Category Archives: The Fictorians

Everything I Needed To Learn About Blocking I Learned From Theater

Blocking. To actors that word mean three hours of standing around, listening to the director say “move a little downstage, now take a small step stage left…good…now cheat out…perfect!” and you have to remember it perfectly for the duration of the show’s run. But for writers it’s completely different. I mean, we can’t tell the characters to cheat out. The page doesn’t work that way. But in many ways, we are like the director and there are a lot of stage blocking techniques that do work well on the page.

Some of you are probably asking what exactly is blocking. The simplest definition is that blocking is the placement and movement of actors and props on stage. You can’t have everyone stand in a line for the entire play. It doesn’t look good and it’s pretty boring. The actors need to fill the space and move about it in a way that is interesting, purposeful, and appropriate to the scene. It’s the director’s responsibility to pretty much choreograph all of this (in addition to everything else they’re responsible for).

Whether there’s three characters in the scene or ten, everyone needs to be visible. It’s impossible for an actor to effectively deliver a line if multiple people are blocking them from view. How else are the audience going to know who is speaking?

How does that work for fiction when the reader can’t physically see the characters? Well, they can see them through the viewpoint character. When crafting a scene it’s our duty to be the director, to make sure that every character in that scene is visible to the POV character. If the POV character can’t see them then we can’t show the reader the supporting character’s expressions, movements, and gestures that can add necessary depth to the scene. The one benefit that writers have that theater directors don’t is that the audience can move with the viewpoint character and we don’t have to wait for scenery changes. If there’s something that needs to start in one room and finish in another, that’s easily done in a few sentences.

So if we have more flexibility than the stage, how can their tricks help us? Again, it’s all about visuals. Whether we’re aware of it or not, certain arrangements are more pleasing to the eye than others. The boring straight line I mentioned earlier? Unless you have a witness looking at a line up, I can’t think of another instance where it works. Why? Because it’s subconsciously awkward and/or dull. For a lot of people it brings back memories of waiting to be picked for a team, and for those that it doesn’t it has the feeling of waiting in line at the DMV. Heck, even in a line up scene it feels awkward but at least in that context it works. Also, lets be honest, in many situations not everyone is going to be standing in an orderly fashion. There’s going to be someone standing a little apart from the group, or someone sitting. There’s going to be some sort of variety and staggering and that’s enough to keep the body placement from putting your audience to sleep.

Another thing you can use blocking for is to facilitate and even highlight the climactic moment in a scene. This scene from Clue is a good example. (Yes, I know. It’s a film, not a play but it’s one of the best examples I know of.)

Obviously the big climactic moment in this is the falling chandelier. But how to make that happen without it looking intentional, and only endangering Col. Mustard? That’s where the blocking comes in. As soon as Wadsworth prepares to ram the door two characters get out of the way. They’re still near enough to be part of the scene and interject with a comment or two, but they also won’t impede anything — which is important given the amount of physical comedy that follows. Wadsworth’s writhing on the ground in pain, causing Yvette to trip over him and accidentally fire the gun is the clever solution to how to bring down the chandelier (without a Phantom). It also provides everyone in the line of fire something to react to — dramatically — and the physical comedy ensues. It’s funny, it builds tension, it solves minor plot problems, and sets up the release at the end that punctuates the joke, that is Col. Mustard’s line “I can’t take any more scares.” The dialogue isn’t much. It’s all pretty plain and standard for the most part. It’s pretty much the blocking that facilitates every part of the scene.

Blocking isn’t that scary. If you take the time to take a long, hard look at your scenes, can be another useful tool in your artistic arsenal. Taking the time to study its finer points and mastering how to use it will make a big difference in the efficacy of your writing.

Role Playing as Story telling

Welcome to Agnara

Welcome to a story that has been growing, evolving and branching into new lands, new realms and new worlds for going on forty years now. Pretty much every part of this continent has been part of the story, as well as other continents and islands not shown here. But it’s all one story.

Yes, it’s a Role Playing Gaming campaign. But “campaign” is too small a word for it. It probably left “epic” behind a dozen years ago. Hundreds of characters have been created, lived, died and a few have become demigods in their own right.

It all started here:

If you look close, you can see a small black star that marks the location of both the first D&D session I ever ran, and the first story told in this world.

The thing is, that this story is not my story. It’s a story with dozens of writers, all working together to create a sweeping tale of triumph, tragedy and humor. But all of that follows a thread, and occurs on a stage that I did create, and continue to create to this day.

It’s a world with dark secrets, powerful and evil villains, and great heroes. The first campaign followed the near extinction of the entire race of dwarves, and the heroism of a now-legendary party who fought to the very gates of hell to restore dwarvenkind to the world.

But that was merely the start. From there the story spread across seas, and even across worlds. The great heroes are immortalized in legend, song, monuments, even the names of cities. Ceorl the half-elf wizard, Drax the Defender, Dane the Deadly, and finally Forkovr the dwarf, whose exploits were so astonishing that he rose into the ranks of the divine, and whose followers now rival the size of other sects.

While heroes tend to come and go, the great villains are somehow never fully defeated, rising from the ashes again and again to threaten new generations of Agnarans.

I started this world around 1980, and it has hosted campaigns using several RPG rules systems. But the story goes on.

This isn’t all fun and games. Although it mostly is. I learned a great deal about story telling, about conflict, about character development and plot. Most of that works as well in novels as it does at the game table. I also learned how to create highly detailed, imaginative worlds filled with a diverse collection of races, political intrigue, economic systems and entire mythologies. My novels and short stories are much richer for the experience.

I like to tell people that running D&D campaigns was the best training I ever had to be a project manager. It was also great training to be a writer.

The story isn’t over. I’ll be starting a new chapter soon. Who knows where that will take the story? I don’t. That depends as much on my players as it does on me. But wherever it goes, it will become more history for some future campaign.

Sound like fun? Then let’s roll some dice!

Episodic Vs Sequential: TV Shows and Novel Series

TV storytelling has changed with the advent of VCRs, DVDs and streaming services.  In the golden age of TV, it was much more common for each episode of a TV show to be a self-contained story.

The reason is simple:  showrunners couldn’t presume that viewers had been able to watch the previous episodes.  If you were busy during the show’s airing time, then you missed the show.  So, it made sense for each episode to stand alone.  Title sequences introduced new viewers to the show’s characters, theme and mood.  Even if you’d never seen a show before, you could get a pretty good idea what it was about before the day’s episode started.  (And title sequences are getting shorter these days, or being left out entirely, now that most viewers no longer need them to learn about the show they’re about to see.)

The problem with episodic storytelling is that it’s more difficult to show long-term character development, or to give events permanent consequences.  In its purest form, the end of the episode presses the reset button, returning the characters to the status quo at the beginning of the next episode.  Still, some shows developed a certain sense of continuity:  origin episodes, introduction of new characters or departure of old ones, key events in season finales.

With the advent of the VCR, people could record shows and watch them later at their convenience.  And now, with streaming services, it’s become common for viewers to “binge” on a show and watch the entire season over the course of a few days.

(This is not to say that the golden age of TV didn’t have serials–soap operas, anyone?–or that there isn’t great episodic TV being made right now. )

But general trends changed when it became easier for people to keep up with their favourite shows.  When data suggested that people enjoyed viewing shows in a single sitting (or two or three), showrunners naturally made shows catering to those kind of viewing habits.  There’s now a strong trend towards “bingeable” shows – long running serials that tell a multi-thread story over the course of a season, and an even bigger story over the course of a series.  Actions have consequences, and characters grow and change – but it’s rare for a viewer to pick a random episode in the middle of a series just to “check it out,” now that it’s easier to start at the beginning.

When you’re writing a novel series, which model do you want to follow?

In part, it depends on genre.  For example, if you’re writing a category romance novel series, it’s often expected that a new reader should be able to pick up a book at any point in the series and enjoy the story.  Additionally, romance stories derive their tension from showing how the hero and heroine get together–tension that’s hard to show once they’re an established couple.   As a result, category romance series have developed a certain pattern.  Each book in the series takes place in the same world, but each book (usually) focuses on a new hero and heroine.  The supporting characters are often either the heroes/heroines of previous books, or future hero/heroines of upcoming stories.  As a result, fans are able to return to a world they love, while new readers won’t be lost if they aren’t familiar with the supporting characters from previous books, and the primary tension is still focused on watching a couple overcome their obstacles to be together.  However, this formula makes it difficult to show character relationships growing and changing beyond the book that the characters “star” in.

On the other hand, some series all but require you read them in order, or you’ll be lost continuity-wise.  For myself, I love a big, ongoing, developing story where characters’ actions have consequences, and the plot unfolds based on the choices the characters made previously.  But this technique makes it harder for new readers to “jump in” in the middle.

And some series walk a middle line.  Each book is a self-contained arc, but if you put them together, you’ll also see a series-long story arc developing.  For example, in some mystery series, a new mystery gets solved in each book, but as the series progresses, the main characters  change, develop, and grow, giving the series a sense of continuity and ongoing development.

In large part, it depends on what you as a writer want to do.  Do you want to write a series where each book focuses on a different character in the same universe?  Do you want the flexibility to add “new adventures” if the series takes off?

Or do you have a long-term vision for a story that’s too long for just one (or three, or more) books to hold?  Do you want to show a character growing and changing over the long term, and do you believe that you can convince audiences to care about this character, to choose to spend time in their company over and over again?

If the first book in a series hooks a reader, they’re likely to come back for more—particularly when they feel that the story is “going somewhere” and that each book “matters” because events have consequences.  But there’s also something to be said for a format that’s welcoming to new readers, and doesn’t require them to put Book 4 back on the shelf and go looking for Book 1 in order to understand what’s going on.  There’s audiences for both types of series (as well as the middle gorund) so choose what method best suits your genre and the story you want to tell.

 

About Mary: 

Mary Pletsch is a glider pilot, toy collector and graduate of the University of Huron College, the Royal Military College of Canada and Dalhousie University. She is the author of several previously published short stories in a variety of genres, including science fiction, steampunk, fantasy and horror. She currently lives in New Brunswick with Dylan Blacquiere and their four cats.

 

Screen Play Elements – Part 1

I have no trouble suspending disbelief when I watch a movie or a television show so I wasn’t good at analyzing how movies are structured. To better understand how big screen movies, made for television movies, and television shows are structured, I took an on-line screen writing course withi Bill Radkin. During this course, I came to appreciate what is involved in creating a compelling screen play.

If I asked you what are the two key points to writing a screen play, what would you say?
Strong plot. I agree. It’s important.
Snappy dialogue.  Yes, that too.
Using formatting specific to screen plays. Absolutely.
Great characters. Of course.

All these things are important but there are two things which pull this list together to make a memorable movie. These are a having a good STORY and the THREE ACT STRUCTURE.

Today, I’ll explain the Three Act Structure from a screen writer’s perspective. You may understand the Three Act Structure for novels and have a general idea about how to use it, but for screen writing it is a specific formula. STORY has a specific definition and use within the Three Act Structure. I will delve into this in tomorrow’s post Screen Play Elements (Story) – Part 2.

In the following table, I have condensed the key elements of screen plays.

Key Elements of the Three Act Structure

Act 1 Act 2 Act 3
Beginning Middle End
25%

50%   (25% + midpoint + 25%)

25%

Set up

Protagonist gets up a tree

Complication

Rocks are thrown at the protagonist

Resolution

Protagonist gets down the tree

Chaos More chaos Order
Lack of control/information Lack of control– midpoint AHA moment – control begins to be established Control
Central problem with inciting incident established. Ends with a major turning point in the plot/problem complicated and stakes raised by end of Act 1 More complications, major turning point around the middle of the act which is a reversal. Ends with a major turning point (taking charge of situation but not resolving issues), complication or escalation Final confrontation. Protagonist resolves problem /overcomes issues (depends if tragic or happy ending) and order is restored.
Plot oriented (you know where to begin) Story oriented (where theme and ideas are explored) Plot oriented (you know where it ends)

The TREE refers to putting the protagonist into a threatening situation.

The ROCKS are CONFLICT. Conflict takes two forms: external and internal.

External conflict is plot oriented and forms the action. It is the problem, disaster, or situation the protagonist will try to solve, get away from, or realize.

Internal conflict happens when a character deals with internal issues and some type of change occurs (not always. James Bond is always James Bond.) Character change or growth creates the character arc. Internal conflict means fear. The protagonist is afraid of something such as losing someone (family, society); losing something like wealth, prestige, treasure, or a job; or is afraid of change as brought about by an antagonist (the world as it is known, a societal or political change).

Every movie has one major or CENTRAL conflict which creates the SET UP in Act One. The problem is evident, the solution seems impossible, and the stakes are so high that the protagonist is compelled to do something. Once the protagonist is compelled to do something, that moves the story from Act One to Act Two. The Set Up occurs in the first 25% of the movie.

Having a strong central conflict helps avoid the murky middle of Act Two. All scenes must directly involve the central conflict. If they don’t, they’re not adding to the story problems and the story is going in the wrong direction. In other words, they’re not throwing rocks at the protagonist and making matters bad enough that he or she needs to finally figure it out and find some inner resolve to overcome the problem. This is a good point to remember when revising your novel.

A strong central conflict is also used to explore THEME whether it be as simple as good versus evil, the development of a person into a hero, or privilege and income disparity. All characters, reflect the theme as they are either for, against or ambivalent towards it. In every good movie, you’ll see this is true. We stay focused on the central problem and we’re hoping for a triumphant outcome until the end.

How do you know if you’re throwing rocks at the central problem or if the story has gone in the wrong direction? Outline. If you don’t like to outline from the start, do it when you’re finished. Write one line about each scene and focus on the rock. Then decide if the one-line description illustrates the central conflict. If it does, great. If not, either delete that scene or change it.

In the first half of Act Two, the protagonist’s problem keeps getting worse and worse and there seems to be no way to resolve it. The protagonist is missing information, is the hunted or the villain untouchable and keeps jeopardising the protagonist’s mission. Then, in the middle of the act, the MID POINT TURN occurs. Almost exactly (time it, and you’ll see). That is when the protagonist has an AHA moment in which he changes from the pursues to the pursuer, from the victim to the victor. Fortunes change at this point and chaos begins to turn into order. However, it is still a dangerous time for the protagonist because although fortunes have changed, the resolution is not easy. Rocks are still thrown, but they don’t hurt quite as much.

Act Three is where the resolution occurs. The protagonist is the victor except perhaps in a tragedy but the central conflict is resolved or explored to completion. Every question or issue which was set up in Act One is resolved and order is restored.

Pick a favorite movie and with these elements from the Three Act Structure in mind, time it. Do this for the great novels which have been turned into screen plays. Do this only once or twice otherwise, movies may become predictable and it’ll be hard to suspend disbelief and enjoy them. After all, the goal of a novel or movie is to take us to another world for a short time. By understanding how movies work, it’ll empower us as writers to tell compelling stories which readers will flock to.

Join me tomorrow when I discuss STORY.