February 22, 2024 / 4 Comments

Balancing Point

As some of you know, I play tabletop games. I have for about… wow, almost twenty five years now. I spend a month or so painting up a hundred-plus little toy soldiers and then my friends and I roll dice and move them around the tabletop. The hobby side of it is kind of meditative for me, the gaming side is a great reason to hang out with friends.

I started out playing a lot of Warhammer 40K and Fantasy, but for the past two years or so I’ve been much more into One Page Rules (shameless, unsponsored plug). It’s a simpler game that lets you use a lot of the same models (if you want), but doesn’t require as many books and charts and dice rolls to do things, which means we can focus more on just hanging out and having fun. Which is, y’know, kind of the point of most games.

But one thing we’re still getting used to is the balance shift. Because OPR doesn’t use as many mechanics as 40K, a lot of actions and results seem under- or overpowered to what my gaming group’s used to. We want things to behave a certain way, yeah, but we also don’t want to discover that something’s drastically weaker or waaaaaaaay too unstoppable now. This is an inherent part of most gaming—no player should have an immediate or inherent leg up over the others.

And it may sound obvious but… games are set up that way so it’s fun for everyone. Yeah, every now and then it’s great to when everything goes your way and it feels like you’re essentially playing in god mode. With the right people, you can even have fun when absolutely nothing works out for you. But if this is the standard result… well, it gets frustrating and boring really fast. Who wants to play a game where whoever gets to play the blue guys always wins? Even when you’re the blue guys, it gets boring.

So, what does all this have to do with writing?

Well, stories need a degree of balance, too. We want characters to have a chance at achieving their goals, but we also want them to face a challenge getting there. If my story leans too far one way or the other, well…

If my antagonist is all-powerful, and my hero never has a chance… that’s boring as hell. There might be a few dramatic moments if I do things just right, but probably not. The truth is, we want to see our heroes win on some level, and if it becomes clear the only real outcome is getting ground into the dirt… I mean, who wants to read that?

I’d also point out that beating the antagonist doesn’t mean defeating them utterly. There are pyrrhic and moral victories, too. But as far as my 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 my main character is completely prepared and capable and never loses or suffers any setbacks… that’s not very interesting either. It might be kind of amusing to watch Reacher take out that one wiseassed teenager, but if all he did for ten episodes was beat up unarmed sixteen year olds again and again, it’d get uncomfortable pretty fast. And then boring. Characters who are basically playing in god mode aren’t interesting because they never get challenged. The reader (or audience) quickly understands there’s no danger or threat the hero can’t deal with. Ever.

Like, okay, let’s talk superheroes for a minute. Look at Thor. An actual god in the Marvel Universe. And the only character to get four dedicated movies. But let’s look at those movies for a moment. They’re not all winners. Even the most die-hard Marvel fan will admit this. I don’t think I’m out of line saying most people would probably say the original Thor and Ragnarok are the better two, while Dark World and Love & Thunder are the lesser two. The exact order shifts for everyone, I’m sure.

Now, if you accept this rough order, let me ask a question. What makes these two pairs different? What happens in Thor and Ragnarok that doesn’t happen in the other two?

Y’see, Timmy, I think one of the big reasons those two movies are more popular is that Thor loses his godlike powers (and his connection to Asgard) in both of them. In the first one they’re stripped away by Odin as a lesson. In the second his mystical hammer, Mjolnir, is destroyed, and much of his power lost (or is it…?). Both times things that would normally be easy for him are suddenly very difficult, and he’s forced to adapt and improvise and change. Y’know, good character stuff.

And in the other two movies he’s.. a god. Dealing with other gods. Doing god stuff. In god mode.

If I’ve got an overly powerful protagonist or antagonist in my story, maybe I should 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 both feet and a leg?

Isn’t my story going to be a bit more interesting if the outcome doesn’t seem guaranteed from the start?

I mean, I think it would. But I’m weird that way.

Next time, I’d like to talk about something simple.

Okay, technically, next time will be the newsletter going up here. But after that… something simple.

Until then, go write.

September 5, 2019 / 1 Comment

It’s the Real Thing

So, I’m trying to plow through the end of some line-edits, which means I’m a bit short on time. But I really wanted to talk about something that’s come up once or thrice recently. It’s an old idea I’ve talked about a few times so… don’t be shocked if you smell a bit of recycling in here.
One thing we all (hopefully) work for in our writing is realism.  We want our characters, their dialogue, their worlds to feel real.  If my story’s set in the real world, I want it to have that level of detail you can only get with authentic knowledge and experience. If it’s a made-up world, I want every aspect to be as lifelike and believable as possible.
Because of this, we writers get a bit of a… a reputation. And it’s kinda earned.  We people-watch and eavesdrop and sometimes travel to weird places just to get an idea of what the air smells like. Some of us give our characters feet and ankles and knees of clay and overly-complex pasts.  Yeah, us.  I did this too.  We rewrite dialogue again and again to make it as real as possible. We sometimes add random events to the narrative—even major events—to give that broader sense of uncaring fate. Anything we can do to cover our story with a big, thick, oozing coat of reality.
There’s one problem with this, though.
Nobody wants reality. 

Seriously. 

Oh, they may say they do, but they’re lying. To me or to themselves.  My readers want fictional reality, not here-in-the-real-world reality.  They want characters who win (maybe not cheerfully or without scars, but they do win).  They want clean dialogue.  They want things to make sense and story threads to get tied up, preferably with a very neat, precise knot. Or maybe a bow, depending on how wide some of my plot threads are.

Let me give you some examples.

Before I wrote fiction full time, I interviewed a lot of people.  And one thing quickly became clear to me as I transcribed these interviews—real dialogue is a mess. When people talk in reality, they pause a lot and trip over their words and sometimes make false starts that they have to sort of go back over.  They can drone on for several minutes at a time.  They talk over each other.  If you’ve ever looked at an unedited transcript of a conversation, you know that real dialogue’s the worst possible thing for fiction.  Readers would claw their eyes out, and everything would take forever to say.
So we don’t write real dialogue. We write “real” dialogue, lines that seem like the kind of things real people would say. The dialogue gets cleaned up and tightened and measured out to make it sound authentic, even though it’s being crafted. And then people say,  “Wow, her dialogue felt so real.” 
You’ve heard that sort of thing before, yes??  The dialogue seemed real or  felt real or sounded real. Think of how often we all phrase things like this—which is pretty much quietly admitting we know it isn’t how real people talk.  Even though it feels like how real people talk. 
As I mentioned before—heck, I’ve mentioned it here a few times–I made this mistake.  When I was starting down my pro fiction path I copied real people’s real speech patterns into my first serious attempt at a novel. Then I had a couple of real editors mention that as a specific reason I was really being rejected.  It didn’t matter that it was real dialogue, because it wasn’t “real” dialogue.
Make sense?
Here’s another angle.  Weird, unbelievable stuff happens in reality all the time.  There are odd coincidences.  Unlucky circumstances.  Heck, humans have a bad habit of dying in freak accidents and leaving so many things incomplete and unresolved.

But we’re not talking about reality. We’re talking about fiction. And in fiction, all things are equal. I beat cancer, you got kidnapped by an Atlantean princess. It doesn’t matter if one of them is true or real, it just matters that it’s a good story or not.

Here’s another example I’ve used a bunch of times before (and will continue to use again)—Vesna Vulovic.  You remember her, right?  The flight attendant back in the ‘70s whose flight got bombed by terrorists so she fellsix miles to Earth. And survived. Not in the powderized bones/being fed through an IV sense—she walked—I repeat, WALKED—out of the hospital barely ten weeks after they found her, and lived into her sixties.

I mean, that story’s so amazing, look how many times I had to use italics.

The point is, though, what would happen if I tried to have this happen to one of my characters? It honestly doesn’t matter if it’s true, that it actually happened… does it? When it happens to Yakko, my readers are naturally going to call foul (“foul” if I’m lucky). That’s just ridiculous. Yakko got caught in an exploding plane and fell six miles… and survivedThat’s just nonsense. I’m writing nonsense at that point. Why not just put him in an old fridge and have him flung a mile or two through the air? That’s actually less ridiculous.

Y’see, Timmy, reality is a messy thing.  All of it.  The people, the way they talk, what happens to them.  And I don’t want my writing to be messy.  I want it to be clean and polished and perfect. To paraphrase Mr. Twain, the difference between reality and fiction is that fiction has to make sense. When I’m a writer I’m the God of my world, and if something doesn’t serve a greater purpose… well, I’m a really bad god.

And probably not much of a writer.

Even when I’m making it real.
Next time I’d like to talk about… well, look, it’s not really important who they are, okay? We’re just going to talk about them.
Until then, go write.
January 24, 2019 / 3 Comments

A League of Their Own…

            Sorry for missing last week.  Just had a couple of those jumbled days where I kept getting called away for other things.  And while I had a topic for this week, it never quite gelled the way I wanted it to in my head.  Although four or five others did, so I’m set for a while here.
            (topic suggestions are always welcome in the comments, though)
            Anyway…
            I wanted to talk a bit today about godlike characters.  Not just in the sense of robes and brilliant auras and hurling thunderbolts.  Sometimes it’s that rugged, locked-and-loaded man or maybe the tall, super-competent blonde.  Really, it’s anyone who is, for one reason or another, way beyond the level of every other character in the story.
            Which really means they’re out of everyone’s league.
            Quick segue.
            One thing that I see come up in discussions of different open-play, MMPORG type games is a balance between players.  For purposes of this discussion, it’s when the overall population of the game has hit a level where it’s essentially unable to support new players.  If everybody’s level 72, it makes it tough for anybody to interact at level one. All those 72’s are using their bigger, badder gear to go on bigger, badder missions, where they’ll face bigger, badder monsters and get even rewarded with even… well, you get the point.
            Meanwhile, I’m over here in the goblin village, poking at things with a knife and hoping I can get my dagger skill up to 65%…
            And if we actually have to fight each other?  Well, I don’t have a prayer.  I mean, we can argue that statistically there’s a chance, but really… there’s no chance.  And from the 72’s point of view, I mean, can we even call it a wasted three seconds?  Yeah, there may be some jerks who just like beating up the noobs, but for everyone else… yeah, this gets to be kind of boring, right?
            See where I’m going with this?
            Stories need this kind of balance, too.  We want characters to have a chance at achieving their goals, but we also don’t want it to be easy.  If the story leans too far one way or the other, it just gets dull.  For everyone.
            F’r example… 
            If my antagonistis all-powerful, my 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.  We all know how it’s going to end, and if we know where it’s going… well, then this is all just noise.
            Plus, it’s discouraging.  We identify with the heroes.  That’s why we’re reading.  And to see someone we identify with get beaten down again and again by an opponent we absolutely know they can’t beat…
            Well, it doesn’t make for a lot of repeat reads, let’s say that.
            Keep in mind, too, my antagonist doesn’t have to be a seven foot-tall somebody in body armor and a chrome skull mask.  The high school mean girl, the abusive drill sergeant, even society in general– any of these can be the antagonist.  And, again, if there’s no chance whatsoever of beating the antagonist, my story isn’t going to hold most people’s interest.
            I’ll also point out that beating the antagonist doesn’t always mean bringing about their ultimate, final defeat.  But as far as our immediate story’s concerned, the bad guy needs to have a chance to succeed at their immediate goals.  No chance means no interest.
            Now, as I hinted above, the flipside of this is also true.  If my main character has absolutely no chance of ever being stopped or hindered in any way, that’s not very interesting either.  I’ve talked about this once or thrice before.  When Yakko can effortlessly deal with anything the antagonist, nature, or the universe itself throws at him, it gets boring really fast.  If Dot’s prepared and trained for everything, to the point there’s little or no chance of failure, that means there’s no challenge.  And no challenge means… well…
            An analogy I’ve mentioned before is me getting a glass of Diet Pepsi.  Not exactly something epic stories are built around.  You’re not going to see teams of people stealing ships, racing down city streets, or forming Fellowships around me as we undertake the great adventure of going to the kitchen and opening the fridge.  Because it’s mundane.  It’s easy. There’s absolutely no challenge in it.
            Even if something might be challenging for us, personally, it doesn’t mean we want to watch someone else do it with no effort.  I’m pretty sure if a zombie plague ever descended on the world, I’d be one of those folks gone in the first week or two.  But I don’t have any interest in reading three hundred pages of someone who walks through the undead apocalypse like it’s a guided tour.  Yeah, no matter how colorful the descriptions are of zombies being blown apart.
            Y’see, Timmy, if there’s no challenge—because either my protagonist or antagonist are too powerful—it means there’s not much of a plot.  As I’ve mentioned before, no plot makes it really tough to have a story.  And you may have noticed there’s not a big market for high-stakes character descriptions.
            I also want to toss out one other downside to nigh-omnipotent characters. Gods are boring as hell.  Seriously.  They’re tough to relate to, and if people can’t relate to my characters, they’re probably not going to make any investment in them.  Good characters have needs and desires and flaws, but godlike powers tend to nullify most of those things. 
            Even if it’s not actual powers, it can be dull.  When you have characters who can do anything and succeed at anything… it just gets boring fast.  We like reading about problems, not about potential problems that were planned for and avoided.
            True fact—one I worked very hard at.  My Ex-Heroesbooks have a super-competent character named Stealth.  She’s their version of Batman.  Every book in the series has at least one example of her demonstrating how she’s hyper-trained and/or four steps ahead of everyone else.
            But…
            Every book also has at least one example of something getting past her. Something she didn’t catch or didn’t think of or somebody else figures out first.  She’s world’s greatest detective, but she’s still fallible.  She not perfect.
            If you’ve got a powerful, competent character in one of your stories, take another look at them.  Do they need to be that strong?  Would they be more interesting if there were two or three scenarios they hadn’t been planning for over the past six months?  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 time I want to talk about something a little more campy.
            And maybe update the FAQ.
            Until then… go write.
October 14, 2011 / 4 Comments

God is My Co-Writer

So, a few years back one of my friends read for a religious-themed screenplay contest. And, when it got to the point that he was pulling his hair out, I pitched in and read a few scripts for him (I owed him money, anyway). It exposed me to a lot of stories about God, Jesus, various members of the heavenly host, and—to be terribly honest—a lot of really bigoted, small-minded people. Not all of them, by a long shot, but enough that it’s worth mentioning, unfortunately.

Two weeks back I asked for ideas, and one fellow (stand up and wave, Matthew) suggested the idea of approaching God, or any god, in a story. How can you do it without annoying readers while still doing justice to your chosen almighty?
And then, by yet another odd coincidence, on one of my favorite message boards, a few of us were recently batting around the film The Adjustment Bureau, which, in the big picture, is about… well, guess.
First off, a few grammar and spelling points. If we’re talking about the Judeo-Christo-Islamic deity, it’s always God. Capital G. This also holds if you choose to call him the Lord. It doesn’t matter if you or your character are an atheist or agnostic or whatever—this isn’t a religious point, it’s just standard, accepted spelling. This deity is considered the definitive article and as such his (if I may be so presumptuous) name is always capitalized. It’s a proper noun. The same goes for the Bible. If you’re referring to the religious text that encompasses the old and new testament, it’s the Bible. You only use lower case when you’re speaking about a generic book of absolute fact, like if I tell you that Stephen King’s Danse Macabre is my bible.
And, really, if you’re going to write about Biblical-era tales, check out the MLA Handbook, because there are a bunch of unique grammar and spelling rules that apply to these names.

All of which leads to point two. I’m not talking specifically about God in this week’s rant, because a lot of the folks reading this are just as interested in Greek gods, Norse gods, Egyptian gods, Chinese demons, and cosmic entities from beyond time. But when it comes to stories, they all deal with a lot of the same issues.

Now, speaking of definitive articles, I’d like to start with an analogy…
In Danse Macabre, King tells a wonderful story about hearing William F. Nolan (the writer behind Logan’s Run and the legendary Trilogy of Terror films) talk at a convention. Nolan explained horror in terms of a closet at the end of the hall in a creepy, old house. Maybe the hero or heroine can hear something bumping around in there from anywhere in the house, and every now and then it thumps as whatever it is in there knocks an item off a hanger or tips a box off a shelf. As he or she gets closer, perhaps they can hear it scratching on the inside of the closet door. Endless scratching, scratching, scratching…
Finally, despite all our silent urgings, the character reaches out, turns the knob, and yanks open the door to reveal a ten-foot tall cockroach!!!
Thing is, even with the screams and the hissing and the mood music blaring, it’s kind of a relief to see that oversized bug. A ten-foot cockroach is pretty scary, no question about it, but a twenty-foot cockroach… man, I don’t know about you but that’d make me wet my pants pretty quick. It’s kind of a defense mechanism. Once I know what X is, I can imagine a scarier Y and X is reduced by comparison.
In the same way that naming the unknown horror lessens it, deities are lessened by defining them. When a writer tries to explain or show the scope of a god’s power, more often than not they’re really just establishing the god’s limits. If you tell me your god burns with the light of a hundred suns, I can say mine burns with the light of a thousand. If yours is a thousand feet tall and moves mountains, mine is ten-thousand feet tall and moves continents. The more the writer tries to show me, the easier it is for me to imagine something bigger and better (or nastier).

A great example of this is The Omen. No, the original. We shall not mention the remake here. Without giving away too much (although, why don’t you know this story already?), The Omen is about a diplomat who adopts a little boy. The boy, Damien, might be the Antichrist. I say “might” because… well, the movie actually makes you wonder. There are definitely people who think he’s the Antichrist. There sure are a lot of accidents and disturbing events that circle around the little boy. But the thing is… he never does anything. His eyes never glow, he never speaks in a deep, stentorian voice, he doesn’t shoot flames or lightning from his hands. Damien comes across as nigh-omnipotent because it seems completely effortless for him to get to anyone, anywhere—and that what makes him all the more terrifying. Because he doesn’t actively do anything, how’s anyone supposed to stop him? And what will happen when he does start being active?
Y’see, Timmy, defining something in any way automatically minimizes it, because the moment it’s been defined we can think of something bigger. Think of the little kid who yells, “infinity” and immediately gets countered with “infinity-plus-one!”
That’s why it’s always best to leave such omnipotent beings in the shadows rather than dragging them out into the light.  By their very nature, they’re vast, undefinable beings.  Thus, the moment they get any sort of definition they’re being lessened.
So, here’s a few quick thoughts for including a deity in your story.

Don’t—The simplest thing to do. Is a personal appearance really required for this story to work? The members of Congress have a big effect on my life, but I’ve never seen a single one of them in person. Heck, the only messages I’ve gotten from them have been spam emails and robocalls. But it doesn’t mean they aren’t there influencing aspects of my existence, and it doesn’t mean I wouldn’t be impressed if one of their aides gave me a call to chat about something. Which leads nicely to…

Minions—Gods of any type are impossible to fight, so including them on either side of the story equation really unbalances things. But I believe someone could beat cultists or demons or maybe even an angel. These are the beings my characters should be encountering. Remember, you can almost never get to the CEO because there’s a wall of flunkies, advisors, junior execs, and bodyguards in the way.

Silence is Golden—They used this one way back in It’s A Wonderful Life, when Clarence the angel would have one-sided conversations with the sky. Neil Gaiman did it in both The Sandman and the wonderful Good Omens (with Terry Prachett). Kevin Smith did it in Dogma. Mere mortals can’t hear the voice of God and expect to survive, so the Lord speaks through a number of mediums… or not at all. Keep in mind, to pull this off—especially the one sided conversation—your dialogue needs to be sharp and you can’t fall back on clumsy devices like repeating everything the silent person says just to make it clear what your god hates.

Comedy—People are a lot more willing to accept divine intervention (of one kind or another) if it has a comedy element. If I had to guess, I’d say it’s because when the writer’s not taking the matter seriously, it’s hard for people to have serious complaints. That’s why George Burns and Christopher Moore get away with mocking the man upstairs and The Last Temptation of Christ gets months of picketing. But this tone has to spread through your whole story. You can’t have your deity be the only source of comedy, because then you’re mocking him or her in the bad way.

Minimal Miracles—D’you ever hear the old saying about being so tough you don’t need to fight to prove it? More to the point, have you ever watched a movie where the bad-ass hero just fights and fights and fights and fights and fights? It gets boring, no matter how often he wins. Your omnipotent beings shouldn’t be expressing their power just to prove they can, because that power will start to get boring and take all the challenge out of the story one way or another. If everybody who dies gets brought back to life, what are people even fighting for?
Simply put… gods are the ultimate “less is more” when it comes to writing. The more a god—or demon, or cosmic entity—gets defined, the easier it is to name god-plus-one.
Next week… well, I’m going to miss next week. I’m one of the guests at ZomBCon up in Seattle. But when I come back, I’m sure I’ll have all sorts of scary and horrific things to talk about.
Until then, go write.

Categories