of backstory I just thought to bring up a hundred pages in.

Let’s use Phoebe, for an example. She’s our lead character, right? Well, when we first meet her, she’s maybe going to be a little on the uptight side. Because of her parents’ death a few years ago, she’s been shouldering a lot of responsibility. There’s her sister, Luna, who’s she responsible for. There’s also carrying on the family tradition of werewolf hunting, which maybe also wasn’t what she grew up wanting to be, but... it’s tradition. Imagine getting both of these things thrust on you when you thought you were going to be heading off to college. And it’s an inherently dangerous job, so doing it is constantly reminding her that if she gets hurt, Luna’s going to lose everything.

Phoebe probably focuses a little too much on money because of all this. She doesn’t exactly earn piles of money for hunting werewolves, and she’s supporting her sister, so it’s going to be something she focuses on a lot. Heck, maybe she’s even got a second job? Make a note of that somewhere—in a world where everyone knows werewolves are real, maybe she still has to run a cash register twenty-seven days out of every month.

And would it be that shocking if... well, maybe she’s carrying some anger and resentment, too. Yeah, she loves Luna. She loved her parents. But, if they hadn’t gotten themselves killed, if they hadn’t stuck her with Luna, if they hadn’t made her part of this whole family dynasty going back 400 years... jeeeez, where would she be now?

So that’s where Phoebe’s starting from.

The second part of story is why my characters decide to take action. What about who they are right now motivates them to take part in the plot when the opportunity arises? Why aren’t they one of the thousands of people who aren’t taking part in the narrative?

This one’s going to be important because this’ll probably be the first significant decision we see our character make. And we’re going to expect a lot of the decisions that follow (this is just a simplified version of the story after all) will all line up and make sense with the character as we know them. So I need a solid, believable motivation behind this bit of in-character reasoning. The last thing I want is a plot zombie (very cool term, copyright 2018 A. Lee Martinez) who’s only acting in service of the plot, not out of any actual developed character traits.

I’ll also toss out that there are very basic motivations it’s tempting to fall back on. We all want to survive, so running away from a lunging werewolf makes absolute, perfect sense. Boom—we’re in the story, right?

The catch here is that we don’t want characters who are going to do what anyone would do. We want them to make an active decision, not a reactive one. This doesn’t mean I can’t begin with my hero running for their life, but I’m going to want a little more to it than that.

For example, on one level this part is a little easier for Phoebe. She’s a werewolf hunter and there’s a new breed of werewolf out there. It’s a different element in her job, but it’s still pretty clearly her job. There’s a werewolf, she goes to hunt it, boom—we’re in the story.

But we want her to be making active decisions, so how can we tweak this a bit? Well, when she tried to dispatch this werewolf, a silver crossbow bolt to the heart did nothing. What if nobody believed her? Her shot probably just missed, right? That’s what everyone’s going to think. Hell, that’s what that bastard Luc is going to tell everyone. So this is a matter of pride for her to prove the super-werewolf is real

Maybe there’s even a little more to it than that. Maybe someone at the lodge believes her, or is at least willing to humor her for now. And maybe they’ll pay an extra $2500 dollars for the bounty if she brings in a lycanthrope body that shows a definitive mutation. Well, now Phoebe’s got serious motivation to get that werewolf... and to get it before Luc. I mean, $2500 is two months rent and utilities covered. Like, full utilities. Leaving some lights on and taking lots of hot showers. Really long, hot showers.

So now Phoebe’s got a good reason to get into my plot.

Our third part is change. What’s going to happen in the plot that’ll make my character rethink things? I’ve brought up this idea before, that I think plot tends to be active while story overall is reactive. My characters can act on the outside stuff, but a lot of internal stuff is much harder to control.

Look at it this way. Nobody wakes up one morning and spontaneously decides to change their view on gun control or open relationships or Josh Trank’s Fantastic Four movie. Outside forces affect and influence them. They experience things, and these things help them—often force them—to change their opinion.

In the same way, the things my character experiences within the plot are going to change them internally. That change will be part of their story, which then means they’re going to be making different decisions and reacting in new ways as the plot continues. It’s kind of a feedback loop. Make sense?

Let’s look at Phoebe again. Last time I mentioned that her sister’s going to be a legal adult soon, and that’s probably causing some friction in the household. Phoebe’s been responsible for Luna for years now, and that’s coming to an end. Is it a relief? Does she feel guilty that she’s relieved? Has she done a good job raising her sister?

We also talked about the other big issue. Luna is the super-werewolf. Why? How? Phoebe’s whole job—that whole big family tradition—is killing werewolves. So is she protecting the family name by killing Luna or by not killing Luna. And this really drives home that all these werewolves have been somebody’s kid sister or big brother or loving parent. Yeah, some of them were actual, secret monsters, reveling in what they’d become, but how many of them were just victims? Her victims?

And this will also introduce some conflict at the lodge. We can guess how most of the elders think her “purely hypothetical” problem should be resolved. Or how Luc would deal with it.

Also, maybe something else at the lodge. Maybe we should be looking at the work/family overlap of exactly what happened to her parents. This could be another place to wedge in some conflict and break some trusts. Let’s make another note to poke at this some more. I think this could be something really world-changing for Phoebe.

Also-also, do I want her to change on a more personal level? I’d mentioned possible love interests last time, but as I’ve been thinking about it... no, no I don’t think so. She was already thinking relationships were going to overcomplicate things before all this happened, so during it? No, I don’t think so. I’m not against planting some seeds for much later (hey, this might start a series), but I think in the interpersonal department, Phoebe’s just going to keep doing things (and random bar patrons) the way she’s always been. For now, anyway.

Our final part is the end of our character’s story. Who have they become? Who did this series of events turn them into? How did it help them grow? In some cases this might be really clear. In others, it might be more subtle. But I’m a big believer that in most good books we need to see some change and growth in our characters.

The reason for this, I think, is that it’s tough for us to believe as people (and readers) that someone can go through a major, life-altering event and not, well, have their life altered. After I’m recruited by that nymphomaniac heiress to fight cyborg ninjas from the future for two weeks, it’s tough to believe I’m just going to go back to my life as an insurance risk analyst. Even if I want to, I’ve seen and experienced things that’ve changed me and probably made it impossible to fall back into that same old rut. I no longer think or react like that person I used to be.

Now, I don’t have a ton to say about this part for a couple of reasons. Really, it’s all the same reason, but I want to come at it from two different angles. Hopefully that’ll make it easier to see.

One is when we talk about these changes, we’re talking about a butterfly effect sort of thing. Tiny differences then can make big differences down the line. I may have a general idea how I want my character to end up, but I probably won’t know exactly how they end up until I’m writing this. That end change is going to depend on all the different experiences and talks that come before it, and I may realize that writing out this key bit of  dialogue with a few different words and a slightly different tone leads to a somewhat different take at the end. It’s easy to plan out the end of a plot, not quite so easy with story. That’s what I’ve found anyway.

The flipside of this is that if I absolutely 100% know what I want that end change to be (“...and so Wakko became a proud defender of the second amendment for the rest of his days...”) there’s a good chance I’m writing a story with a message. By which I mean the message is probably more important to me than the story itself. There’s nothing wrong with this, in general, but I don’t want to end up twisting my story to make it all fit the story ending I want. That almost always makes things feel artificial, forced, and unearned.

Looking at Phoebe again, I know I want to end with her looking at her sister in a new light, possibly a full role-reversal for them (yeah, her sister’s going to survive). I also know I want to end with her estranged from the lodge and feeling very different about her job as a werewolf hunter, but being okay with that. So I know she’s coming out of this in a better place mentally even if some of her initial worries haven’t been dealt with.

Story in four parts. Make sense? Any questions?

Want another example? Okay, let’s take a quick look at Phoebe’s sister, Luna, who’s going to be one of our other major characters. Luna’s basic four part story would probably be something like this...

Luna starts as a pretty typical teen. Big dreams, good-sized rebellious streak, and a wild mix of interacting hormones. Had a serious boyfriend or two. Maybe a girlfriend, too. She and Phoebe have a love-hate relationship that’s been more or less forced on them by the situation they’ve been forced into. They both want the fun, loving relationship they used to have, but also know why they can’t right now. Also, I think I’m going to say right up front that Luna is the werewolf at this point but doesn’t know it. She just knows there’s some weird changes going on in her body that she’s writing off as end-of-puberty hormones and/or end-of-this-phase-of-you-life stress.

Her big actions, closely related, are admitting to herself she’s a werewolf (with all it implies), hiding it for a while (because she’s a teenager who knows what her sister does for a living), and then confessing it to Phoebe (with all it might mean). She’s not in the family business yet, but she knows enough that eventually she can’t deny what these weird mornings mean. There’s only so many times you can wake up naked in the garden with dirty feet—you’re either a werewolf or you have a serious drinking problem (maybe both). When she hears her sister talking about the hunt, how dangerous the beast is, Luna’s going to realize how much of a risk she poses, to herself and to Phoebe, if she’s allowed to run free.

How will these decisions change her? Well, at first she’ll become much more secretive and nervous, which can get interpreted a bunch of different ways. Once she confesses to Phoebe, there might be even more fear, but this will eventually become relief, and she’ll be a lot more open with her sister than she’s been in ages. About a bunch of things. She’s also going to feel better about herself once their discussions confirm she’s not a doomed-to-be-evil monster. She’s going to have a purpose.

Who does this make her in the end? She’s going to be more mature, a little more responsible (in some areas, anyway). And she’s going to have a very, very different view of all these lodge folks she’s known for most of her life. “You know who your real friends are when X happens and most people...”

So that’s my completely untested, four step guide to story, our character’s internal journey. If you want a little more, it’s a topic I’ve talked about a few times here (as I mentioned up at the top). Please feel free to hit the assorted links and hopefully I haven’t contradicted myself too much anywhere.

Also, there’s a good chance you’re already doing a lot of this without thinking about it.

Next time on the ranty blog, I’d like to talk a bit about length.

Next time for the A2Q, which will be in two weeks, I want to talk about my book’s setting.

Until then... go write.

Friday, October 25, 2019

Some Outlining Questions

Look! Bonus content! It’s what the internet screams for!

Last weekend I was in Dallas talking to folks about NaNoWriMo. Overall I think it went pretty well. People laughed and chuckled in all the places I hoped they would.

However... there is strong evidence that I may have had waaaaaaaay too much caffeine before giving said talk. Combine that with a very echoey big room and, well, some of my brilliant observations about writing were lost. And most of my awkward jokes, too. So it’s a pros and cons situation.

Anyway, since I’ve been asked about a few things that got lost in my speed-echoes, I thought I could tweak part of the speech and post it here for everyone. It’s helpful for NaNoWriMo, but it’s some good overall stuff to keep in mind, too. Plus, this way I can add in a ton of links to help explain things even further.

What I’ve got below are eleven questions for you to think about when you're sitting down with your story.  Depending on your particular plot/story/genre/cast of characters, there’s a chance one or two of these might not work for you.  But a lot of them should. In fact, I’d say if a lot of these don’t apply to the story I’m trying to tell, I’m probably missing something important.

1) Who’s my main character—or characters, depending? Man, woman, non-binary, young, old, straight, gay, werewolf, vampire, bionic space Pope, who are they?

2) What’s a normal day for them? What would they be doing today if they weren’t falling in love or saving us from vampire kaiju? What’s their day job?

3) What happens to make this not a normal day? What changes in their life? Why are we writing a story about this day & not a day last week or next month? Fancy folks call this the inciting incident or introducing conflict. I just like to say... why is this not a normal day?

4) What are they trying to do? Really simply, what’s my book about? This is their goal.

5) Why are they trying to do it? Fancy people call this “their motivation.” Kidnapped friend? Revenge? The greater good? Nanite bomb implanted in their groin? Why aren’t they just saying screw this and going back to their normal life?

6) How are they trying to do it? What actions are they taking? Do they have a plan? Are they making it up as they go along? We want our characters to do something.

7) What’s stopping them from getting it done right now? Is their goal far away? Under guard? Super expensive? Only dates cheerleaders?

8) Do I have an antagonist? Somebody openly trying to stop my hero, for major or minor reasons. My antagonist doesn’t need to be a villain, but they’re definitely somebody with opposing views.

9) What does my antagonist want? This is another character, so we want to develop them. They’re going to have goals, too, even if it’s just “kill all those kids out at the summer camp” or “stomp across Vatican City once the sun goes down.”

10) Why do they want it? My antagonist needs to have motives, too. So just like with my hero–why are they doing this?

11) Finally, what happens when my hero achieves their goal? Are there parades? Explosions? Bloody vengeance? Long passionate kisses? What happens if everything works out right? And on the flipside, what’s going to happen if they don’t achieve their goal?

Now, again, these aren’t end-all be-all questions. There’s a good chance 1 or 2 of them might not apply to the story you’re telling. But the answers to most of these questions should exist, even if I’m never going to specifically spell them out in my story.

Y’see, Timmy, if I can answer all of these... look at what I’ve got. It means I’ve got characters. I’ve got an established norm. I’ve got an inciting incident. I’ve got goals and motivations and obstacles. And these are the kind of things that form the bare bones of an outline. They should spell out a basic plot and story. If I can answer these, I know I’ve got an actual story.

And if I can’t... well... odds are I’ve got some more work to do.

Hey, speaking of bonus posts, I wanted to toss out something else seasonal on Monday or Tuesday. And then back to our usually scheduled rants on Thursday.

Until then, get back to writing! Go on... write!

Thursday, September 19, 2019

Revenge! For Wanda!!

Finally! At long last the day has come! Don’t act so surprised—you know what you did and you've known it would...

...you don’t? Oh. Well, this makes things a little awkward, doesn’t it?

Look, we’ve all been waiting for this for a while. Revenge. The moment Yakko finally gets his comeuppance for what he did to me and my friends. Today’s the day he learns just how big a mistake that was. He crossed the wrong guy that day.

Plus, let’s be honest. Revenge stories can be loads of fun. John Wick. Arya Stark. The Wraith. Okay, probably not the Wraith, for a couple of the reasons I'm going to be talking about here. Thing is, a well done tale of revenge can check off a ton of storytelling boxes and almost everyone is up for it. Seriously. There’s something just so wonderfully cathartic about them.

But... by the same token, a good revenge story is kind of a balancing act. Not too much of that, just enough of those, and that base has to be juuussssst perfect if it’s going to support this whole thing. If one of these things is off, my whole story can stumble pretty easily. More than one and... well, I’m probably going to faceplant. Hard.

It struck me that I’ve seen a lot of stories make that faceplant. Sometimes in books, sometimes on screen. Sometimes, while poking around looking for Saturday geekery movies, I come across some things where it’s clear just from the description that they’ve hit the ground hard. So I figured it might be worth going over a few of those key elements to keep in mind. Y’know, before we go out to seek revenge on those who wronged us...

And, as always, this is just me babbling on. There has been no exhaustive study of the canon and there are always going to be exceptions. But I’ve been mulling on this for a while and I feel like it’s a pretty solid checklist.

First off, right at the start, is this something that actually needs revenging? Yeah, we all understand why John Wick goes after the guys who killed his dog. But what if they’d called his dog ugly or stupid? There’s the bully who puts cigarettes out on Wakko’s arms, but also the one who shoots poorly-aimed spitballs in class. Someone can blow up my car, or they can blow up my car with my partner and cats trapped in it. Some of these acts deserve wild, hard-bitten revenge and others...

Well, I mean they’re still bad, but are they really revenge-worthy? Should I really dedicate my life to balancing the scales just because somebody torched my Yaris? Or stole my lunch from the break room fridge? That would seem a little extreme, yes?

In this sense, a revenge story’s a lot like a redemption arc. I need my reader-empathy set to high so I  have an honest sense of how this first, inciting act (ooooh, inciting act--doesn’t that sound all professional)  is going to be viewed by my readers. Will they agree it’s something that requires vengeance?

Second thing is whether or not my character is the person who should be getting revenge. To use an earlier example, if someone kills John Wick’s dog, we completely understand why he goes on his revenge spree. It’s an intensely personal loss for him... but it isn’t for the nice old woman he runs into on the beach sometimes who liked to pet the dog. She might be upset, even angry to hear the news, but it doesn’t make a lot of sense for her to go get revenge, does it?

Revenge is a very personal thing. So the more removed and unconnected my protagonist gets from that actual act, the less it feels like revenge and the more it feels... well, it could be a bunch of things as we get farther away. Maybe Dot hired a hitman to get revenge, so he might be administering the beatdown or pulling the trigger, but for him it’s really just a job. And that police detective obsessed with the case? Well, for her it’s more about justice than vengeance. So revenge tends to stay tight and intimate. Personally, I think it needs to be a family thing, even if you want to take the broader sense of family (in that I can consider my best friends or my teammates “family”).

My third point is very much my own, but it’s also probably the one I feel strongest about here. I think it’s a key part of a revenge story. The person or persons my protagonist is getting revenge against must know why this is happening. Yeah it’s really cool that my heroine’s picking off the folks who killed her family one by one with a sniper rifle. But if they don’t know why it’s happening, who this ruthless killer is... then isn’t this just a random killing spree?

I feel that a big part of a revenge story is that it’s kind of symbiotic, from a storytelling point of view. It’s a relationship between the revenger and the revengee, so to speak, and one sided relationships are always just... well, weird. They need to go both ways. Yes, we want Phoebe to get her revenge, but we also want Yakko to know why she’s doing this. Why is she coming after him? Why is she doing these things? He needs to acknowledge this, one way or another—even if he just dismisses it (“...but I’d do it all again, lady, whoever you are!”).

And the reason for this is that we understand, on some level, that if Yakko doesn’t know why this is happening, then he’s just a victim. Not an innocent victim, no, but still just a victim. It’s the difference between my character seeing their empire torn apart and them knowing why it’s being torn apart.

Which leads me very nicely to my fourth and final point. Revenge can be a messy business. Very messy. Blood is often spilled, property is usually destroyed. And we’re all cool with that. We like seeing people getting what’s coming to them. Maybe even with a little interest.

That’s where it gets tricky. It’s really easy in a revenge story to go too far with the blood spilling and the property damage. And when I do, that’s when my protagonist stops being the hero and becomes a monster in their own right. Yes, we understand why John Wick wants revenge for his dog being killed. But if his response was to go visit the families of everyone involved and kill their dogs right in front of their kids...? Well, I don’t think most of us would be rooting for him quite as much. Likewise, if Phoebe gets revenge on the guy who killed her husband by... oh sweet jeebus she dissolved him alive in a lye pit? Seriously? And the crane just lowered him a couple inches a day? It took eight and a half days for him to die? I mean, at this point it’s essentially a torture porn story where we’re being asked to root for the killer.

In a lot of ways, revenge is like something I’ve talked about before—the bully balance. Once those scales tip, our mood is going to shift, too. We stop feeling good about the revenge and we start feeling sympathy for the people they’re exacting revenge on. Again, they become the victim and my protagonist becomes the aggressor. Which alters... everything. The whole tone of my story will change, and a lot of things will be questioned. Not in a good way.

Y’see Timmy, in the end a revenge story is all about the characters. Why are they doing this? How are they doing it? Are they managing to walk that tightrope between being a hero and being a monster?  Or have they fallen off it...?

Next time... I think I want to talk about something we usually don’t talk about.

Until then... go write.

Thursday, June 13, 2019

New Challenger Approaching

Y’know, I just noticed that there hasn’t been a single comment here in weeks. Not sure if that’s because more people are leaving comments over on Twitter when I link to these... or if I just haven’t been that interesting.

...let me know down in the comments.

Anyway, I’m a bit short on time—the past few weeks have been a bit crazy for me—but I still wanted to get something up here. And I realized there was a topic I hadn’t talked about in a while. Not in any detail, anyway...

One of the basic parts of storytelling is the obstacle.  It's what stands between my characters and whatever they want. Maybe they want to save the farm, but they’re too far in debt and can’t raise the money in time.  Maybe they want the super-bedazzled mitten, but there’s a big purple guy with his own army who also wants it.  Maybe they just want to ask that cute barista if she’d like to, I don’t know, get some coffee sometime or... no, wait, that’s stupid. Auugggggh, I have to go hide for at least a year. And maybe change my name.

Anyway...

Personally, I think an obstacle’s slightly different from a conflict.  It’s just terminology, yeah, but exterior problems tend to be called obstacles, while interior ones are almost always labeled as conflicts. Captain Marvel wants to save Earth from an alien invasion (obstacle), but first she needs to come to terms with the fact that her adoptive alien race, the Kree, may have been lying to her for years about a lot of stuff (conflict).  See what I mean?

Because of this, I prefer the overall term challenge.  I find that thinking about "obstacles" tends to make me think more about physical things in the way of my heroes, like parts of an obstacle course.  And, again, while this isn't technically wrong, it tends to lead to a lot of the same things in my writing.  This is when I get challenges with more of an episodic, low-end videogame feel to them.  My character defeats obstacle A then moves on to obstacle B, obstacle C and finishes up with D.

So here are a few thoughts about challenges, external and internal, that might be worth thinking about while I’m planning out my story—whether I’m writing a novel, short story, screenplay. or six-part epic somethingorother. I’ve mentioned them once or twice before, so if they sound familiar... good job.  You’ve been paying attention

First Thought-- I must have a challenge
I’m sure we’ve all run into books or movies where people either sit around doing nothing or just meander through events with little to no effort.  If the character needs something, they either already have it in their backpack or it’s in the first box they open. If they need help, people are always  able and willing.  Any lucky break that has to happen does happen just when they need it to.  I know these examples sound silly, but it’s stunning how often I see this happen in screenplays and/or books.

There needs to be something between my characters and their goals.  If there isn't,  they would've accomplished these goals already.  Look. I just got up and made myself a drink. I wanted one. I got it. Heck, if I hadn’t said anything you never would’ve known. That’s just not the stuff we see as bestselling, high-stakes drama.

Second Thought--My characters need a reason to confront said challenge.
If my characters are going to take on a challenge, they need a reason to do it. If I’ve spent the past four days walking through the desert, getting that drink is probably a life-or-death thing for me. Captain Marvel isn’t pursuing the Skrulls as a part time hobby—it’s her sworn duty as an officer of the Kree military. I need to make sure this reason is really there.  It might be clear in my head why the characters are going to undertake a challenge, but is it clear on the page?  This is doubly true for internal things, which can be a lot more subtle depending on what point of view I’m using

Third Thought—My challenge needs a reason to exist.
Like I said right at the start, I need to have some kind of challenge, but I don’t want a challenge that only exists to be a challenge.  It’s got no reason for existing in the world of my  story, no past, no future, no motivation.   It’s only there to serve as an obstacle for the protagonist to overcome.   We can probably all think of a book or movie where, for no reason at all, an obstacle just popped out of nowhere.   That kind of stuff just weakens any story.

Challenges have a purpose.  Whether they’re the driving force behind my story or minor distractions my characters need to deal with quick, they're a kind of antagonist—something or someone working against my heroes. That oasis is the only source of water for a hundred miles in this desert, which is why the people who used to live here set so many guards to protect it. There’s also a reason the Skrulls are on Earth (they’re searching for a hidden lab) and there’s a reason they’re tough to find (they’re shapechangers). I need to think about why a challenge is in my story, and if there isn’t a real reason... maybe re-think it
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One other note. I think it’s generally better if my audience (reader or viewer) has at least some idea why this challenge exists.  They don’t need to know all the details immediately (or even accurately), but I also shouldn’t be saving them for a last-page reveal.

Fourth Thought—My challenge needs to be daunting.
Not only am I weak from dehydration and facing ten armed guards around the oasis, the actual spring itself is booby-trapped. Someone centuries ago built all sorts of pressure plates around the thing and I’m not exactly in the best condition right now to be tip-toeing and balancing through this spike-launching mine field. Plus, if Captain Marvel can’t find the Skrull agents on Earth, they could establish a foothold here, rebuild their strength, and endanger peace throughout much of the galaxy.

This may be a weird way to look at it, but challenges are things we need to deal with, but we don’t want to deal with. My characters don’t want to deal with this because they don’t even want to be in this situation. I think we can all agree things would be a lot easier if that challenge wasn’t even there.

But it is there, so... goddammit...

Fifth Thought—My challenge can’t be impossible.
Okay, we all write fiction. But even within a fictional world there are things that just can’t happen. Normal people can’t punch out gods or outsmart supercomputers. And if all those guards around the oasis have motion sensors, night vision goggles, and shoot to kill orders, there’s very little I’m going to get—holy crap there’s fifty guards? I thought there were only ten. And when did they all get machine guns?

If you've ever watched a horror movie where the killer is merciless,unstoppable, and inescapable... well, that gets pretty dull after the second or third kill, doesn't it?  One of the reasons Jason Voorhees was scary is that he never ran.  He just sort of... marched? Lumbered?  It always felt like somebody could get away from Jason if they could just go a little faster. If it feels like there’s no chance, it’s not interesting. We already know the outcome.

There are two  other issues with the impossible challenge.  One is if I make my challenge out to be completely impossible and my hero pulls it off anyway, there’s a good chance it’s going to knock my audience out of the story. I’ve just shattered the rules of what’s possible in my story. That usually means it’s “throwing the book across the room” time.

The second issue is when I have challenges that seem impossible to my characters, but have painfully obvious solutions to my readers.  We just don’t like these characters, by nature of their stupidity, and that’s not going to win me any points.

Sixth Thought—Holy crap there are a lot of these
This was supposed to be a quick rehash of an old topic, but I keep finding things I want to add to this. I’ve got editing to do, dammit!

Seventh Thought—My challenge should be unexpected.
This isn’t a hill-I-will-die-on rule... but I’d be willing to fight on that hill for a little while. Once I admit that I need a challenge, it’s kinda the next logical step.

If my heroes are so prepared, so trained and equipped that they’re completely ready for this challenge... well, there isn’t really a challenge, is there? If they’ve covered all the angles, researched every possibility, how can they lose? And if they can’t lose... well, that’s kinda boring, isn’t it? We know the outcome again.

A standard part of so many stories—including Captain Marvel-- is when something changes or goes wrong.  The one thing we didn’t prepare for happens. We learned something new that completely flips our goals and  understanding of the situation.  One way or another, the plan’s shattered into a million pieces. I beat the guards and made it past the booby traps and WHAT? There are albino crocodiles in the oasis? Wait, are these guys actually poachers?

But think about it—when this happens in a story, it’s almost always the moment we love. It’s when my characters get to look good and show how smart or clever or tough they really are.

Eighth and Last Thought--I need to resolve my challenge
Once I’ve set up a challenge, it needs to be resolved somehow. I can’t crouch on a sand dune outside the oasis for five chapters studying the guards and their patrol patterns, then just wander off back into the desert. It leaves a lot of dangling threads and unanswered questions. Who were all those guys? How did they get here? Why did I give up when I desperately needed water?? How did I wander away if I was weak from dehydration? Why did the author spend five chapters on this if I was just going to wander away...?

To paraphrase Chekov, if we see a phaser on the bridge in act one, we need to see it on overload in act three. And then either disarm it or watch it take out the Enterprise. Because if I just leave it there buzzing and getting hotter, readers are going to ask what happened. They remember this stuff.

And they will judge me on it.

Those are my way-too-many thoughts on challenges. Maybe take some time and look at the challenges your own characters are facing. Are there any? Are they challenging enough? Does your character have a desire to avoid them and a need to face them?

Next time, speaking of challenges, I’m going to do something I’ve tried really hard to avoid here for years. I’m going to go negative.

Until then... go write.