You would not believe what I had to go through to get this post up.

Anyway…

A simple element of storytelling is the obstacle. It’s what stands between the characters and whatever they want. An army of Nazis stand between Indiana Jones and the Lost Ark. The possibility of getting caught stands between Ferris Bueller and his perfect day off. The armored construct named the Destroyer stands between Thor and saving the world, but so does the inability to wield his mystic war-hammer, Mjolnir, because of his own doubts of his worthiness.

While opinions vary a bit more on this one, I think an obstacle is slightly different from a conflict. It’s just terminology, but exterior problems tend to be called obstacles, while interior ones are almost always labeled as conflicts. In the example I gave above Thor has to defend his friends from the Destroyer (obstacle), and he can’t wield Mjolnir because of his self-doubt (conflict). Make sense?

Now, while in strict literary terms obstacle is correct, I prefer to use the term challenge. I’ve found that thinking about “obstacles” tends to guide the mind solely onto physical impediments, like parts of an obstacle course. While this isn’t technically wrong, it does tend to result in a lot of the same things. This is when you get challenges that have that sort of “level boss” feel to them. Character A defeats obstacle B, then moves on to obstacle C, and finishes up with D.

Anyway, I did it a while back, but I thought it might be useful to scribble out some tips about challenges. And just so we can have cool, current pictures, I’m going to relate a lot of it to Thor. Some of them you might not have considered before, and a few of them… well, one or two it’s kind of sad that I feel it’s necessary to bring them up.

For example…

You have to have one.

Yeah, this sounds basic, I know, but it’s surprising how often I see stories where people either sit around doing nothing or just stroll through events with no effort. I ranted on about this sort of thing just a few weeks ago. Anything the characters need just appears. Anyone they need is willing to help with or without any motivation to do so. Any lucky break that has to happen does at the precise opportune moment. I know it sounds silly to most of you, but it’s honestly stunning how often this happens in amateur books and screenplays. Heck, it’s bothersome how often it happens in professional writing.

There needs to be something between your characters and their goals. If there isn’t, they would’ve accomplished these goals already. If I want a Diet Pepsi, I go get one from the fridge– that’s it. Hardly material for a bestseller, no matter how much you dress it up. On the other hand, if I want to drink from the Fountain of Youth, odds are there are some immortal pirates and conquistadors in the way, maybe a few alligators, quicksand, and the random swamp monster. That’s a story.

Your characters need a reason to confront it.

If your characters are going to take on a challenge, they need a reason to do it. A real reason. Indy isn’t chasing those Nazis halfway across two continents for an empty crate—he’s doing it for an artifact which represents the sum total of his entire life’s work. Thor isn’t squaring off against the Destroyer because he can’t think of any other way to spend the afternoon—the lives of his friends and innocent civilians are at risk.

Make sure this reason is really there. It might be obvious in your head why the characters are going to undertake a challenge, but is it that clear on paper? This is especially true for more internal things like Thor dealing with his pride issues, where the audience needs to understand why not being able to lift Mjolnir is such a big deal.

You need a reason for it to exist.

A combination of the first two points. Nothing’s worse than a challenge that only exists to be a challenge. It has no reason for existing in the world of the story, no past, no future, no motivation. It’s only there to serve as an obstacle for the protagonist to overcome. You might remember in Galaxy Quest when Sigourney Weaver loudly points out that the mashing hallway serves no purpose whatsoever. We can probably all think of a book or movie where, for no reason at all, an obstacle just popped out of nowhere. That kind of stuff just weakens any story.

Challenges have a purpose. They’re characters in their own right, or maybe obstacles other characters have set in your protagonist’s way. There’s a reason the Destroyer exists (it protects Odin’s vault), and there’s a reason it’s going after Thor (Loki ordered it to kill him). It didn’t just fall out of the sky and start smashing stuff for no reason. Think about why a given challenge is in your story, and if there isn’t a real reason, stop for a couple minutes and re-think it.

I’ll add one other note here. It’s generally better if the audience (reader or viewer) has at least some idea why said challenge exists. They don’t need to know immediately, but you also shouldn’t save it for the last five pages and say “Oh, the ninjas that have been hunting us for the past week? They were sent by my business rival in Hokkaido…”

It has to be daunting.

It’s bad enough the Destroyer was built to be the ultimate killing machine, but Thor has to face it with no powers whatsoever. No strength, no armor, no thunder, nothing. Atticus Finch stakes his career, his personal morals, and possibly his life on his defense of Tom Robinson. Jonathan Harker, Dr. Van Helsing, and their companions are the only who ones who know a supernatural monster has arrived in England—one that could kill tens of thousands if not stopped.

Characters should never want to deal with a challenge, because let’s be honest– we’d all love it if more things were just handed to us. Again, Diet Pepsi vs the Fountain of Youth. A challenge needs to be something that gives the character (and the audience) pause, or else it isn’t really a challenge. Even John Carter, gentleman of Virginia, Warlord of Mars, and greatest swordsman of two worlds, would occasionally look at the odds he was facing and say “Oh…crap.”

Well, Burroughs was always a bit more eloquent than that, but you get the point.

It can’t be impossible.

There’s nothing worse than being on the wrong side of a sure thing. Nobody reading this wants to get in a fist fight with Dwayne “The Rock” Johnson because we all know it’d be no contest. None of us want to be given the responsibility of stopping a runaway asteroid or even just a runaway bus, because I’m willing to bet for all of us here (myself included) those would be things we just couldn’t deal with.

If you’ve ever watched a boxing match, or any sporting event, you’ve probably noticed they’re evenly matched. NFL teams don’t face off against pee-wee football teams. The Yankees and the Red Sox don’t do practice games against little league. The most boring stories tend to be the ones where the protagonists have no chance whatsoever of meeting the challenge. If you’ve ever watched a horror movie where the killer is merciless, unstoppable, and inescapable… well, that gets pretty dull after the second or third kill, doesn’t it? One of the reasons Jason Voorhees was always scary in the Friday the 13th films (well, the originals, anyway) is that he never ran. He just sort of… marched? It always seemed like somebody had a chance of getting away from Jason if they could just go a little faster… and not trip on a root or a broken heel or something.

The other risk to be careful of here is if the challenge is completely impossible and your protagonist pulls it off anyway, it can look unbelievable and knock your audience out of the story.

Another thing to be wary of is the challenge that seems impossible to the character, but has a painfully obvious solution to the reader. This makes the characters unlikeable, by nature of stupidity, and that’s not going to win anybody points.

It should be unexpected.

This isn’t an absolute rule, but it’s something I still lean heavily toward. It’s the next logical step once you admit there has to be a challenge.

Every heist movie involves an enormous challenge—usually getting past near-foolproof security to break into a vault or museum. There are many chapters or scenes of preparation. Then, almost without exception, in the middle of pulling the actual job, something always goes wrong. There’s a variable that wasn’t accounted for, something the heroes and the audience are not expecting. A new set of guards, new security equipment, or maybe just a drunken woman at the bar who distracts people and throws off the timetable. There have even been a few clever stories where it’s not the heist that has the unexpected twist but the payoff. And this is where the story gets exciting. If my heroes are so trained and ready for anything that the job goes off without a single hitch, there really wasn’t a challenge, was there?

A small bonus of the unexpected challenge is that it often gives your characters a chance to look better. When they beat the unexpected challenge through sheer skill or cleverness, it makes them all the more likable.

You need to resolve it.

Once the writer has set up a challenge, the readers need to see it resolved somehow. We can’t set the Destroyer loose on the world and then just forget about it. To Kill A Mockingbird doesn’t dangle the threat of a mob in front of us for the whole book and then have nothing happen. I can’t have the hero pining over their lost love for the first third of my story and then never, ever address those feelings again. Believe me, your readers will remember these things. Once we, as writers, present a challenge to the audience it can’t be forgotten or ignored. As Chekhov said, if we see a phaser on the bridge in act one, we need to see it fire in act three.

So, if you’re up to it, make sure the challenges in your writing really are challenging, for the characters and for your audience.

Next week I’m going to accept a challenge myself, and talk about something I don’t like.

Until then, go write.

Pop culture reference. First of the year…

Wow. Last week’s little rant must’ve struck a chord with folks. Almost double the usual number of hits. Hopefully it was the right chord.
Anyway…
One term that comes up a lot in gaming is “balance.” It’s important that the rules are fair and equal from all directions. No one player should have an inherent superiority to any other. Advantages in one area should come with disadvantages in another. And the players should have a fair chance against the odds themselves. If there’s only a 1-in-20 chance of this little piece of wargear working, it should be pretty darn impressive that 5% of the time it does.
Another term that comes up a lot in gaming is “broken.” It’s when a set of rules are so far our of balance that no one wants to play in that section of the game or against that particular piece of wargear. It’s just no fun to go into something knowing you’ve got no chance of success, one way or the other.
So, what does this have to do with being a god? More to the case, what does it have to do with writing?
Well, stories need to be balanced, too. We want characters to have a chance at achieving their goals, but we also want them to face a challenge getting there. If the story leans too far one way or the other, it becomes pointless.
If the antagonist is all-powerful, then the hero never has a chance. That’s boring as hell. There might be a few dramatic moments, if the writer really knows what they’re doing, but probably not. How long would you be willing to watch me stand in a field trying to will myself to levitate? We all know it’s not going to happen, so I’m betting not that long.
Keep in mind, the antagonist doesn’t have to be a guy (or gal) in body armor and a black cape. The high school jock, the bank officer, the evil drill sergeant, the abusive boss, even society in general– any of these can be the antagonist. And, again, if there’s no chance whatsoever of beating the antagonist, this story is not going to hold a lot of people’s interest.
I’d also point out that beating the antagonist doesn’t mean defeating them utterly. But as far as this main character is concerned, they have to have a chance to succeed at their particular goals. No chance means no interest.
The flipside of this is also true. If your main character has absolutely no chance of being defeated, that’s not very interesting either. Not many people are going to pay to see Mike Tyson pound on some nine year olds, and I guarantee the ones who do aren’t going for the fight. Would you pay to read a novel that’s all about someone who’s hungry and then they go out to dinner? Want to place any bets on Stephen Hawking solving third grade math homework?
Characters with godlike abilities aren’t interesting because they never get challenged. The reader (or audience) never gets the sense that there’s any sort of danger or threat. In which case, the whole story just became as interesting as me getting a glass of Diet Pepsi.
Consider The Matrix. It turns out Neo is a god, yes, but we only discover this in the last five minutes of the movie. Same with John Murdoch in Dark City. By the time they become all-powerful, the story’s pretty much over and we just get a few hints of what they’re going to do with their newfound godhood. In fact, when The Matrix turned out to be a huge success and they had to make sequel films, one of the first things the Wachowski Brothers did was try to scale back Neo’s abilities and say they were never as great as implied in the first film. Oh, he’s still powerful, yeah, but he’s no god. He’s a bit stronger, he can fly… but that’s about it.
Didn’t really help those sequels, though, did it?
This is, as a note, one of the problems many comic book writers have had with Superman over the years. How do you pose a believable threat to a hero who’s faster and stronger than anyone, and completely invulnerable to boot? A few writers, John Byrne probably chief among them, tried scaling the Kent boy way back, but other writers soon had the dial turned up past eleven again.
(Fun fact– Kryptonite wasn’t created to solve this problem. It was invented by the writers of the Superman radio show when their lead actor came down with laryngitis. They needed a way to explain why Superman didn’t appear in four episodes, so they had a kryptonite meteor hit the Daily Planet building without anyone noticing and end up in the same storage room Clark used to change. Bam–four episodes of the Man of Steel coughing feebly.)
There’s also another downside to nigh-omnipotent characters. Gods are boring as hell. They’re very tough to relate to, and if people can’t relate to characters there’s not going to be much in the story for them to invest in. Good characters have needs and desires and flaws, but godlike powers tend to nullify most of those things. All I need to do is snap my fingers and the Diet Pepsi is here. I didn’t even need to get out of my chair for it.
I read a script a few years back that was about two gods pinwheeling back and forth through history and assuming different identities in different times in an attempt to influence the development of mankind as part of some… I don’t know. A game? A random bet? A function of the universe? It was never made clear, but I can tell you I was bored out of my skull by page ten. If I wasn’t getting paid to read it cover to cover, I would’ve tossed it right then.
When Don Payne wrote his script for Fantastic Four: Rise of the Silver Surfer, he knew there was no way a giant in Teletubby-colored space armor was going to work on screen and come across as a threat. Rather than try to make Galactus relatable (and diminishing him in the process), Don turned the Devourer of Worlds into an inhuman, completely unrelatable thing– a monstrous, nebulous entity–and in doing so he kept the idea that this was something too powerful to imagine. People give Don a lot of crap for that script, but they ignore that he did a ton of stuff right (seriously–this film is loaded with plot elements lifted right out of Stan Lee’s stories).
If you’ve got an insanely powerful character in one of your stories, take another look at her or him. Do they need to be that strong? Wouldn’t they be more interesting with feet of clay? Maybe even a whole leg of clay? Isn’t your story going to be a bit more interesting if success and failure both seem like viable outcomes?
I think it would. But that’s just me.
Next week I’d like to revisit last week’s post and go into another idea from that online conversation.
Until then, go write.
August 12, 2010 / 3 Comments

Nothing Up My Sleeve…

Presto!

Looks like I gotta get another hat…

Anyway, back in the day, when there just weren’t as many stories to be told, there was a very common structure to Greek stage plays. Essentially, the characters screwed up. A lot. They’d fail at tasks and get themselves in way over their heads. Just when all seemed lost, the stagehands would lower in “the gods,” one or more actors on a mechanical cloud, and the gods would use their omnipotent magical powers to take care of everything. No harm, no foul. Everybody wins.

If you didn’t already know, the name of this mechanical cloud was the deus ex machina (god from a machine). The term is still used today, although it doesn’t have the lofty implications it used to. It’s when a solution to a problem drops out of the sky.

Or, in this case, drops out of the sacred orb of Shen’nikarruan.

With the cinematic success of Lord of the Rings and the overall success of Harry Potter, fantasy is a hot genre again. Mix in a little softcore horror like Twilight and a lot of folks are probably tempted to write in that sexy-dark-mystic sort of style. Even a lot of people who’ve never had any interest in this sort of story before. Which is a shame because a writer really needs to be familiar in whatever genre they decide to write in.

A common problem beginning writers make–especially genre writers– is to fall back on magic to solve their problems. Characters get into a load of trouble, back themselves into a corner, square off against nigh-impossible odds, but are saved at the last moment as they all lay hands on the sacred orb. It doesn’t matter how world-spanning or universe-threatening the problem is, when the pure-of-heart grab that big emerald sphere it’s all going to go away and make life so much better for the good people.

For the record, it’s not just mystic orbs. The offenders also include–

–magic wands

–mystic swords

–enchanted rings, necklaces, or bracelets

–tiger-repelling rocks

–artifact X which must be returned to/ retrieved from the temple of Y

Now, before any other genre writers reading this start feeling smug, let me remind you of Clarke’s Law. You’ve probably heard some variation on it before. Any sufficiently advanced technology would be indistinguishable from magic. A writer may call it the Technotron 9000 and explain it harnesses neutrinos to bend quantum fields, but for all intents and purposes it’s just another mystic orb.

This all goes back to something I’ve ranted about many times before. No one wants to read about a problem that solves itself. They want to read about characters who solve problems, preferably the characters they’ve been following for most of your manuscript. Lord of the Rings does not end with god-like mystic flames destroying the one true ring when the heroes reach the end of their journey. No, it ends with one character all-but driven mad from the burden of carrying it and another one who was driven mad by the ring accidentally destroying it because of his obsession to possess it again. Likewise, Harry Potter never beats his final challenge with magic but just through his sheer determination to do the right thing.

Y’see, Timmy, in good stories the sacred orb of Shen’nikarruan isn’t a solution, it’s just a MacGuffin. For those not familiar with the term, Alfred Hitchcock coined it to describe things that motivate plot and story without actually interacting with them. The Maltese Falcon (in the book and movie of the same name) is a classic MacGuffin. It’s what motivates almost every character in the story, but the legendary statue itself never even appears.

Now, as I often point out, this isn’t to say a magical plot device will never work. If you think about it, Raiders of the Lost Ark has God step out of a box at the last minute to kick some Nazi ass (and save Indy and Marion). Take a moment, however, and think of how many other things in that movie have to work perfectly in order for that ending to work. It’s a level of storytelling most of us–myself included–never have a prayer of reaching.

Which actually brings me to a potentially touchy angle, but one I feel obliged to point out. So if you’re easily offended, you may want to stop reading now…

There is a nice little niche market of faith-based films these days, and a few well-paying contests as well. In these stories, it’s completely acceptable to have prayers answered and problems solved by divine intervention. Heck, it’s almost expected in some of these markets. The Lord steps in to cure diseases, cast out evil spirits, and sometimes even make a personal appearance. At the very least, he’ll send down one of the archangels to help that nice woman who couldn’t pay her mortgage to the evil capitalist developer.

The thing is, despite the previous example of Raiders, “God saves the day” really isn’t an acceptable conclusion to a story. In those niche markets it’s fantastic, but for every other audience it’s just as much a cop-out as the magic orb or the Technotron 9000. The characters aren’t solving problems or doing anything active. In fact, they tend to be innately passive while they wait for the big guy to solve things for them. Which makes sense, because these faith-based stories usually aren’t about the characters, they’re about a religious message the writers are trying to get across.

Again, nothing wrong with having magic, uber-technology, or even divine intervention. But this isn’t ancient Greece. These days, it has to be about character first.

(I had no idea how I was going to end this, and then the archangel Beleth pointed out that I could just bring it back around to the opening idea…)

Next time, I’m going to drop names and prattle on about the time I talked with Hawkins from Predator about storytelling. Yeah, the skinny guy with the glasses. Him.

Until then, go write something.

August 5, 2010 / 2 Comments

Shotgun Art

All right you primates, listen up. This is my BOOMSTICK!

The twelve-gauge, double-barreled Remington– S-Mart’s top of the line. You can find this in the sporting goods department. That’s right, this baby was made in Grand Rapids, Michigan and retails for about $109.95. It’s got a walnut stock, cobalt blue steel, and a hair trigger.

To get to my point, though…

The great advantage of the shotgun is that it’s very hard to miss with one. Load a few shells of buckshot and you can pretty much guarantee you’ll hit whatever reanimated dead thing you’re more-or-less aiming at. Heck, even if you’re not sure what you’re aiming at, you’ll still probably hit it. You won’t hit it with full force, granted, but with that amount of spread you will hit something. And if you’re lucky and hit enough of it, you’ll do more than slightly annoy your chosen target.

With that being said, I’d like to tell you a story…

It’s the story of Yakko Warner, a young man who wanted nothing more than to grow up and be on the Olympic pie-throwing team. It was his dream for as long as he could remember. But then, in the womb, tragedy struck…

Yakko was diagnosed with Sudden Infant Death syndrome and Alzheimer’s. Despite this, he fought on, born an orphan just two years after his parents were killed by a drunk driver. Working his way through private school and an ivy-league college by collecting deposit bottles every night and weekend, he graduated and became an alcoholic writer, artist, and musician on the same day he discovered he had AIDS, brain cancer, and Lou Gehrig’s disease. The next day, a random gang shooting killed his pregnant wife and four-year old son and left him crippled and in a wheelchair.

Yakko decided to become a teacher, in the hopes his story would inspire inner city autistic children to stay out of gangs. Alas, his students were all killed by drug dealers, crooked cops, homophobic bigots, racists, tragic suicides, random household accidents, and Somalian pirates.

Then he decided to write a book about the experience. Then he decided to option the book to be a screenplay. Then he decided to skip teaching and writing the book and just sell the story to Hollywood for the money. The screenplay won a Nicholl Fellowship, a Pulitzer, a Nobel Peace Prize, and a Nickelodeon Kids Choice Award.

Finally, on the day Yakko went to pick up his Academy Award for General Excellence, he was killed by a drunk driver. Ironically, the same drunk driver who had killed his parents five years earlier. As he bled out in the gutter, waiting for an ambulance that was delayed because Republican politicians he’d backed had slashed health care bills, a dove landed nearby. Then–as he stared at the bird and realized he’d wasted his life in books when he should’ve been out there living– Yakko died the most painful, agonizing death ever imagined.

~Fin~

Okay, you’re probably chuckling a bit, but what might be hard to believe is how common this kind of storytelling is. I saw it in writers’ groups in college (part of the reason I don’t belong to such groups anymore) and countless times when I used to read for screenplay contests. You wouldn’t believe the number of dramatic stories that are just brimming with excess plot devices and story threads.

This all springs from a common misconception–that writing a bunch of plot points and character elements is the same thing as writing a story. The logic is that if I load up my story with every possible dramatic cliché for every single character, one of them’s bound to hit the target, right? And then, eventually, the story will be dramatic. Plus, adversity builds character, therefore it stands to reason all this extra adversity in my story will make for fantastic characters.

I mean, Yakko comes across a dramatic, dynamic character, right…?

In all fairness, it’s not just the dramatic types looking to create literature and art who do this, although I must admit, they seem to be the most common offenders. I just read a book a while ago that puts the old action pulps to shame. Every punch drew blood, every car chase (or skimobile chase, or quad-runner chase…) ended with an explosion, and every leap rattled bones. Not only that, but every character had a snappy one-liner to toss out before, during, and after offing one of the villains. And there were lots and lots of villains…

There’s also the horror story that has blood and gore and chunks of flesh everywhere. Well, it would be everywhere except the story is told in complete darkness. Plus there’s a little chalk-skinned child who moves in high-speed “shaky vision” and the borderline psychopath and the one person who isn’t a psychopath but snaps anyway and gets dozens of people killed because he or she opens a door or invites something in or plays with the puzzle box.

Don’t even get me started on the sci-fi stories that have epic alien wars and ancient technology and sacred orbs and unstoppable monsters and long-prophesied, godlike, cosmic beings and cyborg ninjas and out-of-control nanites. God, I hate nanites. You’d think they’re more common than bacteria, the number of stories they show up in…

Y’see, Timmy, whatever your chosen genre is, just loading up with plot elements and blasting away with your No.2 shotgun does not create a story. That’s called mad libs, and it’s the opposite of writing in just about every way possible.

Which brings us to the flipside of using a shotgun. At close range your shot will definitely hit. It will hit with everything. And when that happens, you will completely annihilate your target. Nothing left but rags.

Take that as you will.

Next week I have a ton of deadlines so I might not be able to post anything, but if I do it will be pure magic, as always.

Until then, go write.

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