
Category: structure
November 10, 2011 / 3 Comments
Tone Deaf

August 19, 2011 / 1 Comment
Stop Me If You’ve Heard This One…
My apologies for not posting anything last week and being late this week. To be honest, I was so wrapped up in the new draft of this book I forgot what day it was. Soon the fall season will start back up and I’ll be able to tell where we are in the week by episodes of Fringe and Castle.
Anyway, there was a suggestion for a topic and it got me thinking about something funny…
A joke is a great diagram for a story, because all good stories have a setup and a punchline. Not in the sense of evoking laughter, but in the sense of that one beat near the end that strikes a chord and gives you a little rush. In jokes and stories, you have a setup and a payoff. For example…
A nun, a priest, and a rabbi walk into a bar. The bartender looks up and says “What is this, a joke?”
It’s very short, but it does the job. It’s just setup, payoff, done. That first sentence is the setup. To be exact, it’s a type of setup we’ve all heard a dozen or more times, which is what makes the second sentence (the payoff) funny. Adding in other elements would just slow the story—the joke—and probably detract from the punchline.
Now, let’s take this a step further. Has someone ever told you a longer joke, maybe one that took a minute or three to tell? If they knew how to tell it, odds are you chuckled a couple times during the setup, yes?
In this case it’s not just the A-B of that first joke. We’ve got A-B-C-D and then the payoff of E at the end (E is for end, after all). There’s enough space to work with for B and C to be a bit funny themselves and get that extra chuckle before the punchline.
Here’s the thing to keep in mind, though. B and C are still serving the greater payoff of E—the greater good, if you will. They aren’t filler or random asides. Even though they get a laugh of their own, they’re necessary steps on the way to the punchline.
This is a lot like your standard short story. Most of them really just have one big payoff and that’s it. Think of some of the collected stories in Isaac Asimov’s I, Robot or most of the classic Sherlock Holmes tales by Arthur Conan Doyle. The characters set out to accomplish goal A and by the end of the story they’ve done it. Or, in a few rare cases— “Evidence” and “A Scandal in Bohemia” come to mind—they admit they haven’t.
Even though they’re two hours long, most feature-length scripts tend to have more in common with short stories than books. In fact, if you talk to lots of screenwriters, they’ll tell you it’s always easier to adapt a short story than a novel. Most of us have read a short story and thought it would be fun to see more of him or learn about her backstory and maybe get a better sense of what happened there. That’s the stuff which is great to expand on in a screenplay. If you look at most films, you’ll see that they’re still a pretty straight line from A to E (or maybe up to J with the expansion). You may have heard some guru-types calling this the through-line. It’s how you make way through a story (or a joke) without any odd segues.
Look at the first Pirates of the Caribbean movie. There’s one main story—catch the Black Pearl, stop Barbossa—which is made up of two side-by-side stories (arguably three). Despite this, though, each one of these elements has a very simple and clean A-B-C-D story. Will just wants to rescue Elizabeth, and all of his scenes reflect that. Jack just wants to reclaim the Black Pearl and sail free, and all his scenes reflect that.
Also, as I mentioned above, adding in unnecessary clutter would just slow the story—either the individual element or the film as a whole—so there isn’t any. Will never has a segue where he rescues puppies from a burning building or decides he needs to learn karate to rescue Elizabeth. Jack seems very scattered at first, but as the movie goes on it becomes clear how sharp and how focused he really is. Every scene in the film, no matter which thread it’s part of, is leading us to the same big payoff.
Let’s go another order of magnitude bigger and consider novels. The average novel’s going to be six or eight times the word count of most screenplays. It’s where the writer’s got time and space to go all out. We’ve now got A through Z. Maybe it’s even looping around to something like A through AF or something. The writer has a little more space to wander down those paths or maybe take the scenic route to their destination.
Good analogy, that one. Remember that when you take the scenic route, as a writer, you still need to get where you’re going. When you go down a random road for no reason it doesn’t matter how pretty the foliage is at this time of year. If there was no purpose to it you weren’t on the scenic route—you were lost. It’s cool that you enjoyed being lost and you got some nice pictures, but not everyone’s going to feel that way. A lot of folks are just going to see four hours of driving time they lost.
So even in a book, with all that extra space for plot and characters, you need to be aiming for that big punchline. Each of those smaller elements that got a chuckle are expected to get a full laugh on their own now, but they’re also still expected to serve the greater good. Remember, you don’t want to drop 4-5-6 in the middle of H-I-J-K-L.
Here’s another tip. Have you ever heard the term “episodic” used to describe something. Yes, television, of course, but there’s a reason for that. When something is episodic, the setups and payoffs come one after another. A is the setup for B, C is the setup for D, E is the setup for F, and so on. Think of older videogames where you’d move from one level to the next. New problem, solved, next problem. You rarely got a sense of the big story because nothing carried over. That’s what episodic writing does–it presents challenges that are immediately dealt with, so the story feels more like individual episodes than a coherent whole. To use our joke analogy, it’s the difference between a two hour stand-up routine and a two hour comedy movie.
If your story involves multiple setups and payoffs, take a second look at where they fall. Make sure they’re spread out, and make sure they’re all leading somewhere. Hopefully the same somewhere.
Finally, here’s a little exercise for you. Yep, there’s homework. I’m sure at some point in your life you’ve had to listen to someone who didn’t know how to tell a joke. So ask yourself—what did they do wrong? Was it their pacing? Did they give away the punchline to soon? ‘Cause the real trick to telling a good joke is being able to tell a good story. If you don’t know why they did it wrong… are you sure you aren’t?
Next week, why you should never carry just a screwdriver.
Unless you’re the Doctor, of course…
Until then, go write.
May 27, 2011 / 5 Comments
Artsy Character Stuff

April 14, 2011
Jenga!
For those who never played it, Jenga involves making a tower out of long wooden blocks. Then multiple players take turns sliding the blocks out without toppling the tower. Eventually, though, someone will pull out one block too many and it begins to sway. It might stabilize. It might not. In the next turn or two that tower’s going to come crashing down into a pile of wooden blocks.
More on that in a minute…
I’ve mentioned the idea of withheld information once or thrice before, and it struck me that I’ve never quite explained what it is and why it should be avoided
So, hey… no time like the present.
Withheld information is when the writer or characters hold back facts from the audience for no other reason than to drive the plot forward. It’s the clumsy, unskilled version of mystery and suspense. I usually see it employed by novice writers who don’t have a mystery but are trying to create the illusion of one.
If you think of it in terms of Jenga, withheld information is when you know the next block is going to make the tower collapse… so you pass your turn to Wakko. Who in turn passes his turn to Phoebe. Who passes it to Yakko. Who passes it back to you. Yes, the game is still going on, but it’s only continuing because it’s stopped moving forward. And has become very boring in the process.
Like Jenga, information in a story can hit a certain tipping point. There comes a time when you have to tell the reader everything because it’s foolish not to. I can have the mystery, I can have the characters discover the answer… and then I need to let the audience know the answer.
At some time or another, most of us have been in a position where we have a vested interest in not answering a given question. Or taking as long to answer it as possible. A few such questions are….
“How old are you?”
“Do these jeans make me look fat?”
“Are you claiming this as a deduction?”
“Did you eat the last piece of cheesecake?”
“Is that lipstick on your collar?”
Now, by the same token, there are questions that should take no time at all to answer. When life and limb are at stake–or when nothing at all is at stake–nobody beats around the bush. These are the times you have to seriously wonder why someone isn’t answering a question–and they’d better have a damn good reason for not answering. I loved LOST. Absolutely loved it. But it did suffer when Ben became a regular part of the cast because we all knew that he knew stuff he wasn’t telling us. While there were still lots of cool mysteries on the island… well, there were also lots of things where it was just Ben sitting there with his lips pressed together in that creepy flat line.
There’s a sci-fi show on right now that suffers from this. I won’t name names, but a third of the show is the government trying to figure out what a group of humanoid aliens are up to, a third of it is one lone character trying to find out the alien secrets that are keeping him from his girlfriend, and one third of the show is the aliens themselves. And the aliens tend to talk in very vague, general terms, like they think every room and car they’re in is loaded with listening devices.
You can probably see how the writers have put themselves in a corner. If the aliens talk freely, it kills the mystery for the other two-thirds of the show. If they don’t, a third of the show becomes obtuse for no reason except to keep the other two-thirds going.
Now, there is a point when the pendulum swings even farther. Sometimes the information has been revealed, but people keep acting and insisting it hasn’t. So the audience is left drumming their fingers while they wait for the characters to learn something that’s already known.
I read a book recently that suffered from this twice-over. First, much like my own Ex-Heroes, it switched styles and viewpoints now and then. Every second or third chapter was done in epistolary form, a series of 16th century letters between a spy and his master, encoded with an elaborate, almost unbreakable cipher. Sounds kind of interesting, yes?
Thing is, most of the other chapters were about a search for the key that would let the modern-day characters read those letters. They’d go on and on about how important it was to decode them and learn the secrets contained within, etcetera, etcetera. So the motivation for a big chunk of the plot–maybe a third to half of the book–was deciphering some letters that had already been deciphered for the audience.
In the same book, though (twice-over, remember), one of the characters also had a secret. I felt there were a few too many clues, but overall it was passably hidden (I guessed it a third of the way in). At the halfway point, two different characters (solving different halves of the secret) came together and realized their halves met to form a whole. I felt clever. The characters didn’t realize what they’d discovered. The “secret” went on and on and was finally “revealed” in one of the final chapters.
In other words, for most of the book the reader is waiting for the characters to catch up.
To keep up our Jenga metaphor, this is when the tower has collapsed but your host is insisting you keep playing. So everyone’s sitting there picking up little wooden blocks off of the tabletop and telling themselves it’s a fun game of skill.
Now, I’d also like to point out that there are times when the audience does know things the characters don’t. That’s where we get suspense, and suspense is great… if it’s real suspense. Y’see, Timmy, one of the keys of suspense is that the characters don’t know they’re lacking this information, but it’s very important they learn it. Life-threateningly important. In suspense the stakes are high and they’re almost always personal. It may not be my life that’s in danger, but maybe the life of my girlfriend, my brother and his family, or even my cats. It’s tough to have good suspense without high stakes that matter to me. And the thing about high stakes is that they eventually have to pay off.
Hitchcock spoke of the bomb under the table (or was it under a chair? Or under the car…?). Wakko doesn’t know it’s there. The audience does. We can see the countdown timer and we know Wakko’s life is in danger. But if the bomb never goes off or Wakko never finds it, that bomb is just as frustrating as the pile of wooden blocks.
So, to recap, here are three great story elements that are not withheld information.
A mystery is when the main character and the audience are aware that a piece of information has been hidden from them, and the story usually involves the search for that unknown fact. At it’s simplest, a mystery is a question someone in your story is asking and trying to find the answer to.
Suspense is when there’s an important piece of information the audience knows and the characters don’t. The key here is that the characters don’t know that they need to know this vital fact. The bomb under the table. Wandering off with the murderer. These are common suspense situations.
A twist is when a piece of information is revealed that your characters and the audience didn’t know was being kept from them. They don’t even suspect those facts are out there, waiting to affect the story. When a twist appears, it comes from out of nowhere and changes a lot of perceptions for the characters and the audience. We’ve all made the natural assumption that Luke Skywalker’s father is dead, so when we learn that Vader is his father, it’s a bombshell that alters our view of everything.
If you’re trying to use one of these devices, make sure you’re using them correctly. Don’t just withhold information from your audience. Your characters should be just as smart and clever as your audience, and if they aren’t talking, make sure there’s a real reason why.
Next time, a wonderful story about Harrison Ford and a bellboy.
Until then go… you know. Do that thing. The thing we were just talking about. That.