January 29, 2010 / 2 Comments

The Ten Percenters

No, this isn’t something like the Dirty Dozen, the Rogues Gallery, or the Crazy Eights. I’m not being that subtle for once.

So, I’ve tossed around an idea once or thrice here called “common knowledge.” It’s the sort of stuff you can put in your writing without worrying that people won’t know what you’re talking about. Nazis are bad. Puppies are good. Republicans are conservative. Democrats are progressive. Grass is green. The sky is blue. Getting into Harvard, the Major Leagues, or the Navy SEALS is an accomplishment. These are all safe bets in the world of common knowledge.

The place I see fledgling writers stumble a lot is when they decide since they know something, everyone must know it. They’ll even insist people should know it. And then they’ll use this “common knowledge” in their writing. Which is why a writer can make a joke about Kit Fisto putting his testicles all over Natalie Portman and then can’t figure out why no one laughs hysterically.

For the record, that’s a double-whammy nerd joke, but it depends on you knowing who Kit Fisto was in the Star Wars prequels and knowing what he looked like and remembering a joke from the 1985 film Better Off Dead. If you did have all that at your fingertips while you were reading that last paragraph, you probably got a good chuckle. If not, you’re still wrinkling your brow and trying to figure out what I’m getting at.

Which is what I wanted to get at.

On The Simpsons they have a special kind of joke they call “the ten percenters.” As the name implies, a ten percenter is a gag or a joke they know only ten percent of their audience is going to get. It’s a sly reference to politics or Fox News or Planet of the Apes that will slip by a lot of folks and make them wonder why one or two people keep repeating that line later at work.

(By the way, if any of you can explain the reference behind “I’m the first non-Brazilian person to travel in time!!” I’d love to hear it. Seen that one every Halloween for coming on fifteen years, still don’t get that joke…)

Now, here’s the key point. While they may do three or four of these ten percenters in each episode, The Simpsons does lots and lots of jokes for 99% of their audience. Everybody gets why it’s funny when Homer’s new boss turns out to be a supervillian planning to wipe out France with his doomsday device, and the irony that this is a job Homer’s finally good at. We also understand the joke when Krusty blames his bad behavior on his crippling Percoset addiction, then gets reminded Percoset is one of his show’s sponsors. And it’s hard not to laugh when Homer cheerfully implicates himself as a suspect when the old lady down the street is murdered. The ten percenters are great, but they can’t be the majority of the program. This is when the writers acknowledge that some of the things they find funny might be a bit obscure to some audience members. It also shows they’re aware of what the majority of their audience will find funny.

Want a literary example of a ten-percenter? I’m betting a decent number of you here have read Stephen King’s Under The Dome by now, yes? How many of you caught the reference to Lee Child’s kick-ass military character Jack Reacher? I skimmed right past it, myself, with only a dim thought of Who is this guy he’s talking about? flitting through my mind. It wasn’t a huge, key element of the chapter, though, so it didn’t really disrupt my reading. My girlfriend had to point it out while she was reading it.

Y’see, Timmy, the biggest mistake I can make as a writer is to assume that because I know this, everyone does. Writers are creative folks who read voraciously. We watch the news, we do research. We even watch for details in our own lives. This is especially dangerous for writers coming out of specialized fields where they’ve got a lot of specialized terms and knowledge. If you’re a lawyer, every other lawyer in the office might get your witty reference, but that doesn’t mean your mechanic will. Likewise, the mechanic’s clever transmission joke might make the junior ad executive scratch her head.

Speaking for myself, I could probably name over three hundred Marvel or DC comic characters on sight, or describe what they look like. I’ve got a fairly large background in archaeology and astronomy. From my years in the film industry I can rattle off tons of movie jargon that would leave most of you scratching your heads. I’ve got a higher-than-average knowledge about firearms, and have fired more types than many military weapons experts (the film industry again). I also play a popular miniatures game with tons of backstory, which means I can spew out pages of silly facts about fictional alien life-forms like Tyranids, Kroot, or Necrons.

Yet, I’d never assume everyone else knows this stuff. I sure as hell wouldn’t assume you’d understand some of the jokes that have built up between my friends over the years. They make us laugh, but you’d probably stand there with a blank look on your face.

It’s also worth noting that the reverse of this is true. If I assume my audience isn’t going to know anything I’m talking about, I’m just going to annoy them. If I waste pages explaining that Nazis are bad, people need to breathe oxygen, or that the man who just got his leg torn off might die from blood loss… well, I’m not going to be holding anyone’s interest for long

A writer needs to have a firm grasp of what their intended audience knows. It doesn’t matter if I think everyone should know the genestealer reproductive cycle– most people don’t. If I do this, I’d be confusing my audience at best, talking down to them at worst. And that’s when they put the manuscript down in that big pile on the left.

So now you know. And knowing is half the battle.

Next time, we all need to be punctual. More or less.

Until then, go write.

December 11, 2009 / 4 Comments

I Put The Poison In Both Cups

Easy geek reference up there for you.

So, this week’s little rant is sliding in under the wire. To be honest, I’ve been buried under a ton of last-minute stuff for work. Plus the holidays. Plus some family stuff. I can’t be expected to keep up on all of it.

Well, that’s not true. It’s a bit of a cop-out, really. If I’d managed my time a bit better a lot of this would’ve been done on time. There were even two or three times this week I remember thinking “I need to start working on this week’s ranty blog post.”

Cop-outs suck, don’t they? You’ve made an investment in some piece of writing and then wham! Out of nowhere the writer just does something lame. They’ll change the rules or deliberately ignore continuity and just try to bluff their way through. Epic stories that don’t deliver. Mysteries that aren’t explained. Ominous foreshadowing that never pays off. All of these are cop-outs.

The very first story I can ever remember telling had a cop-out ending. I was about eight years old, it was summer, and Mom had taken us to the beach even though I wasn’t feeling well. Somehow I ended up sitting with the father of my friend Todd, while everyone else played in the water, and I spent the time regaling him with the epic tale of G.I. Joe fighting off the Intruders.

For those of you born after 1980, G.I. Joe used to be just shy of a foot tall and had fuzzy hair. You could even shave him. He was also firmly grounded in the real-world military. When Star Wars shifted the toy paradigm to science fiction, GI Joe suddenly gained a bunch of new friends, like the superhero Bulletman and the cyborg Mike Power. And enemies called the Intruders which were a race of alien bodybuilder midgets who wore metal leotards… sort of…

Anyway, on with the story.

You see, the Intruders came down in asteroids. And they all crash-landed at GI Joe’s secret base. There were lots and lots and lots of them. In fact, there were a million of them. So GI Joe was shooting at them with his gun and he shot ten of them, and Mike Power was kicking with his bionic leg–

(Mike Power had one bionic leg. Just one. Even at the age of eight, I could see the gigantic flaws in this bit of cybernetic engineering.)

–and Bulletman used his ray to lift a bunch of them into the air and send them away. This pattern of violence was repeated enthusiastically twice or thrice before I declared all the Intruders defeated.

Not so, Todd’s father told me. A million is a lot.

I conceded this, and explained that the above mentioned pattern of gun-kick-ray happened again. So now they were all gone.

No, he said with a smile and a shake of his head, a million means there’s a lot more left.

I nodded, then said that Bulletman had used his ray to scoop up everyone who was left and send them away.

It seemed like a very solid ending at the time.

Granted, it’s easy to excuse an ending like that from an eight year old, but far too many adults use them, too. Except for poor spelling, there isn’t a much more glaring sign of poor writing than a plot thread that winds up with a cop-out. It shows the writer didn’t think things out, or just couldn’t be bothered to.

A few common types of cop-outs.

Changing the rules–While it completely fits the story it’s told in, the title reference of this little rant is a perfect example of changing the rules. In the midst of this serious contest of life and death, we find out it wasn’t a fair contest. We’ve been told within the story that X + Y = Z, but the writer suddenly announces X + Y can also equal Q. This usually comes about because the story has been written into a corner and the writer won’t take the time to go back and change things (when the ancient Greeks did this, they called their cop-out deus ex machina). As Billy Wilder once observed, a problem in your third act is really a problem in your first act.

Changing the rules is inconsistent and it breaks the flow. William Goldman used it for comedic effect in The Princess Bride, but it’s doomed to almost certain failure in anything except a comedy. Heck, thanks to Goldman it’s going to look pretty tired in a comedy, too…

The so-called twist–This is a more specific type of changing the rules. I’ve set out the rules for a good twist before, and they’re pretty simple for anyone to figure out. That’s why it’s so frustrating when a writer has Debbie pull off her wig and announce “Hah!! I’m really Larry’s second-cousin!!!” This is often followed by flipping through pages to figure out who Larry is and why his second cousin would have it in for everybody.

Usually a poor twist tries to solve one problem in the story at the expense of the story itself. A weak twist isn’t just a cop-out for a plot thread, it’s almost a guarantee the manuscript will end up in the large pile on the left.

No payoff –Few things are as annoying then to go through a story waiting to see the two enemies clash or to learn the answer to the mysterious puzzle that’s plagued out heroes… only to not get it. The enemy gets away. The mystery gets skirted over. It just leaves the reader feeling cheated.

Sometimes it’s not even a question that’s not answered, it’s just a payoff that never happens. When the climactic, world-altering final battle occurs off-camera and we just see the characters talking afterward about how amazing it was, that’s a cop-out.

Just plain weak– Sometimes when a writer uses a cop-out, they’re just choosing the path of least resistance. It’s quick and easy and wraps stuff up. Oh, he was dreaming and she was insane. Sometimes an ending can seem solid, but it’s still weak because of the promise of something bigger. A worldwide alien invasion is awesome. A worldwide invasion where the aliens can be defeated by tap water… not so much. Remember, a story can be weak by inclusion just as much as by omission.

And there you have it. I’d put more, but, as I mentioned before, I have a lot of work to do still.

Plus, I’m really Larry’s third cousin.

Still open to suggestions as we head into the holidays. If not, next time I’ll end up blathering about women I’ve dated or something.

Until then, go write. At least your Christmas cards.

December 3, 2009

The Return of The 3-D Man!!

I’d love to say there’s more to this pop-culture reference than just the number three, but I’d be lying.

Maybe.

So, it struck me a while back that I haven’t really prattled on about characters in quite a while. I’ve brought them up as kind of a sideline thing while talking about other story elements, but I haven’t focused on characters specifically. So I started thinking about them and why some come across so well on the page while others leave a reader cringing.

That got me thinking about Bob. To be honest, first it got me thinking about Yakko Warner, my usual example, but Yakko’s a pretty well-established character already. So I ended up with Bob, and wondering what could make him a good leading man for my action-adventure story about cyber-ninjas from the future.

If we want to make Bob the best character he can be, I think there are three key traits he needs to have.

First and foremost, a good character has to be believable. It doesn’t matter if said character is man, woman, child, cocker spaniel, Thark warrior, or protocol droid. If the reader or audience can’t believe in them within the established setting, the story’s facing an almost impossible challenge right from page one.

Bob has to have natural dialogue. It can’t be stilted or forced, and it can’t feel like he’s just the author’s mouthpiece, spouting out opinions or political views or whatever. The words have to flow naturally and they have to be the kind of words this person would use. I saw a story once where one high school jock said in amazement to another “You broke up with her via text?” Via? Is that even remotely the type of word or phrasing that would come out of a teenage football player’s mouth?

On a similar note, the same goes for Bob’s motives and actions. There has to be a believable reason he does the things he does. A real reason, one that makes sense with everything we know (or will come to know) about him. It’s immediately apparent, just like with dialogue, when a character’s motivations are really just a veiled version of the writer’s.

Also, please note that just because a character is based on a real person who went through true events does not automatically make said character believable. I’ve tossed out a few thoughts here about the difference between real-real and fiction-real, and it’s where many would-be writers stumble. They think because the amazing story they’re telling about Bob is true, it’s somehow valid. He really did this, therefore the reader must accept it. Alas, it just doesn’t work that way. Remember, there is no such thing as an “unbelievable true story,” only an unbelievable story.

Second, tied very closely to the first, is that a good character needs to be relatable. As readers, we get absorbed in a character’s life when we can tie it to elements of our own lives. We like to see similarities between them and us, so we can make extended parallels with what happens in their lives and what we’d like to happen in our lives. Luke Skywalker is a boy from a small town with big dreams (just like me) who goes off to join a sacred order of super powered knights (still waiting for that–but it might happen). There’s a reason so many novels and movies revolve around the idea of ordinary people caught up in amazing situations. Heck, Stephen King has made a pretty sizeable fortune off that basic premise.

Some of this goes back to the idea of being on the same terms as your audience and also of having a general idea of that audience’s common knowledge. There needs to be something they can connect with. Many of us have been the victims of a bad break up or two. Very, very few of us (hopefully) have hunted down said ex for a prolonged revenge-torture sequence in a backwoods cabin. The less common a character element is, the less likely it is your readers will be able to identify with it. If your character has nothing but uncommon or rare traits, they’re unrelatable. If Bob is a billionaire alien with cosmic-level consciousness who sees all of time and space at once and only speaks backwards in metaphor… how the heck does anyone identify with that?

Oh, but wait! I see a hand shooting up in the back. Watchmen has the all-powerful Doctor Manhattan, doesn’t it? Ahhhh, but y’see Timmy, one of the primary character traits we remember about him isn’t his omnipotence. It’s his awkward fumbling when he tries to interact with the people in his life. He’s the ultimate social outcast–trying to fit into a clique (humanity) he’s grown out of, and aware that every day he’s a little less a part of that group. He even acknowledges that losing his girlfriend–his last real connection with the clique–means he probably won’t even try to fit in anymore. If that’s not universally relatable, what is?

If readers can’t identify with Bob, they can’t be affected by what happens to him. Which brings us to our final point…

Third, a good character needs to be likeable. As readers and/or audience members, we have to want to follow this character through the story. Just as there needs to be some elements to Bob we can relate to, there also have to be elements we admire and maybe even envy a bit. If he’s morally reprehensible, a drunken jackass, or just plain uninteresting, no one’s going to want to go through a few hundred pages of his exploits… or lack thereof.

Keep in mind, this doesn’t mean a good character has to be a saint, or even a good person. The lead character of The Count of Monte Cristo is an escaped prisoner driven all-but-mad with thoughts of revenge who spends most of the book destroying the lives of several men and their loved ones. In Pitch Black, Riddick is a convicted mass-murderer who likes mocking all the people around him. Hannibal Lecter is a compelling, fascinating character on page and on the screen, but no one would ever mistake him for a role model. Yet in all these cases, we’re still interested in them as characters and are willing to follow them through the story.

A good character should be someone we’d like to be, at least for a little while. That’s what great fiction is, after all. It’s when we let ourselves get immersed in someone else’s life. So it has to be a person–and a life– we want to sink into.

Now, I’m sure anyone reading this can list off a few dozen examples from books and movies of characters that only have one or two of these traits. It’d be silly for me to deny this. I think you’ll find, however, the people that don’t have all three of these traits are usually secondary characters. Often they’re also stereotypes, too. The creepy neighbor, the gruff boss, the funny best friend, the scheming villain. They don’t need all three traits– three dimensions, if you will–because they aren’t the focus of our attention. They’re the bit players, so to speak, and a good writer isn’t going to waste his or her time pouring tons of energy into a minor character who has no real bearing on the story.

Yeah, up top when I said I was lying about the 3-D thing, I was lying. I do that.

So there you have it. Three steps to stronger, three-dimensional characters.

Next time… well, I’m running short of ideas again, so unless someone suggests a good topic, next week might be a bit of a cop-out.

Before I forget, a quick shout out to Brave Blue Mice, a fun little fiction ‘zine which asked to publish the RSS feed for the ranty blog on their site. For the record, no, I didn’t know what that meant when they asked, but Greg explained it to me in simple terms even a caveman could understand. Go visit, read some stories, and send him a few of your own.

And go write.

October 8, 2009 / 1 Comment

Two Steps Forward…

My sincerest apologies for being late with the ranty blog. Again. It’s not that I don’t care about the baker’s dozen of you who read this collection of nonsense. It’s just that I care more about keeping a roof over my head. It’s nothing personal. Plus, I had a very old friend visit from the east coast, and I care more about her, too.

So, anyway… if you know the second part of that title (many thanks to Paula Abdul), you’re already way ahead of the pack…

I left off in mid-rant having talked about linear structure. Your characters and your action need to have a logical order to them–even if they’re not presented to your audience in that order. Which brings us to the second thing I wanted to talk about, and that’s dramatic structure. While linear structure is experienced within your story (but still perceived by the reader) dramatic structure is experienced by the reader (yet your characters are still aware of many of its elements).

All stories need some level of drama. Drama comes from conflict, and that comes from challenges the characters have to face. They can be action challenges, emotional, intellectual, almost anything. Having to blow up the Death Star before it destroys the Rebel base is dramatic. So is having to face the love of your life who abandoned you in Paris. And so is having to deduce why someone would hire a red-headed man just to copy the encyclopedia.

Now, one challenge all by itself is not a story. If all I have to do is beat the monster and I win, that’s not much of a story, is it? It’s just a step. Readers and audiences don’t want to see someone do X and win. That’s boring, no matter if we’re talking about action, emotion, or pure cleverness. They want to see the hero do A, B,C, X, Y, Z, and win by the skin of his or her teeth. So a good story has a series of challenges for the hero to face, and this is where dramatic structure comes in.

For this next bit, it’d help if you pictured a wave diagram. Just one of those nice up and down ones, perhaps with the zero-level line drawn across the horizon.

(this graphic, by the way, sent today’s ranty blog almost two hundred thousand dollars over budget. Just saying…)

A good story is like a series of waves, each one representing different challenges your characters encounter. The troughs are setbacks they suffer between, or perhaps because of, each success. For example, Indy finds the Ark of the Covenant, but then he gets sealed alive in the Well of Souls with a few thousand Egyptian asps. If your characters never suffer any setbacks (and you’d be amazed how many stories and scripts I’ve seen with this problem) you don’t have waves, you have a line. Likewise, if your story is nothing but an ongoing string of defeats and failures (which tends to go with “artistic” writing), that’s just another line, too. And let’s face it, lines are flat and boring. It’s the same thing as having nothing but “cool” dialogue. It’s just monotonous.

Which brings us to the second part of good dramatic structure. As the story progresses, the waves should be getting taller, every one a little more than the last. The troughs between them should get deeper and deeper. The height of the waves is a good measure of the tension level the characters are facing. The troughs is the level of failure or setback they’re encountering. If you have a kayak or a surfboard, the journey’s pretty smooth near the shore as you’re starting out. You can coast over those little waves without even noticing them. As you get further out, though, closer to where you want to be, the waves get bigger and there can be some serious drops between them. Then you’re at the point where staying down too long means that next wave will just crush you…

To go back to our very expensive graph, there’s a reason for this ever-increasing structure. If the story’s waves are always five up and five down, they cancel each other out and we’re back at that very dull, monotonous line. The all winning/ all losing lines are boring, yes, but you really don’t want that line to be at zero. Each victory should lift the hero (and the reader) a little higher, just as each setback should send them reeling a little harder.

Let’s take a minute to look at Raiders of the Lost Ark. Once we get past that wonderful opening sequence and into the main story, the first few challenges are almost imperceptible. Indy tries to keep his students’ attention, worries about why government agents want to talk to him, and is excited to hear they’ve enlisted him to search for the Ark. He saves Marion from the Nazis only to have her die in an exploding truck. He learns the secret of the medallion and the location of the Ark, but Sallah’s grabbed before he can escape the Map Room. He finds the Ark, but the Nazi leave him buried alive in the Well of Souls. There’s always a “but” in there, all the way up to Indy infiltrating the secret Nazi island and getting Belloq in the sights of an RPG, but Belloq calls his bluff and Indy is finally captured by the Nazis. After all these increasing ups and downs, the big, terrifying up the film ends on is God himself coming down to stomp the bad guys.

Try to beat that.

Now, a few things to watch for as you consider waves, the expensive graph, and your own story.

One is you shouldn’t have two waves which are the same height. If this challenge is equal to that challenge, one of them either doesn’t need to be there or needs to be lessened/increased a bit. Again, when things are the same, it’s monotonous.

Two is these should be valid challenges and they really should be bigger. Don’t fabricate a wave just so your character has a challenge and then try to convince the readers its a vital, integral part of the story. A ninja attack is cool. A ninja who attacks out of the blue just to create an action sequence is not. You don’t want to be the literary equivalent of the surfer who insists the waves in Lake Michigan are just as big as the ones at Venice Beach.

Three is something I touched on above. Dramatic structure is separate from linear structure, because it’s more what the audience is experiencing. Your story can be structured like this…

Ghijkl abcdef mnopqrs wxyz tuv

…but the dramatic challenges still need to go from smallest to biggest. The waves always have to increase with the narrative, not with the actual order of the story. In this example, abcdef should be a bigger wave than ghijkl, even though abcdef happened to the characters first. If it doesn’t increase drama to have it at this point in the narrative, why is it here? This is one of the biggest problems non-linear stories have–there’s no dramatic reason for them to be out of order. I saw one film that was a non-linear mish-mash, but it accomplished nothing except to confuse the audience.

This is leading into something else, and I’ve prattled on a bit too long as it is. So why don’t I stop again and next week I’ll try to finish up with a convoluted definition of narrative. And maybe some more pictures.

Until then, go write.

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