May 15, 2009 / 2 Comments

Geek Stuff

Okay, time for a personal confession.

I am a geek. Long time nerd. I was one of those sci-fi/ fantasy/ comic-book weirdoes long before most of you reading this were born. An outcast all through grade school and high school with only a few equally geeky friends.

I saw Star Wars in the movie theater when it was just Star Wars. None of this tacked-on- “Well, I always planned a trilogy of trilogies”- A New Hope nonsense. I remember when the Doctor turned into a tall guy with curly hair and a scarf, back at a time when you knew Daleks were supposed to be scary but couldn’t quite figure out why. I devoured the tales of Hawk the Slayer, Rom the Spaceknight, and John Carter, the Warlord of Mars. I remember the X-Men when they weren’t cool and Wolverine dressed in bright yellow spandex. Heck, when I learned how to play Dungeons & Dragons it was just two magazine-sized paperbacks with red and blue covers. It was a proud, thrilling moment for me when I first found out I was going to work on a Beastmaster movie (the shame came later).

Alas, sci-fi and fantasy get a bum rap from most folks, and those two genre tags are often seen as a kiss of death by agents, publishers, and studios. Heck, producer Ron Moore went out of his way to keep people from calling Battlestar Galactica sci-fi, despite that glaring network label. Michael Crichton’s Jurassic Park was almost never shelved in the sci-fi/ fantasy section. Same with his Eaters of the Dead and all those Harry Potter books.

What years of digesting this stuff have shown me, though, is a lot of bad genre stuff tends to be bad for all the same reasons. Oh, there are some films and books that have found bold and daring ways to be awful no one could’ve possibly thought of (for examples of this, I recommend the novel Einstein’s Bridge and/or the film Women of the Prehistoric Planet), and there are a lot of the same basic problems you’ll see in any story or script, but overall the lethal genre flaws tend to fall into three categories.

One of the biggest mistakes I see in a lot of genre stuff is writers who are trying to make it too amazing. They cram in everything they can think of, every idea they have. It’s a bit like when that one overeager kid got to be the Dungeon Master for the first time and created that dungeon with fifteen platinum dragons and twenty giant purple worms and thirty minotaurs armed with +5 flaming swords and every door had a poison needle trap and… and… and…

I read one sci-fi screenplay a while back that dealt with a character awoken from cryogenic suspension thousands of years in the future, superhuman bio-technology that let people live at an accelerated rate, the different physics reactions this accelerated rate caused, gladiatorial games, social clans, an arms race, interplanetary civil wars, and an ethical debate over cloning. These weren’t just touched on, mind you, but all were essential, key elements in a 100-odd page script.

The problem with writing screenplays or stories like this is your audience has nothing left to latch onto as they’re overwhelmed with everything that’s different. The location is different. The rules are different. The people are different. Motivations are different. The writer may have created the most unique 37th Century world ever, but the audience needs to be able to understand to it now.

This leads us right into problem two—when the writer tries to explain all of it. I think most people reading this have seen a story or script that suddenly deviates into exposition. Characters will suddenly spout out a page or three on what the fabled Amulet of Sativa can do once it’s soaked in the blood of an innocent or how space travel works. Worse yet, sometimes this explanation will just pour out between the dialogue as the writer talks directly to his or her audience.

What this leads to is stories that are phenomenally detailed and exotic, but nothing ever actually happens in them. Five pages explaining why the Cawdor hive-gang has hated the Escher hive-gang for the past twenty years is really just five pages of characters sitting around twiddling their thumbs.

And this leads us to big problem number three—when the writer doesn’t explain any of it. Strangers make ominous proclamations. Disturbing photos arrive in the mail. Eerie carvings of strange, vaguely-familiar symbols are found on the wall. And people don’t address or flat-out ignore all these odd things.

A lot of the time, in my experience, this is a desperate attempt to create an aura of mystery and amazement around the characters or events when there really isn’t anything mysterious or amazing there. The writer just watched a lot of episodes of LOST or Fringe or maybe just the Matrix one too many times.

So, how can you beat these problems? How can you prove to editors, agents, and readers that your genre work is true literature and not at all like the feeble attempts of these other fanboy hacks who’ve been encouraged by their geek friends?

(Apologies to all my geek friends—I wasn’t talking about you.)

For that first problem, have a touchstone. Make sure your story has a main character your audience can immediately relate to. A protagonist who hates their job. Somebody lusting after someone they can’t have. Someone who feels like an outsider. Simply put, a person who has a universal need or desire. I’ve mentioned once or thrice that believable characters make for believable stories, and that’s especially true here in the genres. Luke Skywalker was a small-town boy who didn’t want to go into the family business. John Carter was a Civil War veteran from Virginia trying to find a purpose after the war. Ellen Ripley was the second in command of a mining ship who just wanted to get home to her daughter. Once the reader can believe in your characters, they can believe in what’s happening to your characters. This is a large part of Stephen King’s success, that 95% of his stories involve absolutely ordinary people living absolutely ordinary lives. By the time clowns crawl out of the sewers or a wall of mist rolls across the lake, the reader’s already invested in those folks. We believe in the characters, so we have to believe in what’s happening to the characters.

There are two things you can do for the second problem. One is to trim out anything that doesn’t need to be there. You may have the coolest take on vampires ever, but if you’re only including the vampires because you’ve got this cool take, yank them out and have your characters get attacked by bandits. It’s really cool that you’ve created the entire history and art of the nidhar, an ancient short-range weapon consisting of an array of blades that are held one between each finger before releasing them… but couldn’t your character get by with just a throwing knife?

Here’s a helpful example. Isaac Asimov once wrote a clever short story called “Nightfall,” later expanded to a novel of the same name. In the preface, he explains that he uses miles, hours, and years not because his planet is related to Earth, but because he saw no point in overcomplicating the story. If it works for the master…

The other thing you can do is fall back on the ignorant stranger method I’ve mentioned a few times. It’s nifty that taxicabs and busses are all electric and run by robots at this point in the future—but doesn’t Yakko already know that? I mean, he’s from the future, right? Shouldn’t Lord Murrain already know why he sent his henchman, Wakko, off to search the arctic wastes for a year (to search for the legendary Ice Sword)? Why does Wakko need to explain where he’s been? If this material isn’t vital to your story, trim out that paragraph or three of exposition and just trust that your readers are smart enough to understand future taxis are cool and Wakko found that which he sought.

To solve that third issue, make sure you know what you’re keeping secret, and that it really is a secret. Nothing will frustrate your audience more than to struggle and stumble through a whole story and then realize the writer has no intention of revealing the big mystery, or that there really isn’t one. Figure out what the story’s secret is and work backwards, making sure characters are motivated to hide it and/ or smart enough to uncover it.

Here’s a fun little tip I once heard from that nice lady over at A Buck A Page. Your main character should mirror your audience. So if your main character is constantly saying “I don’t understand,” or “What does that mean?” it probably means your audience is, too. Or, worse yet, they already hate your main character for being a $#&%ing idiot and threw your work across the room fifteen pages back. This also gives you a great guideline, though, of when stuff should be revealed. If you’re well into the third act of your tale and the main character still doesn’t have a clue what’s going on… well, I’m sure a few of the readers will keep reading to the end. Three or four of them, at least…

And that’s all I’ve got for you, unless anyone wants to debate Shogun Warriors vs. Micronauts. Hopefully this’ll help get some more good genre stuff out there for eager audiences.

Next time, just for fun, let’s kill a few babies.

Until then, get back to writing.

We’re all familiar with that title reference, yes? Even if you never played as a kid (or a semi-drunken college student), you’ve probably seen or heard about it. Clue is the classic mystery game, where you have to determine the murder weapon, the scene of the crime, and (of course) the killer.

A game of Clue isn’t much of a mystery, however. It’s more of a puzzle you just need to solve though the process of elimination. We never find out why the good professor felt the need to cave in Mr. Boddy’s skull. Was it an act of revenge, long-overdue justice, or just a heated argument that boiled over into violence? Similarly, Plum never offers any sort of defense or alibi. He just ends up being the only person who can’t account for his location at the time of the murder, so we cart him off to life behind bars.

Motives and alibis are what really separate a mystery from a puzzle. They’re the human element that makes things either a little more complicated or a lot more difficult, depending on your point of view.

The motive is why someone does what they do– the personal reasons behind the action. Why does the Monster (sometimes called Adam) kill Victor Frankenstein’s bride-to-be? Why does Lando betray Han? Why does Romeo kill Tybalt?

If you really think about it, though, most characterization comes down to motives. Knowing why someone’s doing something—anything, not just criminal acts– tells you a bit about them. We learn a lot about the good Doctor Jones simply because of his desire to go looking for the Ark of the Covenant, but also because he mocks the ideas behind the fabled treasure. You can ask these sort of questions about most great characters. Why is it so important to Atticus Finch that Tom Robinson receive a fair trial? Why is young Edmond Dantes so determined to escape from prison? Why does Dot keep hitting Yakko with that hammer when he’s not looking?

You can even look at motives in a negative light to help define characters. Not why characters do something, but why didn’t they do something else? Sometimes people make difficult, troublesome decisions that are going to cause problems, and that can tell your audience something about them as well. Why won’t Nick Andros abandon Tom Cullen (M-O-O-N spells Tom) so he can travel faster to Denver? Why doesn’t Louis turn Rick over to the Nazis for shooting Major Strasse? Why won’t Prince Hal acknowledge his friendship with Falstaff?

Motives don’t need to be big, elaborate things, mind you. “Bob doesn’t want to get beaten up,” is a perfectly acceptable motive. So is “Beatrice wants to sleep with Larry” or “Pinky is hungry.” Not everyone has to be hiding a dark secret, keeping themselves out of the electric chair, or protecting the Holy Grail.

The real failure comes when characters do things not for their motives but for the writer’s. If you ever look at a character action and the reasoning behind it is “because X needs to do Y,” that’s false motivation. The writer is looking forward in the story rather than back at character development. And character development is where all your motivation is going to come from.

Now, in mystery stories, the alibi often walks right alongside the motive. Simply put, the alibi is the reason you couldn’t’ve done the crime, even if you had a reason to. It’s contradictory evidence. We know Miss Scarlet was in the greenhouse and Colonel Mustard can’t lift anything over his head since the war, so they’re off the hook for Boddy’s murder. We may find out later Scarlet was in the bedroom with Mrs. White and Mustard’s medical records were faked, but that just makes the mystery a little juicer.

In fact, alibis make most stories a little more tasty, because keeping something hidden makes other characters (and the audience) think twice. It’s when you want to deceive your audience and keep a little something from them to improve the story. Most romances wouldn’t be as interesting if at least one of the two parties involved wasn’t completely denying an attraction. Stu Redman must die in that ravine, because none of his friends ever see him again. And there’s no way those robots can do anything wrong, because the Three Laws will keep them on the straight-and-narrow path every time, right?

Note that in many of these examples, the writer isn’t even lying to the audience. If the reader chooses to interpret things a certain way (a wrong way), that’s hardly our fault is it? Well, okay, it is, but we’re doing it for a good reason. The key thing is, none of these alibis are cheats. There’s a good reason none of Stu’s friends ever see him again. The robots really are following the Three Laws (as best as their little positronic brains can, anyway). And, come on, who’s really going to admit they’re attracted to a guy like Chuck, right?

So, even if crime doesn’t pay, you can still get something useful out of it. If your characters always have honest motives, they’ll be real. If they always have compelling alibis, they’ll be interesting.

Next week, since it’s been brought it up once or thrice, we’re going to talk about the rules. To be more specific, we’re going to talk about being the exception to the rule, because that’s what most folks are more interested in.

Until then, get yourself motivated and go write.

February 15, 2009

Love Scenes Are in the Air

Well, as the weekend approached I had great plans to get a piece done on writing romances. Then I was reminded that screenwriting contest season is coming up, and I had a few critical ideas…

Ahhhh, I’m a romantic at heart. Let’s go with that.

When was the last time you read something that was going along great and suddenly, out of nowhere, two characters started kissing and professing their love for each other? Or maybe a movie where the characters suddenly make dinner plans or randomly fall into bed? It makes people roll their eyes while reading books and it makes movie audiences laugh. Nothing sinks a story faster than a pasted-on love interest.

We all love a good romance. Yeah, even the guys. Because we all love the idea that there’s someone out there who’s an absolute, 100% perfect match for us. Even more so, we love the idea that we could meet this person while disarming warheads set by mad computers, fighting zombie pirates cursed by Aztec gold, or fleeing ninjas. Because, hey… think of the stories you could tell your friends. And that’s what we all want, right? To have a better story to tell.

So, what are some of the ways you can avoid that horrible relationship trap?

Okay, first and most important thing to remember. People get together because they want to get together, not because other people think they should be together. And “other people” includes the writer. If you’ve based your whole story around the computer geek and the cheerleader hooking up at a frat party, then you need a real reason for them to get together. And no, the reason can’t be “because they need to battle the dark overlord as a couple in chapter eleven.” Nor should it be “we want the actress topless in act three.”

This leads nicely into my second point. They’re almost one and the same. You can’t have real emotions without real people. And real people, oddly enough, act in realistic ways. I’m not saying rational ways, because love is one of the most irrational things most of us will ever encounter in our lives. If your characters are real, they’re going to have needs, desires, plans, and tastes. And it’ll stand out if they’re making choices that go against all those traits. Is that backstabbing, career-minded office bitch really going to see something she likes in the guy who cleans her pool? Will a blue-blood, British noble really find himself fascinated with a toothless hillbilly girl? What the heck are a professional mercenary and a Peace Corps worker going to talk about?

Yeah, opposites attract. They even have a lot of fun together. But if we’re talking about real emotions, the opposites will tend to have a lot in common. The mean-girl cheerleader isn’t going to make a move for the scrawny honor student kid. Unless she needs a book report done.

Or maybe, unless she’s a closet sci-fi/ action fan who desperately wants to talk to someone about last night’s episode of Chuck. Could be that she’s a lot smarter than she lets on, but is scared of not being popular. Or perhaps she was the ugly duckling until her second year of puberty and used to be friends with a lot of the AV club kids.

Even then, how far and how fast they take things should be consistent. Some folks live for the moment. Others like to wait and plan. People can be confident or nervous, experienced or awkward. Some relationships are established with a wild half-hour in a hotel room, others when two people hold hands for the first time. If your characters are real, their reactions should be, too.

My third tip would be this– hard as it may be to believe, there are just times when romance isn’t appropriate. As the man likes to say, there’s a time and a place for everything. Someone could be starving, terrified, or in a blind fury fighting for their life. At moments like these, it’s not terribly realistic they’d be noticing what pretty eyes their new partner has. If you’re writing an action/ sci-fi/ horror story, is there really time for an extensive relationship? It might be better to plant the subtle seeds of one and let your audience fill in the rest, much like James Cameron did between Ripley and Hicks in Aliens.

A quick story…

Late least year a friend of mine let me read the fantasy novel he’d been working on. There was a lot of good stuff, but one part lost me just a few chapters in. The main character, in the midst of looking for his abducted son, starts getting starry-eyed and bashful around a pretty elf he’s just met.

“Wait a minute,” I told my friend. “Jayme’s son has been kidnapped, missing less than a day, and he’s taking a time out to flirt wildly with some elf he’s just met?”

This bothered me far more than the fact Jayme had grown a set of functioning butterfly wings since arriving in the fae realm. It was, as I told my friend, the point I would toss the manuscript on the big pile to my left.

The last point, as silly and motherly as it sounds, is not to confuse sex with love. There are lots of times where it might be completely acceptable for two characters to have sex. It’s fun. It’s a stress-reliever. It lets you not think about other things. Heck, it can even keep you warm.

Sex doesn’t always translate to a relationship, though, in stories any more than in the real world. If two characters fall into bed (or onto a couch, or against a wall, or into the back seat of a car), make sure you’re clear what it means for both of them. Forcing something casual into something serious will just read as forced.

So go and spread the love among your characters.

Where it’s appropriate, of course.

Next week, some criticism for you.

November 4, 2008 / 2 Comments

Too Much Information !!!

Details are prickly things.

I prattled on about them a bit in characters, about how some writers will spend paragraphs on shoes, jewelry, spoken languages, or what have you. Details also came up a bit under the suspension of disbelief, and how getting them right or wrong can save or kill your story.

As it happens, both of these can be symptoms of a problem. This problem is a lot more common in prose than in screenplays, but I’ve seen it both places. It goes by the self-explanatory term overwriting, but I’m going to explain it anyway just in case. After all, if I didn’t, I’d have to go do the dishes and then nobody wins.

Overwriting is when a story gets bogged down with details. It’s when the author starts describing every aspect of a character or a set of actions. Each step of a walk down a hall, every single garment while getting dressed, each hand gesture in an active conversation. Some people may look at such overwritten passages and argue art or depth or beauty of language or some such. My rebuttal is those are all wonderful things when actually present, and there’s also a reason the phrase “starving artist” has stayed in the English language for so many, many decades.

The overwhelming majority of the time, overwriting slows your pacing and pushes the reader inch by inch out of your story. It’s information they don’t need or can figure out for themselves, and the other word for that sort of information, as you may remember, is noise. For example, while I’ve started writing this little rant I checked my email, switched to a different playlist in iTunes, had several sips of Diet Pepsi, talked to the missus, and scratched myself once or thrice. None of it was important to what I’m writing here, so none of it came up here. It’s all just useless details that do nothing to advance the information I’m trying to put forth and you’re trying to read. The same holds true for fiction, be it prose or screenplays. If it doesn’t need to be there, why put it there?

Let’s take a look at two interpretations of a scene and get a feel for which one conveys the required information.

* * *

“We’ve confirmed it,” said the voice on the phone. “It’s Mendoza”

“I’ll be right there,” said MacLeod. He hung up the phone and picked up his keys from the phonestand. He walked across the living room and reached for the doorknob. He opened the door, stepped outside, and closed the door behind him before locking the main lock and the deadbolt.

MacLeod walked around his house to the parking slot in the alley. He unlocked the heavy padlock and unwrapped the chain that held the gate shut. He pushed the gate open, got into his car and twisted the key in the ignition. The car backed out with a squeal of tires and a faint scrape from the front driver’s side brake pad that needed replacing. Then he got back out, pulled the gate closed, and re-wrapped the chain. The padlock went on with a snap, he sat back down in the car, closed the door, and shifted into first, switching smoothly into second as he rumbled down towards the main street.

At the end of the alley MacLeod downshifted as the car lunged out into traffic. He turned right onto Alpine, then flipped his directional and took a left onto Beech. He made another right, upshifting as he did, and roared up the Carver on-ramp onto the freeway, accelerating into the leftward-arcing curve with a gradual increase of pressure on his foot.

* * *


“We’ve confirmed it,” said the voice on the phone. “It’s Mendoza”

“I’ll be right there,” said MacLeod.

He hung up and left the apartment. Less than three minutes later his car was roaring down the freeway.

* * *

That’s a bit extreme, I admit, but it gets the idea across. They both tell you the facts you need to know, but the first one’s massively overwritten. There comes a point when a writer is just spewing out excess information, be it in their dialogue or in their prose (action blocks for all you screenwriters).

I was looking over an acquaintance’s manuscript a while back and came up with an interesting way of looking at it which may be clearer. “It’s the difference between a cooking show ,” I explained to him, “and a show someone cooks on.” If you flip on the television, on one hand you’ve got folks like Emerill, Martha Stewart, or Bobby Flay. On the other hand there’s Luke and Sooky from Gilmore Girls. They’re all cooks. They all usually have food with them when they’re on screen.

However, you don’t expect Emerill to spend half his show talking about how his date went last night with the woman he met during an open house at his daughter’s school. Likewise, something’s wrong if Luke spends fifteen minutes in the middle of each episode explaining how to make a perfect grilled ham and cheese or why you should always cook french fries in vegetable oil with a few shakes of salt in it. In one case, being a cook is the sole point of the show. In the other, it’s just one small element of the show.

As you’re writing out chapters and scenes, be aware of what they’re actually about. If it’s about an obsessive-compulsive, maybe you do need the list of every dry cleaner bag in his or her closet and the shapes of all seventeen Tupperware containers in the fridge. If it isn’t, well… maybe things would move along a little without all that stuff.

Go look at your writing and see.

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