A Jessica Jones Experiment – Take the TMI Test

So Season 2 of Jessica Jones is out. And this time it’s almost perfect.

As a show, Jessica… how do I say this? Her first season was the only series that’s ever made me rethink Buffy The Vampire-Slayer (see my past rave) and remind myself it isn’t fair to anyone to compare Buffy’s seven whopping seasons of frequently-legendary storytelling to one thirteen-episode arc of focused perfection.

It’s also not fair to compare Jessica’s Season 2 to her first, if only because if it were any show but hers you couldn’t compare it to that first storyline without admitting that would be setting an impossible standard. And Season 2 does have pretty much all the things that made the first what it was:

What We’re Jonesing For

Krysten Ritter. Just enough doors ripped off hinges for a PI-slash-superhero story. Trish trying to be the only anchor in Jessica’s life. Krysten Ritter. Bitter monologues, bitter alcohol, and PI dialogue with more bite than the booze our hero swims in. Malcolm the neighbor (now in a new position), sweet and likable with his own issues. Lawyer Jeri being a greater force of self-destruction than Krysten Ritter’s Jessica, and that’s saying plenty. A world aware of superpowers, and with no idea how to deal with a woman who doesn’t wear a mask or want to be a hero. That jazzy, pumped-up theme sequence that any other show would kill for, if it was worthy of it. And always, Krysten Ritter.

And it took courage not to build another season around the Marvel villain who’s better than Loki—

Yes, I said it. Tom Hiddleston only plays the second-greatest villain in Marvel history.

So it isn’t the new villains themselves where I’d say this season made its one slip. With all the above in play, you can bet this is a show with more than just villainous charisma to offer. (Though of course the last season having all that and Kilgrave’s incredible, Jessica-heart-tearing arc gave it more awesomeness than most storytellers would know what to do with.)

This time: Jess investigating her powers’ history? cool. A connection to our so-reluctant heroine? it delivers one as close as Kilgrave’s ever was, once it becomes clear. Different threads tangling in different ways, so you never know which is going to be driving the story next? that structure works for most other Marvel Netflix shows, even though last time letting Kilgrave be at the root of everything worked so well.

There’s Always Something

Still, I think they missed something. With all due respect to Melissa Rosenberg and the rest of the magnificent people who designed this season, I think there’s a place where I expected them to do better. And I think it’s a lesson worth pointing out to all of us who write or care about quality storytelling.

Readers, you can test this yourself, with a little experiment. And yes, the instructions are completely spoiler-safe… in fact they depend on your not knowing too much too soon.

If you haven’t see Season 2 yet—

(And it really ought to be “yet,” if you’re reading this blog but haven’t seen the story already. Or if you’re not on Netflix, consider some math: Eight dollars for one month, divided by two thirteen-episode seasons of Jessica? At the rate most people tear through those eps once they start, you might have weeks left in that month to look at the other five-and-counting Marvel shows and Netflix’s other offerings, before you have to decide whether to drop another $8. No, Netflix isn’t paying me to present those numbers; they’re just something to think about.)

If you haven’t seen Season 2 yet, the “experiment” is:

See the first six episodes. But instead of watching Episode 7 (called “AKA I Want Your Cray Cray”), skip it until you’ve seen the next one or two. Because all but one obvious minute of that ep is all flashbacks, and it’s there solely to give out Too Much Information, too soon, about the characters and motivations of what we’ve just discovered. Instead, go straight to Ep 8 and maybe 9, and just follow how Jessica has to cope with her situation—without you getting that extra perspective on character that our heroine herself has to build on her own. Then go back and look at Ep 7.

Or if you can’t bring yourself to skip the episode (or you’ve already seen it all), imagine how the show would look without that one filling us in too soon.

It’s a basic belief of mine: the heart of a story is what the characters know and what they can do about it in that moment; their choice in each moment is everything. So any other-viewpoint scenes ought to be used to build suspense, not overshare about someone to the point that the viewer/reader is pushed back from that in-the-trenches challenge that the actual hero is slow-w-w-ly learning to cope with.

Great stories (like Season 1) live within those moments and their pacing. Easy flashbacks or other infodumps cheat us.

For those who have seen the season: I will admit this is a more logical storyline to use those flashbacks in than many tales might be. At the point where the flashes start (with that last word of Ep 6) the story’s just unveiled a huge change of our understanding of the characters, so that stopping to fast-explore it all is easier than working through it normally. I’ll also admit that the truth and the conflict they’re setting up are less about layers above anyone’s Deepest Truth than they’re about facing people’s sheer unpredictability, which means giving us an immediate peak at their contradictions still leaves us with the nitro-volatile questions of what they’ll do next.

But I say the storyline would still have been better if that Ep 7 info had been unpacked and laid out a step at a time, so that we took it in alongside Jessica. She’s the one who needs to deal with it, and we don’t want to jump ahead of her.

Try the season that way, or imagine it, by moving through that point flashback-free. See if you agree.

Too Much Information only swamps what the story’s trying to be. Even a story that’s still as stunning as Jess’s new season.

(One more thing: if you’re trying this, don’t tell Jessica. She’s really not a fan of “experiments” these days, and none of us want her ripping down our doors.)

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Who’s On First – A Character System for Variety in Scenes

Are you using all your story? All the characters, all the possibilities and combinations that a tale has ready to unleash?

On the one hand, it’s a lifelong study—we writers try to make every book dig deeper or find a new angle on what “people in conflict” can come up with. On the other, even when the story’s starting to fall into place, there’s always the fear that some of the pieces will miss their turns in the spotlight. It’s almost inevitable: by the time we understand the story enough to get caught up in the best parts’ synergy, there always seems to be a valuable part of the picture that our favorites folks and plot twists start rushing the story on past. What would have been pretty cool stuff gets left by the written roadside.

Last week I promised a checklist, a quick way to look at the material in a story to watch if the scenes have the full variety that they could. So:

 

Step One: Varied Whos and Whys

What’s the main material a story has to work with? Characters.

What are characters made of? Goals.

I’ve blogged about that rule before—that most of a story is rooted in the different, conflicting drives that its people have. A classic hero needs a villain, a villain needs a reason to attack the hero or someone the hero will defend, and then each of those have their own motives and more characters attached to them. The more we know the variety within that, the better we can use it.

Say, even on a literal “Tarzan test” of being sure a hero is fighting different animals:

  • a lion’s a fierce foe, and it might also actually be there to eat someone, so it’ll keep prowling around until Tarzan stops it
  • a rhino’s not only bigger and clumsier, it just wants to be left alone—maybe a tougher fight but an easier one to break off from
  • or, one of the humans Tarzan’s trying to defend might have blundered into their danger, while another might turn out to be a poacher who’s come looking for trouble…

That’s the simple, one-goal look at characters; most usually have more than that, at least once the story begins prying their motives apart. The brothers on Supernatural are both pushing to save the world, but Dean’s always willing to break off the fight if it’s going to cost him Sam, and Sam can get tired of being “babied” that way. And “goal” doesn’t cover all the possibilities for conflict, if someone also has issues like a hot temper (on that show it would be both brothers) or a blind faith in a third character (sooo many candidates…).

A bonus opportunity is to contrast the goal with the character himself—meaning, with what we’d expect a person like that to be. Not just giving someone a strong arc but starting them in a position that doesn’t seem to fit, like I began The High Road with Angie’s own mother Kate having abandoned her daughter and is first seen working against her. It’s a way to imbed an extra layer of contrast in a concept and tease how much backstory has already reshaped them.

It’s that list of characters and goals that the story’s built from. The real trick is to line them up in contrast with each other.

 

Step Two: Varying them When

Here’s where the rubber meets the road, or the fingers hit the keyboard.

Are all those marvelous pieces of conflict actually being used? In the simple checklist sense, that means, is there a variety between scenes that are focused on:

  • the lead character
  • the most distinct supporting character (and the others)
  • whatever side character the plot wants to spend a moment with
  • the antagonist

Neglect the first point for too many scenes and you don’t have a story. Skimp on the second and the story misses much of its depth, all the other dimensions of what’s at its center. Don’t go into the third now and then, and the tale stays a bit narrow, when you could be using those people to do justice to one more side of what your hero’s dealing with. And without the last point holding its own, a story loses the energy of its core conflict.

Combined with that… one more dimension in this is just what “focused on” means.

Initiative scenes pause the flow of the hero taking the next action (or whoever’s been doing it lately) and stop to check how this character wants to take charge or go off on his own instead of following the others’ lead. This is the old rule that “everyone thinks this is their own story”—and again, it’s vital for villains, for a story to keep that sense that the hero’s got an active and unpredictable enemy looking for his weakness.

And, object scenes are the hero or other usual suspects still leading the scene, but they’re focusing their own efforts on understanding that other character.

In other words: sometimes it’s enough to have the hero dig up or slam into what makes someone else tick, while sometimes that someone else has to “grab the wheel” for a while.

In fact, that makes most scenes a chance to touch two character bases at once: the character who’s leading it and the one who’s being revealed. Though the “active” one often ends up revealing even more about himself, if where he stands about what he learns changes the story enough…

(Note, either of these scenes could be from the other character’s viewpoint, and that would certainly strengthen the contrast with other scenes. Then again, I’m one writer who rarely uses that—I like the intensity of staying close to my hero’s own journey.)

And let’s not forget:

  • most characters have more than one goal or issue, so even their own set of scenes needs contrast between those
  • most scenes have more than two characters, so they just might switch to whole other subjects in midpage

 

Those are the basic dimensions as I see them: alternating “who” (and their multiple “why”s) leads the next scene in dealing with who else.

When I’m still developing a story, having those motives lined up sets me up to dig deeper into just what happens in each scene.

  • A negotiation slowly unveils what another character wants, all played off of the hero’s own needs
  • A fight, same thing… all spelled out through who’s prepared what or takes how many risks for what they’re really fighting for

Or looking back at a story plan, the same layout can help me be sure I’ve got the right contrasts. If Mark has been taking the lead in scene after scene, I have to ask if he’s using that time to explore enough of Kate’s secrets, or what Rafe’s gang is really up to—and if I can go much longer without them trying to take over.

And once I know who deserves to be in a scene, all that’s left is using that who and their whys to keep each how different, starting with a Tarzan Test. When do Mark and Angie fight their lion (or is that an owl?) and when are they dodging a stormfront… and how is each scene distinguished by whoever sent that after them?

It’s all about motive.

And contrast.

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Been There Done That? Similar Problems with Writing Similar Scenes

There are stories that rely on their central concept to shape much of their plot into their favorite kind of sequence, and try to make it our favorite too. It could be:

  • a type of action the hero takes, building a book on swordfights or courtroom battles
  • or other ways to set up scenes—class after class at Hogwarts learning about the characters over a new spell lesson, or layers of looking deeper into a villain’s horrific past
  • or, speaking of villains, how often they take the initiative make the scene about the hero on the defensive. If the hero’s there at all.

But when I read or write, I’m always looking for more variety in those. Yes, I love a story that plays to its strengths, with a clear focus on a hero (and villain) who play to theirs—The High Road and its sequels are meant to keep a reader remembering what it’s like to fly. But I want more.

There are just so many angles to come at the next scene from. All the times our hero needs to try a whole different strategy, or how one plan can not just go sideways but in mid-scene turn a debate into a raid or a research session, or all three. All the other characters, friend and foe, that honestly see this as their story and try to get a jump on their rivals. All the sides that can make a story richer by taking their turns.

I’ve always struggled to make as much time for that as I wanted. On The High Road, I had to go through several rewrites until I was sure I’d explored how much Mark had to deal with besides flying. And now here I am again, firming up my grasp of Book Two (Freefall) and understanding Book Three, and I’m back to square one about drifting into patterns.

And I’m the one who wrote the Tarzan Test!

(The Test is, basically, don’t fight a lion and then another lion. And also to use the variety between those fights, and whatever else the story has, as a measure of how broad the story is and where it needs to dig deeper into what makes its pieces different from each other.)

It’s a humbling moment, to look back at a blog I wrote years ago and see it as proof that it’s a battle I need to keep fighting with myself, not a problem I settled back then. (Plus, the irony of having to revisit the struggle to keep my characters from revisiting theirs! Or, more than irony: repetition is one of the core parts of real life that storytelling wants to streamline.)

So, what’s enough variety?

Well first, enough for what, to add what to the story?

One great virtue is the sense of completeness, of using all the potential in the characters and the situation. The more often a hero tries a different tack, or the more time he takes dealing with other sides of his life and how they all feed back into each other, the more we accept that this guy is dealing with everything and trying all his options to earn his victory. Enemies who know how to blindside him are more menacing; worlds with more detail are more convincing.

And, there’s another advantage, in the dramatic impact those scenes have. By setting out more kinds of scenes, characters, and action, a story is setting out more varied examples of what’s at stake for those scenes. Which means, there’s more room for a scene’s plan to go wrong, or go very right or cross over and affect some other thread of the story, without cutting off or changing the entire flow of the tale.

A hero can only lose so many physical fights before he’s beaten to a pulp (or the reader’s trust is), but what about losing the job he spent whole chapters struggling to get—or winning that job just when he needs new contacts for other struggles? More variety means more stakes, and more chances to turn them into real, dramatic change without breaking the story.

There’s a checklist in this somewhere, and I’m just starting to sort it out. Next week, let’s see how it looks.

Babylon 5’s One Key to Character Arcs

One way.

There just might be one irresistible way to track and reveal how a character evolves—and make the most of how that arc drives the whole story.

In my last post, I said the key I found was setting up other characters as markers so we can follow a lead’s changes as compared to them. And, I dropped a fun little phrase we can ask our characters: “What do you want?”

On the one hand, asking that really can find the essence of what a character is. Especially, it can be the key to turning someone’s inner nature outward, where we can start matching that desire up against other characters that share the same goal. Or want some prize that puts them in our hero’s way. Or, they want the same thing and want all of it, or all the other degrees and combination of conflict that can come. (I’ve written about conflict types before, both a complex post and a simpler one, but so much of it does come down to What Do You Want.)

And on the other hand, that line is a catchphrase from a master class on storytelling: J. Michael Straczynski’s spectacular show Babylon 5.

After all, when a mysterious figure actually starts asking that question of a wildly varied cast, and then uses the answer one gives to start a galactic war..

 

Character Arcs – the Descent of Londo Mollari

Londo’s pretty much a clown. Just a washed-up, puffed-up alien ambassador who thinks his fading empire deserves more respect, and always scheming against his rival G’Kar from the world his empire had once enslaved. So when the smiling Mr. Morden asks “What do you want?” he growls “I want it all back, the way that it was!”

(You can watch his answer for yourself, here, including Morden’s reaction: https://www.youtube.com/playlist?list=PLijOyZ0GtN42ZtegVNYRV4aBRaTnZ0oVw)

Cue the star-spanning power grab.

But Babylon 5 isn’t about ships firing lasers (mostly). It’s about making us feel every step of the journey that Londo and others take. So if Londo wants his people to take power back from the other stellar empires, the story might chart his arc through characters like:

  1. The obvious enemy that he escalates his conflict with.
  2. Would-be peacekeepers who see he’s going to be trouble.
  3. An unlikely friend who’s seen sides of him that others never do.
  4. A confidante who stays near him but sees everything he’s losing…
  5. His people’s leaders that give him everything he wants. At a price.

Otherwise known as:

  1. G’Kar
  2. Commander Sheridan (and most of the human cast)
  3. “MIster GariBALDI!”
  4. Londo’s assistant Vir,
  5. and… well, a whole parade of backstabbing Centauri nobles, including the Emperor.

Brilliant.

Londo’s whole storyline is measured through his dwindling bonds with those people, in sequence. The further his goal of Centauri glory pulls at him, the more his conflicts with the earlier people of that list grow, and the more he’s dragged into the camp of the latter ones.

All because the first have the least in common with his goal, and the last ones have the most, at least in theory. And all the way Londo moves down that list, he (and we) can feel what he’s losing and what he’s risking to go on.

That’s the basic pattern of Londo’s arc, brought to excruciating life by how these people define it. That’s how simple it can be to pick stepping stones for a powerful story.

 

To B5 and Beyond – Crossing the Character Arcs

At least, that’s the basic pattern. Of course every step on Londo’s or any character’s journey is also another chance that they might see what’s coming and find the strength to pull back—but what would it cost them? Or, a writer could twist up something to change the pattern or someone’s place in it. A character could give up one goal for another, or find a way to reconcile them, or simply lose his reason to keep pushing. (Come on, fans will be talking for generations about Londo’s crazy friendship with Garibaldi, they can’t split those two up… can they?)

And a story would have more than one thread to tangle together. G’Kar has his own journey in their rivalry, and so do the shadowy forces Morden tempts Londo with, and I haven’t even mentioned their opposite number. Or almost anything about the human plotlines that actually are the series’s center, or the last seasons in the aftermath of all this…

–Trust me, Babylon 5 was Game of Thrones years before the first Game-move was ever played. And its people survived long enough to stand for something.

But any story can begin to build some of that power, with three steps:

  • Know a character’s goal.
  • Compare it to other characters, for who’s more in conflict with who.
  • Lay the plot out so that key character’s arc goes past the others, in a pattern of similarity and conflict.

Then twist that character’s course and combine it with the others.

 

Speaking of twists… One last thing about B5 is that its story didn’t twist, or even move, so much in the first season. (Yes, it did all of the above and more in four years, with one to spare just for setups.) Not the first season was weak, but it did have a whole different pace.

More like, say, the slower arc of Harry Potter’s Severus Snape.

 

Next time: To Arc or Not To Arc?

 

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Writing a Character Arc – Through Other Characters

If the heart of a story is the conflicts it puts a character through, and especially the choices he has to make… could there be a pattern underlying that to guide a plot into deeper insights and keep them clear all the way to the end? Working out my plans for The High Road’s sequels, I’ve found something that looks a lot like just that.

Looking at an unwritten book is enough to dizzy you with the possibilities. Maybe add more action, more scale, build the thunderstorms and the body count to a whole new level—or swing wider into the maneuvers people haven’t tried yet and just how different this hero’s options are? New characters unlike anything before (a hacker! there has to be one!). Or push back into people’s histories, with whole chapters crafting the perfect setup for someone?

Or, dig deeper. Take what a character thinks he is, and tear all of that apart until even he knows better.

A story can juggle all of the above—and the best ones do—but I’ve always found that last goal was the most inspiring. And the hardest.

After all, anyone can say their hero’s ultimately driven by guilt… or learns to put family over friends… or has to find his courage… We’ve all read books that picked a theme like that, and went through the motions until they fetched up on the ending they wanted. But what does it take to find what’s actually true for him, and develop it through a whole book into something worth reading?

And I don’t mean the Stephen King approach, not for how most of us work. I read The Shining in one frantic day when I thought I was going to be writing, but I’ve never wanted to build a story out of that kind of small, personal steps down someone’s journey. For us lesser writers it’s too easy to get lost, or bring the second ghost in two chapters early or not at all… no, I’d say most writers need at least a hint of how to know the story’s on track. Anything else could leave us as confused as our characters, and more terrified.

So, back to basics:

 

“What Do You Want?” (and does HE?)

A character starts with a need, I think we all know. A set of goals and desires, and they play out through the story. Like my character interviews show, my protagonist Mark started The High Road just trying to keep Angie out of danger (when he really should have known better; it’s Angie Dennard!), but in the later books he’s searching for some combination of safety, answers, vengeance, and something more.

And yet… chararacter means more than one person’s path. Another basic rule I’ve learned: absolutely anything in a story is stronger if I use one of the other characters to embody it.

Including that first character’s growth.

Allies? Yes they’re there to open doors the hero can’t on his own, but they’re also living reminders of how not only the hero but other people with different perspectives can still have that need in common.

Until. They. Don’t.

For one example from The High Road, Joe Dennard is a former cop; in fact he left the force out of guilt for what he did with the flying belt that Mark and Angie find. He’s quick to protect them, but he’s also all too aware of how dangerous the belt can be to use. And then there’s Kate, Angie’s mother, who won’t trust anyone she cares for with it. They may be on the same side, but with Mark and Angie ready to use the magic, it was always only a matter of time until one of them is pulled away from the rest. The more the struggle edges beyond sheer survival, the more the new goals might leave one of them behind, unwilling to keep up—or trying to push the others back from something only they fear.

The more I look at that model of writing, the better it seems. Bring characters together based on their shared needs… and then move on to where those needs stop overlapping, so that friends step away, or seeming enemies turn out to have a common bond after all. Define those layers of a person using other people.

Call them human milestones, living reference points… except that all those “other” characters, being people, have the delightful habit of having their own layers too, and those layers keep changing. Just keeping up with those changes from both sides can keep a story arc twisting through multiple dimensions. It works for the story of a marriage fraying; it works for Lord of the Rings teaming up hobbits with heroes; it’s (one reason) why the Marvel movies’ most believable and beloved villain is Thor’s brother Loki.

And it’s given me a few ideas.

  • In The High Road, Olivia Nolan often seems like a “second front” to the heroes’ struggle with their hidden enemy, but in Freefall she’s willing to work with them… but that doesn’t mean she’s drawn by the same sense of outrage that they have. And I doubt her motives are going to stand still either.

Even the contrast between someone’s background and the way they actually act can let them enter the story in motion, and start us wondering what other changes they have in store.

  • That’s half the fun of writing Sasha Lawrence now. When a character’s been so close to the enemy, the last thing anyone would expect is for her to be as innocent as she seems. But even Nolan has to believe her—sort of.

 

So, the best way to reveal a character is with another character, and their own history. And whenever the contrast between the two shows they aren’t so similar (so as different) as they seemed, that’s a discovery worth making, and a plot point aching to be used.

In the next post, I’ll go further, to what’s starting to look like the simplest, strongest tool for keeping all those character conflicts on track.

 

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Darth Vader Missed It and Dracula Never Tried – Character Plot Twists that Matter

What single choice could make a story? Sure, we writers have dozens of strengths we might weave into a tale, but could there be one clear decision that pushes it to a whole other level?

It’s been on my mind lately, now that The High Road is out and I’m looking at a mix of blank screens and early drafts for Freefall and Ground Zero. What would the perfect keystone, first step, heart of a story look like?

I’ve got plenty to start with. The first book left Mark starting to master his flying magic, while Angie is… in case you haven’t read it yet, let’s leave her status up in the air (there’s always a flying pun available somewhere). He’s gotten to know a bit about his enemy, and he has old and new allies and a plan for the future.

Lots of next steps for them. So many ways to chase their enemy, from tracking his history to digging deeper in their own magic to forcing him to fight on their terms. So many ways he can push back. I could dive into those strategies and not come out for a dozen books…

Then I worry about Dracula.

Straight-up Adventure (plot twists as action)

We all know the original story… if you haven’t read it, look up the plotline and see how much of it you know anyway from what’s passed into clichés ages ago: The hero walks into a castle not knowing it holds a vampire (“Enter freely and of your own will,”) and barely escapes with his life. The Count comes to London and begins stalking pretty girls for blood and pleasure. Van Helsing leads our heroes to chase him down.

And, it drew all that from (or created) the basic steps of what a vampire wants, what he can do, and what that gives a hero to track him and fight him with. The twists of the plot are mostly what new clue or weapon or new target for the monster’s evil are revealed, and which moves will fail at what cost. (Poor Lucy, playing the original “bit” part.)

It’s a fine book, to this day, from its sheer energy and how inventive it is with its concepts. (Turn a vampire’s influence on a girl against him, with hypnosis? Cool.)

But… it’s basic. The cast mostly go from semi-fearless vampire survivors to fearless vampire hunters, except for the designated victims. All its twists still settle into the same steady push forward.

When people talk about “plot-centered” rather than “character-centered” stories, this is what it comes down to. The characters here are still at the center, but nothing about them breaks them out of what the plot forces them to become—and that means, half of what the tale says to our own vicarious sharing in it is “If I were there, maybe I could fit in that mold too.” Not so many options, variations, or revelations about human nature there.

Lord of the Rings has some of the same focus. A hobbit and a ranger may not see the quest the same way, but they all follow the same plan; half the books’ surprises come down to who yields to the ring’s influence and which way the one wild card (Gollum) will jump.

Does that make either story weaker? Not at all, not when they both choose their own territories and use them so masterfully. But, just what are those tricks they don’t use?

Plot Twists – Under the Helmet?

For one thing, those tales aren’t just sticking to “old-fashioned” simple heroism as if it were the best anyone could do at the time. After all King Arthur’s tale is many centuries older, and Lancelot and Guinevere actually act on that “forbidden love” and bring the kingdom down.

(Come to think of it, Tolkien used Eowyn to hint that Aragorn just might go off-script in the same way… but only a small nod to it, since he’d barely showed us Arwen at all. The LOTR movies set up enough more that we could at least see the possibility.)

Or these days, Harry Dresden’s torn between so many overwhelming forces you wonder if any side he allies with will let him protect the innocents around him. And anyone in Game Of Thrones is struggling so hard to survive that there are no sides that last (let alone innocents).

So what makes the difference? What does one kind of story make do without, and others sink their roots into?

It might be Star Wars that has the answer, just from comparing its first two movies. The original New Hope played a grand simple storyline better than anyone ever had… and then Empire let Vader blow it all up with four words.

(Or, it would have blown it up except the movies only gave us the buildup to that one shock, and then Luke simply recovered and decided he could save Vader. On the other hand, that “simple” first movie gets its real high point not from Luke finding the power to make that shot but from Han riding to the rescue first. It’s a basic but clear thrill from seeing who stands where, and why.)

Call it the power of rooting the plot twist in the people. Dracula finds different directions to throw the same threat at us, but there’s nothing in its heroes to make us wonder how they’ll respond; Star Wars gives us a limited amount of the same. They’ve both got brilliant buildup with Dracula floating about and Yoda warning Luke what he’s not ready to face, but the hunters only fight harder and Luke flinches for a few scenes before he begins re-twisting the plot back into line. Compare that to Lancelot and Guinevere following through with their failings, or Dresden selling only a bit of his soul but having to do it again and again each book, and the Game of Thrones parade of all-too-real changes…

By these lights, there are three chances to build a harder-hitting tale:

Set up the twists. Use everything from background to atmosphere to misdirection to fill the characters and the reader with a driving need to survive the threat, destroy their enemy, complete their quest… and then spring how the key to that is nothing like what they thought. The simpler tales live and die on a few surprises and a smooth path along the way; Dracula mostly plays with how to fight and what other lives are in danger.

That might be enough. It might not.

[bctt tweet=”A simple vampire-chase story could use a #plot stake *from* the heart. #writetip” via=”no”]

More: twist a character against himself. The deeper changes build on how a character honestly could choose something above the same struggle he’s been on. (And that means, how we readers don’t have to be in a swordfight to have been pulled in some of the same two directions.) Lancelot convinces his fans that true love might be worth risking loyalty and everything he’s built. Game of Thrones does some of the same with every new chapter, and usually tears that apart too the next time around.

And:

[bctt tweet=”If your #writing’s dangers hit the hero as rarely as a Stormtrooper’s blaster, you don’t know what you’re missing.” via=”no”]

Most: twist until something breaks. Every plot change is a chance to tease a reader with how much the heroes could lose, or win—or it can follow through and make real, lasting changes nobody can forget. Lancelot did it. The Dresden Files does it halfway since Harry wriggles out of so many compromises, but each one he makes leads to so many more. And Star Wars blinked, since in the end Vader simply came around… but imagine how unsatisfying that scene would have been it hadn’t cost him his life instead.

(Then again, a bigger miss with Darth Vader might have been back in the “setup” category: The movies made him one of the most iconic evil figures of all time, with zero balancing hints that he could be redeemed except Luke’s faith, but they simply went there anyway. And that’s not counting the prequel movies, that couldn’t make us care what happened to that version of Anakin at all. In the next few years we’ll see how well “Episode VIII” and “IX” touch those bases…)

 

So, put the story on a course where the upcoming twists make the biggest difference. Have them make the deepest difference by using what honestly could turn a person away from their path. And sometimes, let them actually turn.

Intriguing….

 

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The Prologue Checklist

“What’s past is prologue.”

–William Shakespeare, The Tempest

 

It’s only natural—you’ve got a powerful story to write, so you open with a prologue. It’s your chance to show off a clever idea, it guarantees the tale has a wider scope and maybe an extra viewpoint, and it’s traditional for everything from Lord of the Rings to every other horror movie made. Shakespeare used plenty.

Then you hear it: “I don’t read prologues.”

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

We can hear it from some readers, from bloggers, from agents that sound like they’re willing to slam the door on our best idea and maybe the whole story too. When I started hearing that, it’s hard to say which of my reactions was louder: “D’oh!” or just “That’s not fair…”

Yes, a lot of writers love prologues, and readers too. That might well be the cause of the Prologue Problem: for every marvelous example of the art, it’s easy to find case after case that doesn’t exactly push the writing envelope. And I admit, much as I relish their potential, more than once I’ve felt my eyes moving to skimming speed when I come across the P word.

To Prologue or not to Prologue?

It’s just too easy, to find ourselves writing a prologue without asking the hard questions it needs. My own latest, The High Road, has seen its prologue go through more than one total rewrite. But, I’m thinking the process comes down to:

 

#1: Is the prologue idea just a way to ease into writing this story?

Prologues are as natural as “Once upon a time,” especially if we’re still getting a handle on what the story is. Just start with a big picture or a contrasting part, and work our way over to the focus, right? Trouble is, “pre-focused” is exactly what the first pages of a story can’t afford to be.

How often do you revise your first chapter, and your first paragraph, knowing the whole story can be judged by how perfect those are? I’m betting it’s more than a few times—in fact, many authors decide their original Chapter One was a distraction and they’re better starting the story on Two.

[bctt tweet=”#FirstScene paradox: the one bit that you NEED to work is the part you wrote as you learned the story.”]

So ask yourself, could this prologue idea have already done its job, by helping you find some better scenes? Keep this in mind as you ask the next questions. (And if it doesn’t make the cut, “outtake prologues” are prime candidates for a Bonus Scenes section of your author website, so no scene has to be truly abandoned. DVD-makers figured that one out years ago.)

 

#2: Do you have the PERFECT contrast with the rest of the story?

This is the big one.

The one defining thing that makes a prologue different from a regular chapter is how it isolates part of the story from the rest: a character giving history, a young glimpse of the hero, something. And normally storytelling is about how much each part is integrated with the rest of the tale—so are you sure the best place for this thing is right out there in front, on its own?

Maybe the clearest prologue I know is in Pixar’s Finding Nemo (thanks to Feo Takahari for pointing that out). The bulk of the movie is Marlin struggling to, well, find his lost son, but it’s also him facing his own overprotective ways. And the fastest, clearest, most irresistible way to set that up was to open with a tragedy that gives him a reason to be so worried—and not just setting it on the day the rest of the story begins, but long before then. As a prologue.

Or: horror tales love prologues. Any time the story wants to follow an ordinary person slowly discovering the nastiness, but the writer still wants to make an early promise that the payoff will be worth it, an easy choice is to open with a glimpse of the monster. And a hapless victim, of course.

Fear vs finding confidence. Full-on villain vs slowly-alerted hero. See the pattern here?

A prologue that really pulls its weight zeroes in on the perfect element to contrast with the rest of the story. If that contrast is so vital that it itself should be the first thing you show your reader… so essential that it would cleaner to give that one thing a spotlight moment that shows off how it differs from the flow ahead… if you’re sure of those, you’ve got a prologue.

[bctt tweet=”Use a #prologue only if has the perfect thing to play off the rest of the story, and nothing else.”]

(If not… If it’s only a good piece of contrast but not a perfect one, it’s better off worked into a regular Chapter One or elsewhere. Or if you really want a sense of history or scale first, you could open with a snippet from a history book, news report, or letter, that doesn’t look like a prologue—in fact, you could weave bits of these into the start of every chapter instead of putting them in one place.)

One other thing: if any point is so vital the reader can’t appreciate the story without it, you can do a prologue but put it in Chapter One as well. If the prologue’s good enough, we can afford to be generous even to the prologue-haters.

 

#3: Size matters

Readers expect prologues to be small. You might have a marvelous concept for one that’s built like a midsized chapter, but it’s hard to convince the reader you’ve got true laserlike precision to set up a strong chapter when the prologue itself wears the reader out.

[bctt tweet=”If a reader reads your #prologue and takes a break before Chapter One– fail.”]

No, there are no rules about size, but I’ve heard “500 words” mentioned as a good high average. That seems about right; it should mean (at least with many print paperbacks) that the moment the reader turns the page once she’ll see the end on the third page, so she never has to wonder if the prologue is going to take two or ten more page-turns to get the job done. In fact, if you can hone a prologue down to two pages, or one, you can impress the reader even more.

To put it another way, a prologue is no place for just a slice of life. It might have a strong point combined with a slice of life, but you want to make it a thin slice.

(No, you don’t want to do a prologue for flash fiction. The second season of Arrow doesn’t count.)

 

#4: Are you giving the prologue what it deserves?

A good first scene can make your story; a weak one can certainly sink it. It’s no secret that you want any opening to be the best it can. But prologues have the same need, plus the added burden of convincing reluctant prologue-readers… and they have the sheer power of having such a focused goal.

So if you can make the prologue the best scene you’ve ever written, the rest of the story will thank you. Dig through your whole arsenal of writing tricks, from imagery to irony to a really unique point about the scene’s character, and how you could twist the plot up, down, and sideways just for the sake of showing off.

–And then don’t do all of them! You want to use your best writing judgment too, about the ideal central technique for what the prologue needs and how many more tricks can fit in around it without overstuffing it. (Well, without quite overstuffing it. Like any story’s opening, you still want to blow the reader away.)

Extra tip: if the prologue isn’t about the hero’s younger days or about the villain (and these may be the two best reasons for a prologue), consider killing off its viewpoint character right then. That saves the reader from wondering when he’ll show up again. It does also add to the risk that the reader will decide you’re abandoning the story’s best material, but a good prologue needs to invest the reader in what’s coming rather than just in itself. Besides, you can take a memorable prologue character as a challenge to be positive your hero’s even better.

 

One Thing

Maybe the best single advice I’ve heard for this comes from another movie: City Slickers. Granted, Jack Palance as Curly the cowboy was talking about how he simplified his whole life, and that’s more than most of us want to use his rule for, but it’s perfect for prologues:

“You know what the secret of life is? One thing. Just one thing. You stick to that and the rest don’t mean shit.”

And the real secret the movie claims is that we all have to find our own One Thing.

Just One Thing

(Image credit: Sundayeducation.com)

A prologue works… if you have the right One Thing to make it about, and you keep everything else out of the way, and you make that thing worthy of the spotlight you’ve given it. (Okay, for a prologue it might be fairer to say the One “Thing” is “one contrast” between two elements in it, like a character and just who betrays him, and then how that combination contrasts with the rest of the story.) If you don’t have that one clean combination—if you can’t sum it up in one sentence—your story’s better off going straight to a full-sized Chapter One.

It’s a hard choice. Every character in a story (and ones that aren’t in it yet) might be whispering in your head why they should be the prologue viewpoint, and prologues may still feel too much like the default tool to work your way into the story. But, is this idea the One Contrast that the reader needs as a prologue, or not?

If it still is, you’ve won yourself a rare insight into what makes your story tick. An opportunity like that would be a shame to waste.

Now excuse me here. My own book’s start needs some more trimming… and I’ve got some prologue cynics I’m hoping to blow away.

 

“And, by that destiny, to perform an act,

Whereof what’s past is prologue, what to come

In yours and my discharge.”

–William Shakespeare, The Tempest (the whole quote, emphasis mine)

 

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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.

On Google+

 

The Plot-Device Machine – Strength

Welcome to the whole story… or at least a chance to step back from looking at single aspects of writing, like the last two Plot-Device posts did. Now that we’ve explored how characters’ movement and knowledge keep changing how the story works—and the ways each ends up reshaping the tale—it’s time to look at a third aspect and see how they all fit together to build a story. I call this third quarter of the Plot Device, Strength.

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

(“Strength? What if my story only has a bit of fighting in it?” comes the voice from the back row.)

I’ll admit it, I’ve never had a perfect name for this one. That’s because it takes in every component in the story world that doesn’t fall into the other three groups.

“Strength” could be any tool or resource characters use to make a change in the story, and whatever’s in the story that gives them that opening. A hammer can break down a door, or nails can put it back up—or it could be someone having the muscle to smash that door, or how fast someone’s tiring from the room being on fire, or the fact that there’s a door there to smash and not just another stretch of wall. It does usually means physical “things,” but there’s also room for some abstract power in the grouping; if our hero’s goal is to write an unforgettable song, “strength” might be inspiration, time to work on it, and probably years of study or experience so he’s ready to write.

But the reason I group all these together is to tease out the other Plot Device aspects separate from them, and let them work in the ways we covered in the other posts. Our musician may test out and “learn” which chords work for his song, but that still works better as working through the songwriting’s Strength on its own terms. Meanwhile if part of the process is hearing one musical style and remembering it’s the way he always wanted to sing, that might open up things like:

  • Since he only has to hear that sound again once, it’s Knowledge—and like we’ve seen, it can have a whole investigation to track it down, or a theme-friendly depth of learning what kind of musician he’d rather be.
  • If he has to go to a hundred clubs before he hears it, that’s Movement’s way of spreading the story out, and giving him a chance to stumble into friends and enemies on the way.

Or there’s Motive—but that’s for the next post. Combining these two with Strengths is fun enough.

 

Finding Strength factors can be trickier than it looks, with so much weighing into it. My rule of thumb is:

[bctt tweet=”Everything characters deal with is a lock; some just have keys that are harder to get. http://bit.ly/DevicesStr”]

  1. The “locks”: look on all sides for what makes anything a weak link, or ready to change. Small-scale example: look left and right and all through the building for where there might be a door someone can try to open. (Are there windows? Or are the doors so reinforced it’s easier to smash the wall?)
    1. Don’t forget, what’s changing on its own: from tides coming in and batteries dimming, to politics changing as whole generations fade away. Or, what times are they just not there (or some rare thing is) and that changes the mix?
  1. The “keys”: what tools, resources, skills, possible allies, and so on are out there that can change one of those—enable it, fix it, whatever you need?
    1. Yes, those keys might need components to build them, or bargaining chips to get someone involved, that break a simple process down into more scenes. We’ve all seen stories plotted like that, but they make sense if you don’t take them for granted.
  1. Plan B, C… You’ll always come up with a few locks and keys that might work, and some that would have worked if the conditions weren’t forbidding them, and probably a few that sound beyond crazy. Any of those are good for that moment when our hero shows he’s trying to think of everything—or of course if you have any time for Things To Go Wrong.
  2. The other guys, and forces. Remember to check all the above for how every other character (like the villain) is busy looking for their own shot at their own goals, and how all characters have changes around them even if nobody’s taking advantage of them. The hero has to sleep too, and if our villain knows where…
  3. Strong enough? Once those Strengths start to come together, you can write two ways: You can run a fight, surgery, or any other scene with the classic suspense of whether they’ll actually win. Or you can keep all the tension on the plot twists just before that, on just who’ll get the right tool or enemy attack there in time. (But then, I like to have the outcome hanging on skill and then keep changing the rules…)

Again, this the purely Strength side of it. You might have the perfect “key” that our hero just doesn’t Know about, or can’t Move out to get. Because it’s that combination, taking those Strength points and pacing them out with Knowledge and Movement (and all the smaller cycles within those) that really starts to look like a story. In fact it starts to look like a treasure map, but one that does justice to the complications you’d have trying to follow it.

The Treasure Map of Oz

Time to see how these work together. In The Wizard of Oz, Dorothy’s goal is simple: getting home. The Strength to do that turns out to be in her magic shoes (silver or ruby, depending on your choice of media) and her love of family to make them work. But that’s the Plan B, since there’s also the Wizard—

(There’s that back-row voice again: “Her goal is getting home? Doesn’t that make all of this Movement?” Well yes, it could be called that, but that’s a move she doesn’t start until the story’s end. The tale’s Movement parts aren’t the flight to Kansas and whatever happens on the way, they’re her journey to find Strengths that could let her go.)

So Dorothy’s quest is to discover the depth of love (Strength) to work those shoes… after she stops relying on the Strength of the Wizard. In fact the Wizard’s offering two ways out: a perfectly good balloon ride (that turns out to be too time-sensitive for a girl with a dog-shaped Deus Ex Machina), and before that his “magic” that’s a red herring—a bit of Knowledge plotting. But first, just to learn about that “Strength” she has to go and claim another Strength, by beating the Witch.

And those several Strengths are scattered over Oz—imagine how much shorter the tale would be if the Wizard and Witch were right there when she landed with the Munchkins, ready to fight out their differences with her in one busy scene! Instead it’s that Movement (and the missing Knowledge about the Wizard) that spreads the story out on the way to those Strengths; it’s what gives her time to meet her three friends, dodge the Witch’s attacks (our villain doesn’t miss her chances to use own Strength), and of course build up the Strength she’ll really need. And all those journeys, discoveries, and fights are made up of their own combinations of these—the Tin Woodsman even gets to break down a door.

Other stories are their own mix of the same elements. A thriller might turn on getting hold of a bloody shirt for evidence, layered over with the trail of Knowledge to find it, the Movement to get to each clue, and the Strength to reach them and come out alive. A business story could be gathering the resources to launch that billion-dollar idea; a monster hunt needs get hold of its silver bullets and then track down and shoot the werewolf.

 

(“But that isn’t ALL the story! Why is Dorothy even chased by the Witch, why’d the Wizard send her after her, why are her friends and her home so important—”)

I know. That’s the last piece of the Plot Device puzzle. Strength may give us pieces that Knowledge and Movement lay out, but we all know the thing that really aligns them all, and makes the story mean something. So next week: Motive.

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The Plot-Device Machine – Knowledge

“You can run but you can’t hide.” It’s simple truth, that getting distance from a problem may be no match for how “Knowledge is power.” And that’s only one side to how “who knows what” defines the story; my first Plot Device post showed how you might move your characters around to control how the plot unfolds, but knowledge almost is the plot.

 

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

Think about this:

[bctt tweet=”Knowledge is the only side of the story that matches how the reader’s experiencing it. #secrets #writing”]

Unless you’re writing a travel guide, they aren’t following those movements; unless it’s a how-to they won’t be assembling the strengths the characters gain.

But knowledge means something, if the story can make us wonder “what’s really going on there” and let us share in the answer… because that answer or how to search for it always says at least a bit about our own lives. It could be

  • Specific: Bilbo solving each of Gollum’s riddles. Each time we figure one out ourselves, we cheer; each time we don’t, we sweat just a little for him.
  • Game-changing: the Green Goblin learning Spider-Man’s identity. (It’s not just what the hero knows!)
  • Layered: how much of a romance comes down to pacing what moments the couple are “getting to know” the chemistry they have, matched against thos False Impressions?
  • Or, bedrock: under all their twisting clues, mysteries can get their ultimate power from revealing just how vicious a killer was right next to us all along.

So the more of your story is tied to the revelations in it, the harder it can hit.

 

Knowing when to Know

It may be because information’s about blind spots, but I’ve seen (and written, sigh) so many moments where a plot misses one side of holding its mysteries together. A story can’t lose track of:

  1. What’s someone know, right now? And so, what does that make him think he needs to look into next—or not care about at all, so far?
    1. And, how do his assumptions play into it? There’s no better tool for a character arc than to find the facts he just won’t accept, then show how wrong he is.
  2. Then, how many ways could he follow that up? Talk to people, bring up Google, or track down a Dusty Tome? Run a test in a lab?
    1. One trick is to consider all five senses (or more, if you’ve got a cast like mine!) for what signs each fact might leave, including from looking back at its history. Detectives look for everything from footprints to strange sounds to glimpses in ATM cameras, and all the associates and back-story a suspect has. Can someone really run away from an enemy without coming back all sweaty? When you know what to look for, you know what ways someone might look for it.
  3. Also, which of those signs can he use best, to follow up? A hacker might dig through a dozen servers before he knocks on a witness’s door, but Sherlock Holmes will spot everything from calloused fingers to unscrupulous accounting at a glance—and he’ll know what the combination means, and how to shift to using a disguise to get the next piece.
  4. Check what all characters know, not just the main ones. Look at each step your central characters take (in investigating and everything else), and then ask who else is going to get a hint of what happened and start nosing around themselves—or just jump in and act. There’s just no comparison between Lois Lane being fooled by Clark Kent’s glasses and the thrill of Indy hauling up the Ark only to discover that the Nazis were watching him digging…
    1. Then ask what that tells the hero to look into, and keep things escalating!
  5. And, what are all those players doing for “information control”? Can they keep from leaving those traces (tiptoe past those guards), or erase them later or explain them away?
    1. Better yet, who can trick who with all of that? There’s the “moment of distraction” someone could use to tweak any moment in the story… and then there’s Holmes’s defining trick of pretending to set fire to a house, to make the blackmailer herself reveal her hiding place.
    2. On top of THAT, some of the best plot twists come when the villain (or hero) realize they’ve been tricked, and the tables start turning!

 

You can lay most parts of the story out in terms of how each scrap of knowledge lets the hero—and everyone else—move the plot forward, or else move off-track with your red herrings.

In fact, speaking of moving, it’s often literal! In many styles of writing, most of the pages are simply the combination of searching and moving. Whether it’s a grand investigation, sneaking past an enemy, or just describing scenery (whether or not real clues are hidden in it), they form the same pattern:

[bctt tweet=”Basic scene: everyone moves toward the expected next clue, sees what’s there, rinse & repeat. http://bit.ly/DevicesKnow”]

Think about it: how many ways are there that really vary from that? Yes, there’s when someone settles in to search in one place (through a process like reading or talking), or into a flat-out race or chase where speed matters more than scenery (but even then, things can come up in the environment to help them maneuver). There are Strength moments, from fights to change-the-tires scenes, that I’ll get to in the next Plot Device post. And you have other conversations, that can be their own mix of Knowledge and Motive, and maybe some Movement (or Strength) too. But mixing Movement and Knowledge might be the bread and butter of getting most sequences written.

In fact, part of the balance is how much you’ll let Knowledge obsolete Movement. Do characters need to go out to look at a site, or can they just run tests in their lab—or even skip gathering the lab samples if they can just talk to someone who’s seen it happen? (“Where’s my flying car? It’s called the Internet.”) Which means you can choose what clues call for legwork after all, and which dead ends the map won’t warn them about, to pick which discoveries get more emphasis… or just get more chances for complications.

And of course, the more amazing a character’s control of knowledge is, the more it reshapes the whole story from the start. (If you’ve ever played a video game with a secondary “radar display” to keep track of your enemies, you know how different it feels to see a bit further!) Many a story’s been built just around why the protagonist knows at least a little that the rest of us don’t: the psychic, the spy, or just the witness nobody believes. Or it could be the same advantage in reverse, being the invisible man or inside source that can hide in plain sight. Then you have the challenge of building the story around just how much more they can find, and what limits they still have.

(No, Superman, the missile control doesn’t have to be inside the lead box, that’s only the first thing where you can’t see what’s inside… oops.)

 

Knowledge, and Movement, can be the major tools for organizing a story. But then the other two Plot Device tools… Strength and Motive are the story pieces themselves.

 

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The Plot-Device Machine – Movement

I’m about to share with you my all-purpose tool for the all-purpose question that my characters (and I’d bet yours) are constantly asking. That question is, “How do I get out of this one?”

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

Or, it can be how the hero will find a new way into a dilemma that holds the key he needs, or of course how enemies and good old Murphy’s Law can get at him. From escaping traps to staying on the good side of a tempestuous ally, in a hero’s eyes his life is a multilayered challenge that almost seems to be conspiring to push him to his limits.

And readers never stop asking the same questions, because they know his life is!

So much of the nuts and bolts of writing is building the dramatic out of the practical. Would that escape be more intense if he bargained rather than fought his way through? Does the plot touch all the bases of tracking a killer?

When I’m looking for problems or solutions for my characters, I’ve found I have four main options. As a writer you won’t see any of these as new, but I think the key is in seeing the combination of choices, and the ways they can steer a scene or story. (Plus, me being me, they all have their own implications for picking someone’s paranormal or other suspense resources.)

So my plot devices are either about:

  • Movement
  • Knowledge
  • Strength
  • Motive

 

Movement

Yes, I listed movement first, and it’s not because I have a weakness for chase scenes. Stop a moment and think:

[bctt tweet=”How many pages are the hero working his way through a place? #Movement matters. #writing”]

On a small scale, mobility can mean chase speeds and barriers, or whether hero or villain can find an unprotected approach to get where he wants. (Try the back door, crawl up the sewers, whatever way’s the weakest link.) On a larger scale, running a business or just getting through the day have their own logistics issues, and a problem anywhere on all those roads—or getting a new and better way around—may well be the most changeable part of the story. Or, you can force the heroine’s boyfriend or mentor to move across the country, even if it’s just to make phone contact less comfortable.

As often as not, part of making a whole scene or more story work is physically placing everything it needs. That can mean having a sense of:

  1. Pacing—of the story, not the people on the move. Do you want to stretch a scene out with escape maneuvers, or sum up a month of military campaigning with a paragraph that explains thinning supply routes? Giving a section more space usually means finding more complications for it, and a longer or rougher ride is an easy way to provide that.
  • Or else, just taking movement out of a scene focuses it on everything else. The more you’re trapped with your enemy, for better or worse, the more you know something’s about to change… though even then something might come between you…
  1. Who wants to bring which things together, and who doesn’t? Is that bystander who sees the approaching figure a cop who thinks standing and shooting at a monster will do any good, or is it Carrie Coed who’s perfectly happy to RUN AWAY?
  2. Speeds, and also distance, to which goals. Letting Carrie run to just “get away” may not be as intense as having her run to her car. So how far from the parking lot is she? How near was the beastie to catching her—and if it moves at a nice suspenseful shamble, the only way to let it gain on her may be to say poor Carrie’s already limping from a previous chase.
  • But then, movement isn’t only raw speed. If Carrie had one of my own books’ flying belts to float up out of reach (assuming the monster didn’t too!), or she had to run around a chain fence while the monster oozed right through it, the chase may take a very different turn.
  1. The big one: check everything for how it can change. Cliché or not, it’s only human for Carrie to stop and stare when the monster pours through the parking lot fence, or maybe even drop the car keys she needed. (Yes, this can be more a chance for “shock,” mixed in with more straight suspense of just following the movement.)
  • Especially, focus on how those characters try to control those. The creature might be smart enough to see that Carrie needs to run to the lot exit now, and try to head her off. But if Carrie had actually dropped her backup keys, and then doubled back to her car with her real ones, she can get to drive straight through the thing—SPLAT.

(Good for you, Carrie!)

 

All in all, movement ought to be a natural part of working out any writing. Wherever the story physically is, distance and barriers are a big part of stretching it out (distance metaphors—we can’t get away from them). And you’ll always find a few aspects of it that can be perfect for twisting the plot.

Especially, it can be part of defining the characters, and the story as a whole. A mobile hero might be the perfect match for a stronger but slower enemy (no wonder Peter Pan can laugh at all those pirates), or a faster, elusive villain can make him the one frustrated. At the same time it can set the scale for the story: Carrie only has to drive across campus to find out why her friends aren’t answering their phones, but the further Clark Kent realized he could fly, the more of the planet Superman patrolled.

[bctt tweet=”If you don’t think #movement can reimagine a whole story, two words: Road trip!”]

With all the different pieces of your plot, movement can be just the way to control who gets to act on what.

That is, if they know about it. Which brings us to next week: Knowledge.

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