Review: Between Two Thorns

How many sides should a story view a conflict from?

I’ve just finished reading one that takes a challenge as simple as winning freedom, and spins out a whole set of different viewpoints—Between Two Thorns by British Fantasy Society Award winner Emma Newman. The book’s had me scratching my head a couple of times, about what it takes to make a single conflict feel like a larger, perilous society.

It starts with a fine hook: a woman in hiding from her family, whose knows her escape is over at just the sight of their fairie patron. When the creature casually mentions that Cathy will have only a few days to impress him or he’ll pull that independent spark out of her head, we know how high the stakes can get.

Then there’s the rest of the ancient families, humans that live between worlds on the whim of those fae. Cathy’s family can’t understand why anyone would want to leave, and they’d beat her if it didn’t leave so many marks before the next ball; her arranged fiance Will seems nice enough but can’t wrap his head around it either. And then there’s the sorcerous Arbiter who’s investigating other mischief the fae-touched have inflicted on us mundanes, and the poor computer programmer who’d be a witness to it if his memory hadn’t been wiped.

All those views do give the story the full sense of being a true hidden world. And Cathy stays an appealing main heroine, trying to save the human boyfriend she stayed too long with, and only sometimes swallowing her regret at all she’s pulled back into. And she plays Mass Effect (would Dragon Age hit too close to home, even though the elves are refugees there?).

And you have to love the world-building in just family names like “Gallica-Rosa” and “Alba-Rosa.” Their fae patron herself is the timeless Lady Rose, but the family keeps the older phrasing “Rosa” and what seems to be the family’s French-based and English-based branches. Elegant.

I have to say there’s one thing I would have liked more of: more sense of the good side, or at least the appeal, of life in the Nether. On the one hand their schemes mean a polite enslavement for Cathy, and murder for some mundanes in their way. But what’s placed beside that is most likely to be only patriarchs and petty sisters sniffing at anything that reduces their social standing—with less sense of what that actually means to them. An Anne Rice would have made these nobles conflicted, compelling figures that are just as dangerous; a Seanan McGuire would have given us moments of the sheer glittery joy of fae-charmed Society that make us all the more leery of its seduction.

Of course to Cathy, all it is is a prison. Will and some of the other nobles do show some kindness to each other, and even to her, but it would be nice to get a more revealing reaction than “you embarrassed us” from someone. What’s behind those barbs that makes people cluster press up against them?

It’s a constant question for any writer: how much to stick to a single viewpoint and the threat to that, and how much more of the world around that peril show—and how to do that larger canvas justice.

So I wonder what I’ll find in the next Split Worlds books.

Photo by Elsie esq.

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Dark Fantasy – or Just Dark Enough

For me, every hour could be Halloween. My mind never goes far from what makes the stories I love work, and for me the ultimate sweet spot of genre is a kind of dark fantasy adventure. I’ll live and die for other styles too, maybe fired up into straight action or epic fantasy, or dimmed into true horror… but there’s nothing like that shading where we know just how sinister the villain’s essence is and the hero’s just able to turn some of that against him.

A lot of it’s that horror-tinged threat, of course. Give me a villain who leaves no doubt where he’s going to hit you in, and has something original about just how he does it. (Or something classic, done well. We still bring out the Sleepy Hollow Headless Horseman with his good old sword for your neck, and there’s not much that’s cooler.)

Call it a contrast from how easy killing is with a gun in mainstream stories or in real life—all too damnably easy. A story ought to make the most of its specific danger and the suspense around it. A story that embraces how clearly, eerily dangerous the enemy is is better yet. And maybe best of all is when the story can take its time in the plot and in the attacks themselves to let us worry. Give me a mist with ghosts slowly taking shape, or that one perfect moment when a witch proves she doesn’t need fireballs when her victim’s already standing in a spooky thicket that her power can tighten around him.

–And yes, I’ll take witches over ghosts. I blogged about this a few years ago (No Creatures Needed); monsters work, but there’s something about keeping to a character that’s still human that seems more truthful, more flexible. Besides, look at the legions of fey and partly-fallen angels that fill modern fantasy. Their names are as flashy as their powers, but under that the way they lie and seduce and redeem themselves is so human, I’d say storytelling’s embraced that rule in everything but name.

 

Or put it another way, especially for the hero: Superman or Batman?

That word “hero” is all over fiction, and it deserves to be in one form or another. But which is more appealing: a hero who’s usually untouchable and only fighting to make the world as safe as he is? Or one who’s mortal and already been hurt, and he’s able to take that same pain to the enemy with all of their own tricks? A man who seems like he barely knows what the wrong choice is, or one who always could be on the edge of losing control? (But never does, of course.)

I’d say that once we position a story around who lives and dies, a bit of the “dark” in our heroes is simple honesty. Some idealized cop (or knight, father, priest, or all the rest) might be held up to us as tireless examples of restraint, but we know whoever has to deal with this much danger will have issues. He’ll face the same pressure as his enemy, just struggling to handle it better, and he’ll either use some of their own weapons or work out exactly how to counter them. There’ll be edginess on both sides.

So, that pressure in something I try to keep in mind when I write. The title of Shadowed means not only Paul’s enhanced-sense surveillance but how he’s haunted by the blind spots in his memory. In The High Road I’m trying to give Mark and Angie that sense that even flying can’t get them away from their enemies… and every time a certain owl dives in, or even Rafe with his simple gun finds the worst possible moment to strike…

I wonder, can that mist ever be thick enough?

 

In two weeks I’ll have more about this marvelous Halloween season: Dark Fantasy and Darker Horror – Common Webs.

 

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The Two Laws of Backstory (and why Superman breaks both)

It’s one of the hardest moments in writing—knowing that even though you’ve picked a perfect character or an ideal plot complication, you have to write in so much more to justify it. But with so many kinds of backstory you could explain it with, how do you pick the one that fits? Or make it do more than fit, so it opens up new depth and possibilities to the story?

It’s not as hard as it looks.

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

Understanding backstory really comes down to two things, and they’re so simple that I thought I’d demonstrate them using a few of my favorite comic book heroes, just to show how big a curve we can grade “realistic” on.

We could call those two rules looking forward and looking further back from the time of the backstory idea you’re trying out… or we could simply say “does it do enough? does it do too much?” But I think I’ll call them “the seed” and “the worms.”

The Seed: does the backstory grow what you need?

You’ve got such a simple question to start with: what do you need this history to do? Then, find an idea that seems, logically or at least intuitively, like it relates to that.

Call the Superman origin a classic example of how not to cover things. Since these are comics, I don’t mean how hard it is to justify the raw amount of power he has. The goal is still to explain physical strength.

[bctt tweet=”What does being an alien have to do with picking up mountains? #backstory #Superman”]

No, if you want personal power, a better backstory would be someone trying to give himself personal power, like the experiments used for Captain America or the modern Hulk. (Come to think of it, the original Superman simply came from an “advanced” people, and he only lifted cars.) Wonder Woman or Thor make even more sense; we have thousands of years of storytelling saying the universe just makes gods that much stronger. The Flash does the same thing, tapping into a cosmic power source. Aliens, not so much.

Still, we all know “alien powers” can play better when they’re like Groot from Guardians of the Galaxy: focus on how different their tree- or flying- or whatever evolution is from human. (That and, give the creature whatever offworld training or enhancements you want to raise that to a real asset.)

But it depends on your story goal. Say, instead of needing raw personal power, your character can have a weapon or device that does the job. Now your choices might be anyone who builds those, meaning anyone with a brain and the drive to create. Hawkman doesn’t claim “alien=superpowered,” he simply uses his planet’s advanced gear; Green Lantern puts a human in the center by giving him the aliens’ weapon. And so many human heroes (and villains) invented their own arsenal.

And of course we’ve got Batman, whose “powers” are so limited that determined training and the Wayne fortune really are all he needs. (Plus, Batman Begins takes it even further to show that he doesn’t dream up his gadgets as much as discover and adapt tech that’s already out there. Then Dark Knight reminds us just how far he can adapt it if he’s desperate enough.)

–We’ve looked through types of power here, as examples of how to make a story’s facts able to do what you want. Let’s start shifting toward how to make characters want to do what the story needs.

Aliens do work best in Guardians of the Galaxy’s main tale of simply treating them as people; just people with more varied beliefs and homelands, plus better-than-Earth laser guns. They can be especially fun for an invasion, “abduction,” or exploration story that wants to contrast human motives and interests with a people that seems different—whether they turn out to be as powerful as H.G. Wells’s Martians or as vulnerable as E.T.

For Superman’s motives, though, his story works. To build a driven but optimistic hero, some salt-of-the-Earth role models like the Kents might be just the thing, while having his original home blown up at least gives Clark an extra reason to protect his new one.

But it isn’t always the scale of tragedy that makes it mythic; Batman’s drive goes much more into the “orphan” theme than Superman’s. It’s so spot-on it would be cliché if it didn’t have enough details to be specific:

[bctt tweet=”‘A crook killed his parents, so #Batman fights crime.’ Sometimes writing’s the art of the obvious. #OriginWin”]

Spider-Man has a tragedy that hits closer yet: instead of being helpless to save his family, he considers Uncle Ben’s death his own fault for not getting involved earlier. No punches pulled there. And the core of the Hulk isn’t fighting evil at large; he only wants to get through a day without being hunted for what he might do, and stop his enemies from exploiting his power. (I’ve called those the only two core options for creating character conflict.)

For real precision writing, though, take a look at the cinematic Iron Man. The first movie makes a decent case that Tony Stark didn’t invent a hundred comic-book technologies, he invented one, the game-changing power source that let him pump every other weapon up to a whole new level—at least when you’re smart enough and rich enough to build the rest to take advantage of it. He gets a precise motivation too: creating a one-man army calls for vastly more money and effort (and personal risk!) than equipping an actual army, which is what power brokers usually do… unless you’ve already done that and just had your nose rubbed in how you might lose control of any weapon you let out of your own hands. Face it, if you’d escaped that cave (yes, “with a box of scraps”) and you were as proud and gifted as Tony, what else could you have done?

Speaking of “what else,” there’s the other side of backstories.

 

The Can of Worms: what ELSE would the backstory mean?

Even if you think you’ve got a backstory that does the job, you’re just getting started. And the other step might be even more work, but it’s also the one that can unlock whole new dimensions for a story: ask what other ripples the idea could create.

[bctt tweet=”The basic #backstory test is: does this take the story where you want spend time writing?”]

Superman’s alien origin not only isn’t enough for his powers, it’s definitely too much to let the rest of his adventures happen the way the comic wants. A whole other planet, of god-strong beings, just blown away before the story even starts—what a WASTE of story material! Bringing out just the occasional General Zod, or a Lex Luthor grumbling about alien influences, doesn’t come close to what an origin like that ought to root the rest of the storyline in. Even the fact that he looks human… we chuckle at Star Trek’s “planets of the pointy-eared folk,” but this Strange Visitor blends in so well a human woman both idolizes and ignores him depending on his clothes?

All of these could have been glorious opportunities for a darker or more thoughtful superhero (a bit of X-Men, a bit of X-Files), but they all come down to the same way that they don’t work: they aren’t the story the writers wanted to tell.

Consider this: how often does a modern-day writer even use the word “alien” with a straight face? Sure, aliens work just fine in a story that’s set up to do it justice—-invasions, Roswell, and so on. But otherwise, we tend to save the word for the silliest of all silly ideas a character might spit out at random, and I’d say it’s just because the implications are too huge to take halfway. If we aren’t ready to handle a story idea’s implications, “from out in left field” just means “the idea’s going to get lost.”

Of course, standard comic books and their heroes are an odd place to look for backstory concepts. Ideas there rush by so fast you can find hundreds of promising thoughts, but how many other cans of worms do they take a pass on? It may be the number of ignored implications, more than the powers themselves, that make superheroes so different from the harder SF and fantasy they borrow from.

Still, I can see a few more careful examples we can learn from:

One alternate version of Superman has already hinted at what might be the perfect origin for him, in the Red Son comic: Make him a literal “Man of Tomorrow” by making Krypton the doomed future of Earth. It would have been so much more elegant, with less baggage from a missing planet and making him not such a total misfit around here… and amping up the pressure on the hero. Instead of knowing that “a” planet could destroy itself, he has to protect and inspire this world to change what might be its destiny.

(Wait, wouldn’t that mean that every planetary threat until then is guaranteed to fizzle out? We could crib from Star Trek and say Superman’s own passage through time attracted the “attention” of certain history-changing forces. So if Darkseid invades Earth it would be Superman’s fault for coming here first… Over to you, DC.)

Or, the Avengers movie gets more careful use out of its aliens. The Chitauri do bring a proper invasion, but only at the film’s end, so we don’t have time to ask the larger questions of why they’re after Earth or what makes them tick—instead we focus on Loki and their other allies. Once the battle begins, we don’t have to deal with too many questions either: since they invade through a dimensional gate (set up by our visible foe and a MacGuffin power source), they can only send so large a fleet, and no more once the door’s shut. This skips the classic Alien Invasion problems of “That was all a planet could send? And now, how long till the next wave, and the next twenty?” Instead the gate’s closed, done—for now.

(It doesn’t hurt that Joss Whedon has written his share of stories about demons. For many writers, the word itself is a perfect shorthand for “hordes that can only fully invade through their particular Hellmouth.”)

Batman does make a lot of this look easy (he does that for everything), with his down-to-earth heroics making fewer ripples. But even for him, The Dark Knight was one of many stories to look into just what a vigilante might mean for the Gotham public. (And, even with the Christian Bale Batman borrowing more tech than he built, it did have its fun with who might notice where those toys had been borrowed from. “And your plan is to blackmail this person? Good luck with that.”)

Look at how hard both film versions of Spider-Man worked to keep Peter Parker from being a web-inventing super-genius; the first had webbing as just another of his organic powers, the second stole it from the Sinister Lab that’s wound up with all the schemes. Meanwhile Iron Man 2 looked into how Tony didn’t create his Arc Reactor completely from a standing Stark (sorry), and who else might have been involved in it and have his own agenda.

For more about watching an idea’s implications, see Brandon Sanderson’s Third Law of Magic: “Expand what you already have before you add something new.” The master makes a fine point: doing justice to what you have is usually better than the work and the problems of adding whole new wrinkles on top of it. Best of all, keeping closer to home leads to a final picture that’s more complete and yet more elegant than just adding more.

One last tip: if you want a true master class in smart world-building, watch Stargate SG-1. Most of its off-worlders really are human (it’s all explained), their alien masters use human bodies too, and the blaster staffs actually have a reason they’re inferior to our machine guns. YES!

 

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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…

 

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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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Worth Fighting For – choosing stakes for characters

When I’m first putting my sense of a story together, there’s one question that can turn the different pieces into a whole, sometimes faster than any other choice I make. And that is: what does a character want?

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

I don’t mean the deep study of how the world looks through his eyes, not yet. (And not the “What’s my motivation?” acting jokes—although any cliché like that was usually washed downstream from a good idea up somewhere.) No, I mean a simple decision about what part of the story keeps that person in the action, in terms of his own history.

Think about how you come up with a concept, and what ideas come to you first. You might start with a protagonist and build the world as you start to understand her; “What kind of person would try to hide her psychic powers to live an ordinary life?” Or you might begin with a sense of the conflict (“wizards at war!”) or the cause at the root of it, or just a setting you want to draw a story out of. So many ways we can go.

But to keep those pieces from pulling apart, we want at least a basic sense of which of them got our people involved. In some stories this may be less important than how the plot escalates (such as trying to stay alive), but even as a starting point it’s a good one. So I like to look for whether the character’s here for:

Family: The earliest, maybe deepest motive we all have. When Inigo Montoya says “You killed my father, prepare to die!” or a troubled teenager tries to keep her sister from following in her footsteps, we all know how much is going on. It’s especially good for bringing in the weight of the character’s past; half the story’s subtext may be her fighting for these few people to not see her as who she used to be.

Love and Friends: If family’s bound up with the past, these can start as casual and in-the-moment as Watson’s initial curiosity about Holmes—or as life-changing as Romeo catching a glimpse of his enemies’ daughter. It might be the most versatile motive of all because that other person could be anyone, with whatever bond to the character you want to build up, and they have all their own ways of changing and pulling people in deeper.

Work: The classic, if you want the story tied to how police work or ranching operates, or at least how Certain Events are complicating those. Harry Potter starts his adventure wanting to earn his place as a wizard, and the sheer weirdness of Hogwarts fills half the pages of the books. And like Harry shows, this choice can be all about the structure that job brings, but it can also be an easy string for pulling in characters you don’t want to give a separate supporting cast to—or to show off how someone like Harry doesn’t have any good people in his life, at first.

Accident and Entropy: Sometimes a killer just thinks your hairstyle is more fascinating than the others on the street—or you win a lottery, or wake up with a disease. The other stakes usually come with their own baggage, but here we can say “It had to happen to someone”… and then build the story from how that plays off the rest of the character. That random target becomes all about whether her ordinariness (and all the unique bits it came from) will help her survive; the lottery winner finds out what he really wants in life. If you want this kind of setup, you’ll usually know it.

 

Whatever else the story does, the better I know a character wants the right thing, the more the whole story hangs together. The High Road starts with a family secret, but making my viewpoint character Mark a friend of the Dennards keeps him a step back from their legacy to appreciate it a bit more. It spotlights his relationship to them but told me I had to show how specific his reasons for being there were, from his suspicion of the magic he’d glimpsed to his lack of a stable family himself.

Besides choosing a type of stake, here are three other things that choice can lead to:

Often the way the character sees that goal can be as distinctive as the thing itself. If you look at the Marvel movies, Thor and Iron Man both start their arcs as superstars who think they know everything about changing the world, while the future Captain America is a weakling who dreams of making a difference any way he can. One person might have lost someone and be driven by revenge or just stumbling around with a grudge against the world, but a different spin on the same concept can give you a character trying to make amends—either to the people he’s failed or to the different ones that are all he has left.

Or, the most impressive thing about stakes may be the combination of them, and how many you cover or contrast. Harry Potter comes to Hogwarts to train, but he also has his lost family to discover, and the friends he soon makes… and even touching all those bases makes any character more complete. Or look at the symmetry between Harry and the picture we form of young Voldemort: both Hogwarts students, both from nightmarish homes, but Harry’s honest friendships (and how easily he makes them) make it easy to see how different their lives will be. Just think of a classic mystery: half the story might come out of “the real killer did it for simple greed, while the red herrings have these flashy love and cover-up-the-accident motives.” Or how many stories are about changing a character from career-chasing to love or family.

Most of all, choosing someone’s goal ought to be a signpost to what to flesh out next. “For his father” is pure cliché if it just lies there pretending to be a complete answer, without detailing what that father’s like. Other characters may never mention their parents at all, but that only works for the ones that have whole different forces driving them. And the better you are at picking which of those basics each character depends on, the sooner you can fill in what they’ll mean for the story.

Besides, the heroine’s father might turn out to be the hero’s too, if you find you’re creating the next Darth Vader…

 

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Conflict – or How Many Sides to the Dark Side?

Did The Phantom Menace have it right?

—Yeah, a cheap shot, nodding some less-than-stellar Star Wars. But if the question is what makes a character evil—or rather, what makes him move against other characters, whether it’s “villainy” or driving someone to turn on his friends or even pressure the hero—I always thought the movie’s (one) famous line had a lot to say.

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

Still, this is the Unified Writing Field Theory, where we try to sort out a lot of different ideas to see what our story options are, and where we can take them. So let’s start with the basic definition of conflict:

  • someone hurts someone.

Call it his hand swinging into our hero’s face, or into his pocket, or him speaking out against the hero’s plans, or anything that interferes with the hero or other sympathetic folk. And the obvious motive is just

  • he wants his __

but that’s only one type, and worse, “he really really wants it” doesn’t give us a lot of options to build on it in a story. So let’s mix in some other dimensions of evil: the Seven Deadly Sins, the famous Jedi warning, and the Unified Theory’s recent breakdown of plot elements.

The Deadlies include Greed, Lust and Gluttony, all more examples of simply Wanting things. But they also add Sloth (not much of a plot event, but slacker or stressed characters could be goofing off about something important), and Pride and Envy. (I’ll get to the seventh in a moment.) Could we see these as amplifying how much a character wants things?

  • Envy twists any sense of what he doesn’t have by fixating on what someone else does have, so he tries to drag his “rival” down more than trying to take things for himself. Envy’s nasty stuff if it goes deep, maybe the hardest evil of all to spot because it’s less direct. Think Iago scheming behind Othello’s back.
  • Pride, though, is about what he does have or thinks he does. And it can create two conflicts: refusing to consider other people’s needs and warnings (like that hero saying he needs to guard the gates), and being protective of things he hates to lose—like anyone from a first son to the angel Lucifer might resent someone new getting attention. They’re protective… as in afraid.

And here we get to Fear (which isn’t in the Deadly Sins) but also to the last of those Seven, Wrath, because of Yoda’s line:

“Fear leads to anger. Anger leads to hate. Hate leads to suffering.”

I think the coolest thing about this line is that it lists its evils *in sequence*, showing that we need some thing to be worried for before we can get fighting mad to keep it. (Like Mom used to say, if you get angry at an insult, it also shows you think it’s a little bit true. Come to think of it, even the future Darth Vader had to start by losing his mother…) Then on the less specific end, hate is simply anger moving to a long-term burn, maybe hating the people who “wronged” him but maybe also being more ready to resent the whole world more the more he loses.

So, a budding antagonist could have desires on one hand, and on the other have things he fears and rages to hang on to, maybe stiffened by past losses’ grudges, or pride, or envies… You could have a whole spiral of how the hero’s noble goal is threatening what he values, and his response makes the hero push harder, until…

–Not a bad plotline, especially once we add how someone could be protecting an intangible thing like “a world where no peasant belongs in college,” or how “fear” might mean he attacks an innocent hero because of what the hero might do. (How many wars start because the nation next door seems too strong and angry not to hit first? Or consider the jealous boyfriend—real “jealousy” is very different from envy, less sneaky but more immediate.)

Or his “fear” could be of doing what he himself used to do. Guilt is a marvelous way to define a character as coming from a whole different viewpoint from what he has now; it really lets a story point out two sides of a tangled problem.

Yes, what he wants and what he won’t lose or do, good. Now let’s check that against this blog’s recent breakdown of plot elements: changing alternative choices that have Reward, Cost, and Difficulty.

Of course Reward and avoiding Cost are what we’ve been talking about, but there’s another side to this: what if what makes the difference is the cost to his victims, that instead of something driving him past restraints he just doesn’t realize he’s hurting people, or doesn’t care? Here we have everyone from sociopaths, to mad scientists who think their creations will help people, to the daily tragedy of seducers that don’t notice whose hearts they break.

And then there’s Difficulty. Plenty of storylines have hinged on people who have all the same goals and fears as the hero, and that becomes the whole problem: they still block him because they doubt he’s got the right plan or just the skills to pull it off.

So… desire (or envy), and fear (even paranoia, or maybe guilt) or anger multiplied by pride or old hate, and maybe ignorance or apathy or just a doubt about strategy.

That’s a lot of problems. And the more a tale explores these conflicts, the clearer it is how much they challenge our heroes—both with how many committed enemies can come out of the woodwork, and how hard it is for a struggling hero to keep his own soul clean.

Sounds like a story to me…

(For more on shades of villainy: Case Study: LaCroix and Everything I know about evil I learned from Thunderbolt Ross.)

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