Does your villain need more evil?

Is your story good enough?

In fact… you’ve probably been exploring and sweating to make your protagonist more real, more dynamic, and the supporting cast just as compelling as you need. But, could it be that what you aren’t getting the most out of isn’t the good guys, it’s the bad ones?

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

Villains can be frustrating folks to write, with so many of them already out there to make your idea seem unoriginal, if the word itself doesn’t sound cliché to you. Or you might think you’ve got a brilliant villain concept, but wonder if you’re making full use of it.

Well, I know I’m not pushing my villains to the limit, and most other writers aren’t either. But then, I’m not sure villains have a limit.

If “story = conflict,” that can make the opposition a whopping half of the tale’s very nature. The hero’s struggle may be at the center, but the villain is the root of it all, often the one who created the crisis in the first place. Neglect the villain and the hero has more and more moments when he’s struggling against empty air.

[bctt tweet=”A story is no stronger than its hero, or its #villain – whichever is weaker. #writing”]

(And let’s face it, a good villain stays with the reader. Heroes need to not be “boring,” but they’ve usually got a relatable balance of issues they’re sorting out over time. But the villain’s liable to make a choice and then “watch the world burn.”)

Watch the world burn

—Or your writing could be going for a different kind of conflict than Heath Ledger’s Joker. Still, every moment of human conflict can learn a few things from what we call villains. A protagonist still needs major obstacles, whether they’re “bad” people or well-meaning ones; and whatever’s making those people problems ought to be key parts of the story.

[bctt tweet=”All in all, maximizing a #villain is just: write him more like a human being.”]

(Except for tone, most of the time. We’ll get to that.)

How human? Hold onto your keyboard, it’s going to be a bumpy night:

 

Coming to the Dark Side

None of us want to write someone who’s “just a villain.”

—Okay, some writers do, and it can be downright liberating. But if you do, keep reading: a bit of the same balance can still strengthen them.

But: have you really given your villain enough of a reason for what he does? Could you push him harder? One good measure is K.M. Weiland’s challenge that “Maybe your bad guy is right.” Myself, I think it all comes down to, based on what the reader learns,

[bctt tweet=”“How much would a person like this just NEED to get in the way?” #Villains”]

Of course, “in the way” might mean anything from blowing up the world to a by-the-books teacher who won’t give a student an inch of slack. But whatever they’re creating that conflict about, what these people need is to make that motivation and its ties to the conflict utterly clear. Remember that marvelous Terminator line:

It can’t be bargained with. It can’t be reasoned with. It doesn’t feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead.

Will. Not. Stop.

If you can give a human antagonist some of that momentum, for human reasons, you magnify everything about the villain. Which magnifies the whole story.

What are those human reasons? You’re probably got your idea there already, so I’ll settle for mentioning my Sith/ Seven Deadly Sins breakdown and my Thunderbolt Ross question as a starting point (is it what he wants to take from the hero, or what he’s afraid the hero will take?).

So what reveals those reasons? It’s usually how well the backstory, the evolving plot, or at least the story’s situation shows this person HAS to do what he’s doing. Possibly the best way is to plot in the way he might be fulfilling his goals without making trouble (bonus points if it’s as a friend of the hero, of course)… and the perfect chance to make that work… and it goes utterly wrong. You also want to choose a balance between the sense of a harsh world that makes that “fall” seem like something that could happen to anyone, and the intensity in this character that shows he’s better than most would be at embracing his fall—if it wasn’t a leap.

Keep asking that question: would this person NEED to get in the way? (The words you’re looking for are “Hell yes!!”)

 

Darker and Deeper

Once you put the villain on his path… is that enough?

Part of it is “narrowing” that path, finding ways to show that this villain isn’t out to do whatever “bad things” are available, he wants what he wants—meaning, what chances to do damage can he pass up because they aren’t in his interest? The more you show what things he’ll pause for, the less cliché he is and the more you’ve reinforced that the rest is where he will not stop.

(At least, he won’t stop for long. Some of the best villain “falls” happen in the middle of the story, with his missed chances to turn back happening at the height of everything else.)

All this means giving the villain chances to let people live, to clash with his lieutenants, whatever it may be—maybe because it doesn’t fit his plan, or sometimes even because he does have his softer side or other motives as well. It also means surprising the hero (or at least some less villain-savvy friends) with twists where the villain passes up one target to go after another, probably a nastier one. (If you were thinking that The Dark Knight seemed to ignore the last section’s tips about justifying the villain, you’re right. We never learned what made the Joker, but instead the whole movie used this method to demonstrate in detail just what he was.)

To really show things off, try letting the villain do good now and then, maybe allying with the hero if there’s something they both need gone. (“He can’t destroy the world, I need to rule it!” is always fun.) And of course the hero should be spotlighting the villain’s nature too, with every scene where he tries to predict, trick, frighten and generally outwit his enemy. (I’ve analyzed a few ways to do that.)

In fact… could the villain change? Star Wars and many other tales turned out to be about redeeming their villain. Or he could give up his evil world-view for a different and even more vicious one. (In its most overused form, “If I can’t have her…”)

Villains may be implacable at the right moments, but they need a sense of precision and even change as well. Because they aren’t forces of nature, each is something much more terrifying: a human being who’s actively looking for ways to get you.

Note that word, “actively.” That’s the next question for maximizing a villain: are the hero—or you—taking them for granted?

 

No Evil Autopilots

It’s a simple question: How often does your villain act on the story? That is, what proportion of your scenes are about his attacks, his control, his ability to get and stay “in the way” of your hero?

—Actually, let’s make that a more specific question:

[bctt tweet=”How often does your #villain *change* his plan, or adapt to the hero’s plan? #BattleOfWits”]

It’s a common complaint against even Lord of the Rings: a villain can cast his influence over everything in sight, and drive them all along his sinister scheme. But then… those forces stay driven, pressing closer and closer but always along the same overall plan. Impressive, but it misses the chance to show the villain doing something more.

One of the best tools in a writer’s arsenal is: what readers notice is the story’s changes. Heroes have their character arcs, and you’ve probably given yours those moments when they follow one plan only to find it a red herring or failure, just to show the hero can move on to a better one. Your villain deserves some of the same respect.

After all, a threat that keeps pushing in the same ways might as well be hostile weather; what’s scary (and real-life relevant) about a living enemy is knowing there’s a human mind out there that keeps looking for new ways to get ahead of you, and you always need to keep up. When your hero makes a move, look for ways the villain can counter it or try to come in from a whole new angle. Ask yourself, which is a better epitaph for that doomed first strategy of your hero’s:

  • “Guess that plan wasn’t good enough.” Or,
  • “He saw me coming.”

A serious villain forces the hero—and of course us writers—to look harder, hit harder, and never ever let our down our guard. And each separate time either side takes their game up a notch, the story gains another marvelous moment of tightening the tension.

(If you’ve got a less villainous antagonist, your options here are more limited. One rule of thumb is that “evil” is what we call someone with a goal that hurts us deeply, if too much of that motive includes a need to stop reasonable ways to work around him or compromise. We may hate the Scrooge types that don’t give extensions on mortgages, but it’s the ones that are trying to stop us from paying up that move into full villain territory.)

 

Keeping Score

Does your villain actually win, sometimes? You might ask how much your story develops using either:

  • Victories, the hero winning part of what he’s after or weakening the villain—“points” for the hero, with the villain on a losing streak that might undermine the story if it goes too long.
  • Defense, where the villain tries one counterattack or scheme after another and the hero blocks each—looks good for the hero, but the villain gets some credit for his efforts.
  • Pressure the hero isn’t holding back, but toward a goal of the villain’s that isn’t reached yet—strengthens the villain’s image, but only partway.
  • Defeats for the hero (or “tragic victories”), where the villain takes or destroys an actual person, place or thing the hero cares about in its own right—the dark moments that might do more than anything else to drive the story.

[bctt tweet=”When does your #hero win, or just stop the #villain? And vice versa? Each changes the tone.”]

Look at your favorite stories, and see how often the major parts of them are marked by a friend of the hero dying, or the hero losing a fair fight and needing a rematch… or failing a test, having an ally hired away, or other less bloody equivalents. There’s a reason these are often the cornerstones of a tale.

Of course, each story has its own balance of these, not only the overall “score” but how much it uses each and in what combination. Lord of the Rings is a classic heroic series of victories and defense, that builds power from a few well-timed defeats (mostly deaths) and the sense that Mordor and the Ring both have an infinite amount of pressure they’ll keep raising until our heroes reach their limit. Its darker descendant A Song of Ice and Fire (or Game of Thrones) is clear that the full defeats will outnumber the victories, partly to remind us it has so few true “heroes” at all.

 

And, Points for Style

We’ve looked at some of the biggest missed opportunities for villains, in character and plot. But, presentation matters too. How many chances do you have to remind the reader how dangerous the villain is, and also how he’s a specific rather than a cliché?

It might be as simple as a name. Some stories need a villain named Dr. Doom or Randall Flagg, and others really call for a Martin Smith. And that’s the general approach, before you look for particular images and sinister sounds. “Hannibal Lecter” sounds like a brilliant mashup of a ruthless general and a trusted professor, even before you hear what that first name rhymes with.

The first scene matters, when your Vader strides in and seizes the rebel captain’s throat, or your Saruman waits as the wise friend Gandalf comes to for help. Or you can use be moments the villain isn’t even in: Conan Doyle wrote Moriarty a whole page of Holmes himself describing how dangerous he was, and then only one brief but pivotal instant when we actually glimpse him.

Really, every scene of the villain’s ought to be a chance to push him further. We can’t imagine Dr. Lecter missing one moment where he could show off his wit and his sinister stillness. Or take Blue Velvet—its villain isn’t the smartest, but he’s Dennis Hopper at his absolute wildest, with our poor heroes trapped right under his thumb. Some villains radiate evil; others need their “kick the dog” moments as a fast way to hint at how vicious they can be.

Speaking of dogs, it’s all about hitting the right tone. The original One Hundred and One Dalmatians book was full of chapters of the dogs’ life and their struggles on their road, neatly spreading out the scenes with the elegant, sinister Cruella deVil that had more than the dogs wondering if she came by that name literally. The movie made her less like the previous Disney film’s Maleficent (who could have been her role model), and more… you know. –And yet, do you know any other trick to get away with a fast-paced “kids’ movie” about skinning puppies?

(Pause, take deep breaths.)

 

Whichever way your story’s going, even a hint of the wrong kind of “Disnification” to the villain can drag it down faster than anything. The villain’s providing a huge share of your story’s energy, for either your key moments or almost the whole thing, and he may well be the reason there’s any conflict at all.

But it’s all too easy to set that villain in the foundation of a story and then leave him there. Any time you want more conflict in the story, the answer may be as simple as finding the most dramatic, sinister ways that villain is human.

 

Quick: right after your villain’s first move, how many scenes does your hero have? Is he sort of trusting that he’ll have a little time to mourn or rest, and letting his guard down?

Now, are you going to let your hero get away with that?

Evil laughter echoes…

 

On Google+

 

Deals, Decoys, and Dirty Tricks for your Characters

Your hero’s trapped by his enemies, no way to run or fight—unless he can take what those goons really want and use it against them. Your villain needs to slip past the police lines to work his sinister plan, but how? Or even, what would it take to make those two stop and call a truce? It all comes down to knowing who you’re dealing with.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

It’s the classic question, used by Mr. Morden to tempt the people of Babylon 5 and by cops to talk down hostage-takers: “What do you want?” Because once you know a little about what makes a character tick, you have four easy ways another character might use that to influence them… and better yet, deepen the story by revealing how well they and you understand them. Win/win.

The framework I use comes from comparing what we’ll call someone’s “Standard” action—let’s say searching a smuggler or attacking a hero—with the “Offer” of doing what our trickster wants instead. The options for making that Deal work come from either giving the Offer a better reward, or reducing the Standard’s reward. Or it might happen in negative form, where instead of changing the balance of the two “carrots” you change the “sticks:” reduce the Offer’s cost for taking it, or raise the Cost of staying with the Standard.

–Yes, the last is the classic “Offer you can’t refuse.” (In fact, part of the fun of that Godfather line is that it doesn’t mean “can’t resist the Offer itself,” the way most people use it. It really is the refusal side of it that it shuts down.) Or,

[bctt tweet=”4 ways to manipulate a character: hire him, get him fired, reassure him, or threaten him. #writing”]

 

Survivors and Smugglers – some samples

How does this breakdown work? Let’s take two scenarios: a smuggler trying to get goods past customs and a zombie-hunter who needs to keep a particularly large wave of undead away from a camp of refugees.

Offer’s reward: (aka, “the carrot”) This might be the simplest, and because it delves into people’s motivations directly it may add the most character depth to the story.

The zombie concept makes it simpler yet: just what draws them to attack people, and what part of that could be used to draw them away? Will a loud enough noise draw them from a distance? Or does it have to be about getting in close, running just ahead of them, and not heading into some (yes I’ll say it) dead end.

The smuggler eyeing the customs officer can get into more human territory. It means something if that guard is less interested in policing the border than in some extra cash—and is it for himself or his sick child? Or if he’s so shaken by a developing war he wants guns smuggled to those rebels.

On the other hand, even if the guard only cares about stopping crime, that could make him willing to trade for tips about a much bigger smuggling ring. Or just faking (or exposing) another smuggler nearby would make the perfect distraction, just as fresh meat can lead zombies around. Best of all might be if that smuggler can pose as an undercover cop.

Standard’s reward (reduced): (or, “no other carrots”) This plot twist may actually take the most work to pull off, but it does dig pretty deep into characters and their lives.

Zombies don’t give many options here. You’d need a way to make the refugees less appetizing, compared to the decoy; most worlds’ zombies being the tireless eating machines that they are, simply hiding the victims might be the closest thing that counted.

But the smuggler might get past a guard who’d given up on his work. If he can find the most burned-out inspector in the place, or even make that inspector lose his faith that anyone will listen to him, the inspector has no reason to put much effort into searching our smuggler.

(Or for a more thorough example, picture the army that bypasses the Impenetrable Fortress to take the capital beyond it. Even if the fort is vital in its own right, its defenders may have nothing left to fight for.)

Offer’s cost (reduced): (“carrot has no strings on it”) This is usually in the mix with other tricks and deals, part of tipping the balance the way you want.

For decoying zombies, it might mean keeping the bait from getting too far ahead or crossing any ground that’s hostile enough to zombies to make them turn back. If these zombies are afraid of fire, don’t go near burning buildings until you’ve finished drawing them away.

For the smuggler, it’s recognizing what bothers the guard about letting him through. Probably that he’ll get caught and expose them both, so the smuggler has to seem competent enough that the Offer is less of a risk. But it might not be that: if the guard has lost friends to gunfights and the smuggler switches from running booze to running Uzis, that smuggler may be in for a nasty surprise.

Standard’s cost: (or, “the stick”) This is the other simple tactic—really the simplest of all, since almost anything’s easier to harm than create. That means it might be a last-ditch toolset of quick and dirty options that say more about the situation than the character you’re leaning on… or they might show just as much insight as the best Rewards do. Plus, they might create the most conflict of all, since someone using them tends to make lasting enemies.

For zombies, it could be as simple as throwing up a wall of fire or some barriers to climb over, between them and the refugee camp. It won’t stop the horde, but it might be just enough to encourage them to go after the decoy instead.

The smuggler… You can probably guess: threats, ranging from exposing how much the guard’s already collaborated with him to targeting whatever the guard cares about.

Then again, sometimes the “stick” that character needs is already part of the situation, if you make the right part of it clear enough. If our smuggler is also sneaking children out of a ruthless dictatorship, and the guard takes a good look at them, the balance can shift on its own. (“It’s not a threat, it’s a warning, about who you’re working with…”)

ZombieDeals

That’s how I break down my options, when I have a character in a corner—or need someone to put him there—and want a plot twist that isn’t just brute strength. If I can either outbid or undermine the Standard reward one character was relying on, I can make a strong statement about what was driving him; meanwhile reducing the Offer’s cost keeps the plot twist on track; and, adding or finding costs in the Standard is another approach that might clarify character or might bypass it.

Something else you can see in these examples are that sometimes a tool works by changing one side of someone’s choice with the right offer or threat or other efforts, sometimes it’s deception (faking that same kind of change, or hiding one part of what’s in the balance), or else revealing the whole picture. If you look at my four Plot Device articles, you’ll see these are all ways to use Strength (or Movement) and/or Knowledge to affect a choice between two Motives.

It’s all about that pair of options you give that character, and the “What do you want?” (or don’t want) that lets you tip either side of that scale. Once you learn to look for those options, you can turn your characters loose to trick, bully, seduce… and even find grounds to make friends.

 

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The Plot-Device Machine – Motive

A story is its people. We all know that, and that’s why Motive is different from the other Plot Device points. We’ve seen how Movement and especially Knowledge can organize the plot around the Strengths that will determine just who gets what they want… but Motive is what they want. And it doesn’t matter if the rest of the story is about fighting Dracula or diabetes; it’s plotting from the characters’ Motive that really brings it to life.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

What counts as Motive? I’d say,

[bctt tweet=”Motive is what characters want or don’t, or some belief that ‘filters’ their choice.”]

In its simplest, it’s what goal someone could go after in the story. Fight or flight. The patriot’s war, the money-grubber’s deal, or the mother’s child. Family, love and friends, work, and coping with other problems are the common starting points (I’ve got a post on those options). And it isn’t only action stories that tend to make it “negative” rather than “positive,” on the grounds that saving a planet or a relationship (or at least rebuilding one) can make a more intense story than building it the first time. That’s just how we humans are wired, to react to threats faster than we notice opportunities.

Or Motive could shade into attitudes, expectations, or patterns that aren’t strictly “get this/ stop that” goals. This could be filters over charactrers’ actual goals, but one that’s just as key to what the people are and how we can use them: the company man who just won’t see what his firm is really doing, or the giver who’ll stick her neck out for anyone. Anything that affects the choices they make.

Why is Motive juicier than the other pieces of the story? I like to think it’s so fundamental it really is the part that the reader’s own life can share in. We just don’t connect a tale’s spotting a murder weapon lying in the corner (or even a time-saving accounting trick) to our own struggles, not the way we watch Peter “Bannon” in Hook missing his son’s proverbial baseball game and think of the choices we make every day. And it isn’t about kids, or any match between story subject and reader (though we all know it doesn’t hurt!), since so much of our lives are always dealing with other people. We don’t need to meet an alcoholic—or a vampire—to let a character with a secret remind us everyone has their private demons.

[bctt tweet=”Human nature: in the end we’re all fighting the same battles. I think that’s why stories work.”]

But… every writer talks about character and motive. Don’t I already have enough of that in my story?

 

Moments for Motive

One way to make full use of Motive is to check scenes, character layers and their conflict (for all characters), and larger contrasts. For instance:

  • Which scenes really hinge on Motive rather than Strength, Knowledge, or Movement? Star Wars might be crammed with shootouts and chases, but the loudest cheer in the theater always comes when Han and the Falcon drop in to clear out the Death Star’s trench after all.
  • How many Motives does a character have? “Depth” is a word we like to throw around, but can you count how many goals and beliefs each of your cast has that make a difference? We can tell a minor character by only having two or three… but if a side character has more Motive issues than the hero does it just might mean you’re telling the wrong person’s story.
  • How much do those Motives clash? Indiana Jones doesn’t slow down often to show off his issues, but he lets the Nazis (the frickin’ Nazis!) get a chance at the Ark’s ultimate power because he’s too much of a scholar to blow it up.
    • Still, build-up beats bigger stakes. For every story worth remembering, we’ve all seen way too many that announced everything was life or death, but didn’t take the time to establish why we should care. Has Michael Bay ever seen The Blair Witch Project, let alone read A Christmas Carol?
  • How many characters have layered Motives, complete with all the above? Even building the story around a multilayered hero shouldn’t hide the chance to make other characters the key to some some scenes, and to build up just how hard a choice they have to make. In fact…
  • What patterns do characters’ Motives form? This might be as simple as giving hero and villain opposite drives—or as careful as making the villain all too similar (the famous “Shadow Self”) to spotlight that one defining difference. It at least ought to mean sheer variety in the cast; what’s the point in giving the hero two friends if they’re both driven by revenge?
    • Answer: to show how two very different people can have that Motive in common. Or how two “similar” folks can become different.

Some of the best-designed stories out there can come from combinations of which characters seem similar but have a different Motive, or seem different but turn out to have something in common. Lord of the Rings gives us Boromir’s desire to save his people, that opens him to the Ring’s influence… and his brother facing the same choice and resisting. Meanwhile Frodo sees Gollum is actually another hobbit driven by the same hunger for the Ring that he’s coping with himself, until he can pity his enemy and make him an ally—and all the back-and-forth twists that that leads to, to make us wonder how far either of them can be trusted with this kind of power around. Or how much poor Sam will put up with.

[bctt tweet=”If you want a theme, compare two characters with their #motives. Or six, and their changes. “]

 

To me, that’s what writing is. It’s a chance to explore what kind of character has what in common with who else, or how different they can be—and then how the story can change those to show more truths underneath those. My Paul Schuman thought if he could stay away from his family he might have some kind of normal life again; Lorraine will fight for a complete life beside Paul’s brother, but still not tell Greg what she’s become part of. Mark Petrie wants to keep Angie Dennard and her father safe, but by getting them away from danger, not using the magic Angie wants to master, while Joe Dennard has his own reasons for avoiding it. Contrast, of Motives.

Well, the story’s that and pinning those Motives to the Strengths those people need to work for (and against) them, and spreading the storylines out with the evolving Knowledge of how they and the reader can only see so far, and the Movement that some of their “steps” to it mean they never know what might happen when they pass the next dark alley.

But it’s all there.

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Facing the Blank Screen – the Scary Bicycle

No stalling today–let’s talk about the hard part of writing, the thing that separates ideals from reality and keeps lying in the way of every new plan we make. That is, the sheer effort it takes to keep doing all the work to get a thing written. Focus, perseverance, facing down everything from life’s distractions to our own doubts that that crazy idea is worth finishing… come on, is there any of us that doesn’t see ourselves here?

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

The most interesting thing I’ve ever heard about writing came from an article (and ohh, I wish I remember whose!), where a longtime author confessed that the best writing insight he’d learned in all his years was that:

 

“All writers hate to write.”

 

The more he actually talked to his fellow pros, the more they all admitted they hated the process of writing a thing out, and what they loved was looking back at a thing and know they “had it written.” –Go on, take five seconds for a Google search to see how many bloggers are confessing and debating that same problem.

 

Except, I think that author was overstating his point, or showing the glass half-empty to steel his readers for the challenge. We all know getting a thing written is hard and that our biggest enemy there can be ourselves. But from what I’ve lived and what other writers tell me, I’d put it as:

 

“Writers hate to start writing, and love it each time they get rolling.”

 

It might seem like our own daily Hero’s Journeys of challenge and reward, but I call it the Scary Bicycle: like with the proverbial bike, the skills we’ve gained in the past come back quickly enough each time we sit down, although writing seems more difficult until we actually settle in, maybe every single time. The results may be better some days than others, but honed skills are still honed skills, and the enthusiasm itself is generally right there waiting for us.

 

That may be what defines a writer more than anything else: just the love of what we do, even if it may take twenty or sixty minutes of awkwardness each time to get to that place. We recognize each other when we hear about that same crazy fascination with the process itself. So that just leaves: what can we do to get into The Zone?

 

Stephen King, of course, says you have to write every single day… and I think there’s a lot of truth in that. Both our skills and the discipline itself gain hugely when we keep them that fresh, and let’s face it, “every day” is simply the proverb for what rhythm makes something a part of life.

 

(Plus: just writing a page a day gives you a 365-page novel every single year. Doesn’t look so bad, does it?)

 

–Yeah, like I have time to breathe on a weekday, I hear a lot of us saying. True, life is life… more or less. But still:

 

  • Priorities. If writing matters to you–never mind whether you’re dying to have a New York Times Bestseller, just whether some real in-the-zone creating time compares well to ordinary TV or making a fancier dinner–it’s worth pushing at least some things down to make room. It’s just “life,” but you’re trying to keep it your life, right?
  • Rhythm. Some of us do great things with hours of intense writing on a weekend (after all, you only have to Start Up once) or a whole week of vacation; others follow King and make it a part of each day. There’s no simple answer to which to use, except: why not try some of both, and see how each gets you closer to who you want to be?
  • Finesse. No, our bosses just don’t care that we haven’t written our daily pages yet. But we don’t have to manage writing, or even life, in big blocks. Try setting aside one question about the next scene, or printing out a few notes or a page to edit, and pulling that out at the five-minute lull between things.

 

Most of all, the writing itself doesn’t have to slog along each word in the same sequence. Maybe the most interesting twist on the Scary Bicycle model I’ve heard was the friend who said it was harder to start writing when he created new pages, but easier to start and harder to continue when he was revising. So maybe the smoothest way to start a session is to review the things you’ve already written, to get you back in the groove.

 

(Two alternate approaches to that: As many people advise, try ending a session in mid-scene, maybe mid-sentence, so that’s where you can hit the page running next time. Or, one researcher says that the mind is best at creative and social functions in the morning, and just tired enough in the afternoon to be better at critical thought (or just resting)–after all, how many radio stations save their talk for the morning and settle into all music after lunch?)

 

That only scratches the surface, naturally. The more we each learn about our own writing processes, the more we can try things like writing an outside-the-tale debate between characters to get involved in a certain scene, or saving certain easy or hard scenes to write later. (Just never forget that gut check of “Wait, what does it mean that this scene’s boring me so much?”)

 

In the end it comes back to the numbers, pushing ourselves to get it all written. And maybe like other pushes, the key may be seeing past how hard it is to get started each time, and how we seem to pick up speed from there. “Hard work? Well, the first thirty minutes don’t count.”

 

Or to bring up what may be the best line I’ve heard on life (or at least on the limits of advice), take Ms. Buffy Summers’

 

“It’s hard, and it’s painful, and it’s every day.”

 

Literally every day? maybe. Or just, whenever you want to get to the fun parts.

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