Showing posts with label writing technique. Show all posts
Showing posts with label writing technique. Show all posts

Tuesday, September 22, 2015

Town Research Revisited: A Marshal in Tiny Beulah

In the last post, when I told you about researching small towns to figure out what kind of police force you might use in your small town cozy mystery novels, I mentioned the little town of Beulah Michigan, which is too small for its own police force, but gets to cheat because it's the county seat.

Well, guess, what? In my research, I stumbled across a little article in that area newspaper, the Benzie Banner.  Back in June of 1932, they DID have their own police force.  Sort of...


New Village Marshal on Duty in Beulah

Those who have a tendency to be naughty are warned to watch their step hereafter while within the confines of Beulah. The newly appointed and commissioned village marshal, Ed Reddick, began his duties yesterday, June 15, and will continue actively thereat for the next three months. That should be sufficient notice to any and all who have been getting a bit careless with local ordinances lately.

A committee is being organized to locate a liberal quantity rustproof and highly resplendent metal from which to manufacture a suitable badge for the new official, and another carefully selected group of citizens has agreed to scour the woods for a husky white ash or ironwood log from which to fashion an adequate club. Prices are also being sought on a conventional streamlined derby and a choice assortment of brass buttons. Meanwhile, the police force began his new duties by painting the park benches a handsome Irish green.


You'll notice that local papers in those days could be very tongue-in-cheek.  Although there was almost never a byline, every story had a clear "voice" and very often different voices for different beats.  Even the hard news stories often felt a little gossipy, as though hearing the news from your neighbor over the back fence.

As for Marshal Reddick, his three month term implies to me that he's there to help deal with the summer people.  While some aspect of the resort business had been important to that part of Michigan for some time, it was around the 1920s that it seemed to pick up for Beulah.

I was curious to see if Ed Reddick was hired from in the community or outside it, so I looked him up in the 1930 census.  Beulah, at that time, was too small to have it's own designation in the census, so those residents were listed in the larger township, Benzonia.

And yes, Ed Reddick did appear, two years before his appointment to the job, along with his wife Rose and son, Ed jr.  However, they were crossed out.  I suspect this was because they themselves were summer residents.  The census taker started to take their information, and then found out that they didn't actually live there.  (There were other Reddicks in the area, perhaps relatives to visit.)

This, of course, would be another fun detail to use in a cozy mystery: the town marshal being a tourist hired to deal with the other tourists, and expected to leave the townfolk alone.

Well, back to my research... see you in the funny papers!

Monday, September 7, 2015

Writing Cozy Mysteries: Researching Your Town

Over on Elizabeth Spann Craig's Writing the Cozy Mystery this week, she's writing about developing a mystery series, and things to think about when developing your sleuth.  Someone in the comments asked a question: can a small town have a police chief?

Short answer: yes, any size town can have a police chief.  IF they have a budget for a police force.

However, there are a whole lot of variations on how small towns are policed (including "not at all"). And it varies even more by region.  (An American "constable" in one state has a whole different meaning than in another, for instance.  And it's all very different than a British constable.)  And even though cozy mysteries are not "realistic" and your fictional small town may be a fantasy, it's still important that the town have an authentic flavor.

I mean, as readers, we want it to feel like a real, if very comfortable, place.

And since I am currently up to my ears in regional/historical research, I figure it's time to talk to you about doing some easy online research into towns and police forces.

Your tools will be Google Maps, Wikipedia, and then Google Search. And, of course, a healthy dose of amateur-sleuth curiosity.  There are a whole lot of more advanced tools that you may enjoy, but you won't need them unless you start sliding from "cozy" into one of the more traditional mystery areas (such as historical or regional mystery).

What Kind of Town?

This will go a lot quicker if you already have a town or region in mind.  And you may already have that: a town where you grew up, or visited or even live right now.  If so, great; you can skip to the step with Wikipedia.  However, if you haven't been to this town in a while (or just never get out), you may want to play around with this step, because it can be fun.  Also if you want to disguise your town -- fictionalize it -- you may want to research some similar towns to give you some variety of details to change.

The other thing to think about is what kind of stage this town will set for your story.  Do you want your sleuth to be able to walk around the town to talk to people? Do you want there to be a Main Street? And what about side streets?  Should there be more than one diner or restaurant in town?  How far from a mall or movie house?  Should there be a back street or dark alley where you can set some skullduggery? Maybe even a suspense scene, as your sleuth pursues or is pursued by a mysterious dark figure.

Or is it more the sort of place where there are four or five buildings at a cross roads, and your sleuth has to drive her truck from farm to farm to talk to witnesses and suspects?

When you have an idea of the kind of activity you'll have in your story, you'll know what your town "looks" like in terms of a streets and such.

So we know the region, and what the town will look like... but is it a town that will support a police force? Will the town have a mayor, or just a city council?  How big of a town do you need for what you want?

Google Maps, a Writer's Best Friend

We'll start our research by looking for real towns in the region we want, which look about right in terms of the street maps.

First of all, if you are not very familiar with it, you can start by clicking on this Google Maps Link, and more than likely it will take you to whatever town you happen to be in now. (If it can't tell what town you're in, it will probably show you a map of the U.S.)  If the region you are looking for is nearby, then click on the minus button in the lower right corner to zoom out. (The plus is for zooming in.)  And you scroll around the screen by clicking on the map and dragging it.

If your town is in a different region, you may want to type in a place name in the search box upper left, and let Google zoom you to that location.  (Or just do as I do and zoom way out, drag the map to center on where I want to go, and zoom back in again.)

So you get to your region -- stay a little zoomed out, so that you can scroll around and browse for towns.  When you see a likely town, zoom in on it.  Do you like the look of the street map? Can you work with that as a dramatic stage for your series?

Check it out with "Street View."  If you've never used Street View, it's lots of fun, though limited for small towns.  There is a little yellow man icon in the lower right corner, if you pick him up with your cursor, you can move him to a spot on the map -- but only if that spot has been photographed by the StreetView Mobile.  You can tell those roads because when you hover over them with the little yellow guy, a blue line appears on the street.  Drop the little guy on one of those streets, and suddenly you are in a 3-D view of the town.  To get back to the regular map, there's a "back to map" link in the lower left corner.

With small towns, you usually only get the main street or maybe two main cross-roads streets.  But that can be enough to give you a look at the character of the place.

So you can pick a town and just research that, but my suggestion is that you pick three towns -- the one that seems the ideal size, and then the biggest that will still serve your needs, and the smallest.

Just as an exercise, I'm going to suggest you look at a town called Westphalia, Michigan, which looks like a quintessential cozy small town.  There's a smaller town near by called Pewamo (to the north west) and the large town of St. Johns a longer ways to the East.

From this point we catch up with the people who already had a town in mind.

Wiki Your Town

Whether you found them on the map, or are going with a town you already know, look your towns up on Wikipedia.  You may find only dry facts, but these are important if you are to track down things like how the town is policed.  So let's look up Westphalia:

We learn that there were 923 people living in Westphalia in 2010, and that it is located within Westphalia Township, which is in Clinton County.  You can click on the links to learn more about the township and county, but for now, we just want to know their names, because this town might be policed by a force from the village, township, OR county.

We also learn from Wikipedia about the demographics -- what race (and how diverse the town is -- which Westphalia is not particularly, but there appears to be at least one representative in town from each of the racial/ethnic categories measured by the census). You learn the median income, and how many young and old people.  And there is a little about the history too.

But Wikipedia doesn't a have any information about the police or fire or how the town governs itself.  (Local governments -- mayors, school boards, etc -- often play a big part in cozy mysteries.)  It also doesn't tell you the kind of businesses and services there might be locally.  Is there a vet for your sleuth's cat?  Is there an urgent care in town?  How many restaurants are downtown?

Remember: Every region will be different in terms of what size town will provide different things. Tiny suburban towns will depend more on larger nearby cities. Tiny rural towns need to be more self-sufficient. Tiny resort or vacation areas tend to need more resources in comparison to population, because they have visitors to serve.  The south will be different than the north, etc.

So We Move On To Google

So we know from Wikipedia that Westphalia is about 900+ population, Pewamo is half the size at 400+, and St. Johns is a veritable metropolis, at nearly 8000 in population.  (It is still however, thought of as a "small town" by most Americans.)

Now we can Google the town name for more info about just about anything: restaurants, vetrinarians, do they have medical marijuana (which would make for a different kind of laid back cozy mystery -- but it might be a necessity of some elderly sleuth with glaucoma...)

But I'm going to concentrate on police and town governance first:

When I Google "Westphalia, Michigan Police" the first thing Google gives me is info on the Portland, St. Johns and Grand Ledge Police Departments (with the information that the Grand Ledge cops are closed on Sunday).  If you scroll down the page, I find the "Village of Westphalia, Michigan" website.

Town websites can be a treasure trove of info for the researcher.  Some are amazingly full of information. (And some, sadly, are not.)  I'll often find things that surprise me, even though I've been researching small towns for a while.  And the first time you research small towns, you are likely to find a lot of things that surprise you.

For instance Westphalia doesn't have a mayor, it has a president.  Also, there is no police department -- for that you have to call the Clinton County Sheriff's office, which is run out of St. Johns (but is separate from the St. Johns Police Department).  And when those Grand Ledge cops are closed - as mentioned at the top of the Google page -- the sheriff's department will likely be the ones answering the call.

This is important to know when you are dealing with mysteries in small towns.  Also, these are the sort of thing that can make for great plot turns. You call the cops, expecting to get the local cop who knows something about what's going on, and instead you get a deputy from three towns away.

Another factor is the fire and emergency response.  Westphalia uses the township fire department -- so that service is not just for the town/village, but is responsible for the whole township, including all the farms and smaller unincorporated villages in the 36-square mile area that makes up Westphalia Township. (but given that the department is plunk in the middle of the township, nothing is more than 3-4 miles away - not like depending on the county.)

Looking at Pewamo, and their village website, I see a little more cultural information on their website.  (This is common - often the tinier the town, the more the website is a work of love for some member of the community.)  However we see NO mention of the police or fire departments. Not even references to the township or county.

So, I Google Pewamo Police Department, and, wow, Google actually gave me a result!  With a "street view" picture of the location and everything!

Except that the picture just shows us a brake shop on the corner in the center of town.  That would be cool if that were really the police department (a GREAT cozy mystery kinda quirk) but in fact, Google is just showing us the center of town.  There is no police force to find, but Google is trying to be helpful here by showing me the town.

Even after several different tries, I can't find any reference to how Pewamo is policed.  If I were doing factual research, I would have to call the township office, but since we're just looking for a model for our cozy mystery series, I'm not going to bother.  I'll just go with the Westphalia model, or go searching for another tiny town with more information.

Towns Vary

If I had gone on to research more towns, I might have found Bath Michigan.  If you zoom in on Bath Township in Google Maps, it looks like it might be on a par with Pewamo. Similar number of streets, maybe a little more spread out.

But Bath has its own police department.  And if you look it up on Wikipedia, the population is listed as over 2000.  Hmmmm.

Well, the reason is simple: Bath is not a village or town.  It's a township.  Normally a township is not so much a governmental body as a simple geographic location.  If  you're from the midwest or west, it's how they measured the land before settlement: Each township is six miles square, with 36 one mile sections.  They gave them names, but they didn't turn them into governmental bodies.  It's just a way of saying where something is.

And sometimes people in a township will charter a local government, and sometimes they don't.  So the actual downtown of Bath is a teeny tiny town, with a police department and police chief -- but the township covers a lot of rural territory.  Bath also has one other factor: it's right on the edge of a larger metropolitan area, so the population density in the rural areas is higher than usual. It has a whole lot of 5-10 acre farms, and 1-2 acre lots.

Another variation on the tiny town: Beulah, Michigan is smaller than Pewamo. It only has 300+ people.  It also doesn't have it's own police cheif or school system.  It is one of the towns I based Potewa on for my Man Who series.  (And I actually use the region all the time in many things I write.)

However, Beulah happens to be the county seat for the smallest county in Michigan, which is very convenient, because it means that the county sheriff is centered right there in town.  It's exactly as though Beulah has it's own police force, court system, jail and everything. But it's still a tiny town. ... sort of.

It's also a resort town.  The whole area is filled with summer cabins and little hotels and such. And so even though the permanent population is small, over summer ths population swells by four or five times. That gives the town resources to pay for that police force and all the amenities.

Which means, for the writer and the resident, that it's a small town with a lot of the advantages of a big one.

When I first researched the Benzie County Sheriff's department, they only had one detective, and his job, aside from following up on ordinary criminal reports, was mainly visiting schools for the drug education program.  Now they actually have a detective bureau, which has a Sergeant who does most of the investigating, and supervises a number of patrol deputies who have detective training, and can be called on when needed.

While I have plans for my Potewa force to grow a little, at the moment, I am using the more cozy model, where the detective is a guy who retired from a larger down-state force, to take a job up north where he could go fishing even if the pay wasn't good.  As employers in the Traverse City area say: "A view of the bay is half the pay."

And that brings me to the final bit about developing your town and police force:

Culture

The nature, power, size, relationships of your police department is going to be affected by the nature of the community.

The example above, about the detective who just wants to go fishing: that community is ideal for a cozy mystery.  The whole culture is oriented toward leisure and positive things.  Even back in the day of the first puritan settlers -- they came to the wilderness to establish a college which would accept people of all races, creeds, colors and both sexes.  And I don't know if it was the beauty of the place, or the stars in their eyes, but these dour congregationalists evolved quickly and easily from people who wanted to make the world better, to people who wanted to make the world happy.

And that affects the police department, especially in fiction, where details have extra meaning.  It effects the character's backstory: how the members of said department came to town, and how they interact with the town. In case of my series, the sheriff's family goes back for generations, so he naturally takes a host-like attitude to those around him.  And this is true for many of his deputies.  Others, like the detective, are very relaxed, because this, to them, is a place of vacation.  He may be just putting in time at work, but always with a smile because he's going to be fishing as soon as he clocks out.

And I think that also effects what the mission of policing is: in a resort community, policing has a lot in common with playground supervision and bar tending.  A lot of crowd management, dealing with customers who are having a bit too much fun.  And this leaves an opening for your amateur sleuth, because in a resort town, the police are busy.

On the other hand, I once lived in a small rural town where the job of the police was to make sure nobody ever presses charges.  Seriously, the town had no budget to prosecute, so even though it had a lot of ordinances, the police could only enforce them if one of the council members was the complainant.  And that wasn't because they were sucking up to the boss, but rather because the council members were the only ones who could release the funds to prosecute.

This also not a bad model for the cozy mystery writer, because it means that the police must be diplomats, talking to everyone, calming everyone down... but also maybe a little reluctant to press anything too far for fear they'll get into a situation they wont be allowed to deal with.  And that leaves an opening for the amateur sleuth to be hard-nosed and press on in investigating the case.

However, you do it, research doesn't just give you facts or accuracy, it also gives you hooks into interesting situations and details, so you can create a fascinating place for your readers to cozy into.

I've rambled on long enough. (Sorry that it IS a ramble -- don't have time to rewrite and edit.)  Got to get back to my family history research. I'm finding an awful lot of inspiration right now (not that I need any more).

See you in the funny papers.

Friday, December 6, 2013

Story Game: A Preview on Plotting

I lost the post I wrote about what I've learned messing around with the game this week. Maybe I'll post that next week.  In the meantime, here is an off-the-cuff post about plotting, which can serve as a teaser for what we'll be talking about here in January:


I'll let you in on a little secret:

The reason I started writing mysteries with a western twist wasn't because I used to watch that many westerns.  It was because I happened to be watching a particular western which was in reruns on TV Land, when I finally figured out how to plot a mystery.

The problem I'd had up to that point is that I tried to write mysteries the way I read them:  You just start telling this story and let all these mysterious clues mount up and.... uh, then you get stuck.

I was pondering Agatha Christie and couldn't quite figure out how she managed to turn the story upside down with a revelation, and then flip it around with another, and then send it spinning off into space at the end.  And I got the idea of the revelations. What I didn't get was how to handle the front story -- that is, how they worked together.

And what was playing on my TV in the background but... Maverick.  You know that old slightly silly western staring James Garner (and sometimes Jack Kelly and/or James Bond... I mean Roger Moore).  It pushed it's way into my consciousness, and I realized. OMG!  That holds all the answers!

You see Maverick had a kind of pattern to the plot -- at least the ones with James Garner.

Act 1: Maverick would ride into town with a purpose.  He'd be looking for an old friend who owed him money which he needed to get into a high-stakes poker game, or something like that.  And there would be stuff going on, but he didn't give a rip, because he was James Garner.  Eye rolling was sufficient reaction to even the worst disaster that might happen to somebody else.

But something would prevent him from doing what he wanted.  So he'd work out a deal with someone who could help him, and.... just before the ad break he'd discover that someone had lied to him, and he'd find himself with a handful of trouble instead of the money he was owed.

Ad Break.

Act 2: So, Maverick would change his course to suit what he now knew was the truth, and he'd go after his money/friend/whatever with renewed vigor.  He'd overcome some obstacles and usually ignore a few weird things going on (because he didn't care), but by golly, by the end of the second act, he'd find out he'd been told another lie. A bigger lie!  And he'd find he was in trouble.

Ad Break

Act 3:  Okay, now Maverick is pissed off.  He breaks some noses, cuts through some crap, and stomps his way to the truth, just in time to find out.... yep. There was yet another layer of lies, and now, all of a sudden, he was in really Deep Doo Doo.  I mean, no-water-in-the-desert-while-a-lynch-mob-hunts-you deep trouble.

Ad Break

Act 4: And now, knowing the truth, Maverick is able to put his disinterested but really quite agile brain to good use, and also really kick some ass of the people who pulled the wool over his eyes, and resolve both the mystery and his own problem.

What I've just described is a pretty standard pulp formula - only here played for laughs most of the time.  As a matter of fact, recently I was reading through Lester Dent's famous Master Plot for pulp short stories.

Dent's formula starts thusly: "...introduce the hero and swat him with a fistful of trouble...the hero pitches in to cope with this fistful of trouble... near the end of the (first act) there is a complete surprise twist...."  Next act is to shovel more grief on the hero, he struggles, another surprising twist, and this happens again, until the hero "really gets it in the neck bad" and is buried in trouble... and he digs himself out.

I laughed when I first read this, because it is so much like the pattern I noticed in Maverick.   And for that matter the part about the twists at the end of every act is a lot like Christie.

But this isn't a mystery plot, it's an adventure plot -- specifically a men's pulp adventure plot.  Nothing to do with little old lady detectives and clues left among the daisies and lying butlers (well, except for the lying part.)


So how did this help me with mystery plotting?

It told me what the front story is.  It told me how you handle what's going on when you are hiding what's really going on.

The front story is that the protagonist thinks he knows what's going on, and he is acting on that.

It is not a case of the protagonist knowing nothing and then slowly and gradually gathering evidence until he knows everything.  No.

A mystery -- and any kind of story based on investigation (even historian stories) -- is about theories.  The character believes something, and he acts on his beliefs.  When obstacles are thrown in his path, he may dodge, but he doesn't actually change course until something big at the end of each act  proves to him that his basic theory is wrong.

Yes, sure, he's learning stuff all along between those big revelations, but everything he learns he fits into his existing theory.  He believes the pretty lady is in distress.  All the clues seem to be about who is menacing her. Then Maverick learns that the pretty lady actually isn't in distress at all, she's a thief.  Then all of a sudden, all the clues have a different meaning.  He moves into the second act with a whole different understanding of what's going on.

So now, when I sit down and try to figure out a plot, the question I ask myself is not "what's the truth behind these lies?" but "where is the protagonist going, and what will be the big thing that changes that direction?"

The Graceful Arc of the Story

In spite of what I learned from Maverick and Lester Dent, however, I really think that stories have a natural progression that is more than just "it gets worse" or "the protag changes direction."

I love the four-act plot structure.  I really think it follows a psychological pattern, where each act has a flavor all it's own. It progresses like a human progresses through the psychological stages of grief.

But that I will leave until January, when I'll start in on a series of posts and games related to plotting.  I don't know exactly how many posts -- probably an introduction, and a separate post about each of the four acts and their special character.  I don't know if I'm going to do separate posts for playing plotting games. We'll see when we get there.

In the meantime, I'll do a few sporatic posts during December, but we won't get back to anything major until January.

(Oh, and watch Sunday for a book announcement. I found a romantic little holiday short story in my files about Jackie and Mary Alwyn -- of The Wife of Freedom.  It's a lot of fun and I hope to have it polished and uploaded before the weekend is done.)

See you in the funny papers.

Thursday, November 21, 2013

Story Game Bonus: Theme

This is a bonus post for The Story Game.  It's long, and not fully proofed.  It's just that theme is a really big subject, so I wanted to go into it in more depth. But I also want to finish up the Situation Worksheet before Thanksgiving, so... here goes:

Theme is a very tricky thing -- a very personal thing.  For some people, it's best to not think about it at all and just let your readers discover it.  (This is why I have put the option, in the Story Game, of not using Theme, but using "Subject" or "Prompt" instead.)

Frankly, theme isn't something you impose on a story anyway -- it happens organically, and if you are the sort of person who does think about theme, odds are that you just discover it as you write.

And yet, I have found it incredibly useful in brainstorming.  It can work a lot like a prompt -- you take it up, play with it, if magic happens, you keep it.  If not you adjust it or discard it.  (Which is true of all the elements of this Story Game. We'll talk about that tomorrow when we get to the brainstorming phase.)

What Is Theme?

Theme is the larger subject that a story is about.  It's not a moral.  It's just a personal quality or emotion which the story explores.  In the end, the story may take a stance on it -- and that would be a "moral" -- but the theme is not that stance. It's just the subject of that stance.

It's really hard to write something without a theme.  It just sort of happens.  Usually, though, you can tell a story that has a stronger theme, becuase it ties together in a more satisfying way. Sometimes when the plot itself doesn't hang together too well, but the story seems to work anyway? That's because of theme.

And some genres have specific themes of their own which you write variations into.  Romance is always about finding that "happily ever after." Crime fiction explores justice (or lack thereof).  Within these big themes, the author will have his or her own themes, and a particular series may have it's own theme, and an indivicual story may have it's own variation.

So, for instance, while crime fiction might be about justice, a particular series might be about couples finding their happily-ever-after (mystery/romance), or about a damaged hero struggling to live up to his own standards (many hard-boiled and police procedurals), or about trusting in the genious of a miracle worker (Miss Marple, Sherlock Holmes, etc.), or it might be about the arrogance of crime (Columbo).  And the individual stories may be about self-sacrifice, or fear, or paying your dues.

And in every case, the theme is also about the opposite.  You can't write about fear without writing about courage.  You can't write about trust without writing about mistrust. (Some people place their trust in Miss Marple, but so many dismiss her as unable to deal with anything serious.)

That's why you shouldn't mistake a theme for a moral. It doesn't work if you limit it to the final lesson.  A theme works best when it's open.  When it's about reflections and shadows.  If your main character is afraid and needs to learn to be brave, it's perfectly okay if there's a subplot where someone is too brave and has to learn to be more cautious.

Just having those two things in a story -- like a mirror image -- creates resonance.  It's like harmony -- two notes that are different and yet they work together.  It doesn't even have to be obvious or overt. You don't have to force it.  Just the fact that you have several people dealing with fear and courage in different ways creates these little notes.

Probably the very best example of using other characters and little subplots for theme is Casablanca.  The theme of Casablanca is survival.  It was made at a time when the world had gone mad, and nobody was really sure any we would survive.  And we see dozens of characters responding in different ways -- some being selfish, some foolish, some brave. 

Casablanca makes a good example of how a story can have both a moral and theme -- and they are not the same: Througout the story, people perish or thrive at random.  People die for doing the right thing and for doing the wrong thing too.  The lesson here isn't about how to survive.  The lesson is that, in a world gone mad, nobody cares about your problems, and maybe you shouldn't either.  You have the option of giving up on survival and just doing the right thing.

It's interesting that the writers and actors and director did not know how this movie was going to end until they wrote the ending.  They had planned four different endings.  But as soon as they filmed the first one, they knew it was right.  And it was right because it gave meaning to the whole story that went before.

That's what theme does -- it ties everything together and gives meaning.

But that's why you can't really impose it, and often have to discvoer it.  (So tomorrow I'm going talk about how that works in the Story Game.)

In the meantime, I'll give you a tip to help you find the theme -- and lesson both -- of a story:


How Does It End?

When I was writing screenplays, I did a "Pitch Festival." That's where you go to an event where there are a whole bunch of execs and agents and such in a room, and you sign up to make 5-10 minute pitch meetings.  The bell rings, you run to your assigned spot, and start pitching, they ask some questions, you answer, then the bell rings again and you run off to the next one.

Some of these execs were very good at pulling they needed out of flustered authors.  One guy finished up each session with one simple question -- he said it was how he know the whole flavor of your story: what is the very last thing that happens, the very last image before the credits roll?

The story I was pitching that day was The Scenic Route -- a story about a pair of directionally challenged robbers who get lost on their getaway.  And when I say lost, I mean really really lost. By the end of the first act, they aren't sure what state they are in.  By the end of the story, they've lost everything - even their cool sunglasses, but they've gained some friends -- something they've never had -- and a kind of family, and the first rudimentary sense of responsiblity.

But they have a long way to go, and the only thing they know how to do is steal, so the end I gave the exec was that they steal a car to take care of their friends, and as they make their getaway, they turn the wrong way.  Ha ha.  Funny ending.

The exec liked it, but didn't ask for the script.

But his question bothered me.  I realized that the ending was wrong.  The whole schtick about making wrong turns isn't a joke.  It's a theme.  The story is, overtly, about characters who struggle to find their way morally as well as directionally.  These guys have no point of reference for either thing, except for each other.  They have no compass.  And that's the theme.  It's not about being lost and making wrong turns. It's about struggling to find your way with out a compass. Because they DO struggle.

Having Luther (who isn't usually the driver, but now he wants to drive because he wants to find his own way) make a wrong turn is not thematic.  It's just random.  Furthermore, because they'd gained some members to the gang who aren't directoinally challenged, they do now have a kind of compass.

So I changed the ending.

Luther does indeed turn right when he's told to turn left, but then we hear the voice of one of his new companions saying "Your other left!"  And we see the car stop and turn around.

Now, when I did that, it wasn't because I had thought of my theme in words.  It was more something I felt.  But feeling it did help me make a right choice.


Themes in The Story Game

Themes are incredibly personal.  I often find other people's theme choices to be incredibly dissatisfying.

Therefore, I recommend that you start your own theme list the way you should collect your own title words.  It can, however help to start with someone else's lists -- to give you an idea of the kind of thing you might use.

When I started this game, I used the Brainstormer randomizer to pick a theme.  Half of their choices don't make sense to me, so I usually keep spinning the wheel until I get something that does.

Here are a few of the words I use myself: Courage, Greed, Mentor/Pupil relationships, Fear, Self-Sacrifice, Indulgence, Growth, Darkness, Fire, Reflection, Twins, Celebration, Exhaustion, Desperation, Survival, Loss, Competition, Secrecy, Taste, Love of Life, Caretaking, Duty, Honor, Dullness, Shyness, Outsiders/Insiders, Barriers, Doorways, Inebriation, Amnesia, Self-Promotion, Self-Sacrifice, Pride, Lust, Steadfastness, Rot, Authority...

Taking the items that speak to you, maybe a few that challenge you, but leave the rest.  Fill it in with your own.

I tend to focus on things that affect the choices a character makes.  Personal qualities, relationships.  However, I sometimes throw in something I see that sparks my imagination. I also like to put in words that have multiple meanings. ("Darkness" in a suspense can mean dark moods, evil motivations, ignorance, and the actual darkness of night or a dungeon.)

In the end, it can be anything that evokes a response in you.  Tweak your list as you go.

Tomorrow we finally Play The GameWe'll put all the elements together and brainstorm a story concept out of it. 

See you in the funny papers.

Saturday, April 9, 2011

Blogging My Process: A Character in a Setting with a Plan

So, continuing the series of posts illustrating my creative process (read Part 1 and Part 2 if you want background):

To review: I wrote a set up, like Indiana Jones getting the idol. And now I've got to get on with the story. And we've established that I need my hero, Alex, to be proactive, because this is not a thriller, it's an adventure.

This brings to mind the definition of "story" that I got from Algis Budrys at Clarion so long ago: A story begins with a character in a setting with a problem. The middle consists of repeated attempts to resolve that problem, which fail, though the character learns something from each attempt. With the final failure the character learns the real nature of the problem and is able to resolve it. (Or learn definitively that he/she can't.)

A character in a setting with a problem has always been my mantra since then. It's particularly useful for those writing without an outline because problem drives the action.

However, that leaves too much room for the character to be too reactive rather than proactive. I've come up with a better mantra.

A character in a setting with a PLAN.

When your character has a plan, even if you don't explain what it is, even if its just subtext, the story has something that makes it MOVE. The audience can anticipate movement. Anticipation = good.

When the character doesn't have a plan, the story drags or even comes to a dead stop. You can heave the story forward by throwing problems at your character, but that doesn't give you momentum. When the immediate problem is over the energy is gone.

This is what I meant by complications which are like a string of beads. This is really common in "pantser" storytelling, because it's a natural way to imagine a story. So if your mystery plot is just the characters discover one clue, and then another clue and then another, until they have all the pieces and then they solve the case, that's a one-beat story. They're mystified, they're mystified, they're mystified, and then they know.

If your characters have a theory -- a plan -- then the plot moves forward. They investigate based on the theory developing it more as they learn each new fact, until they learn something that changes the theory radically. That will usually be at the end of an Act. And that info will be dramatic. So then they form a new theory and plan and move forward on that.

The problem Alex seems to have as he stands on that riverbank is also a one-beat problem. He doesn't know how to get home, and if he knew, he could just go. As a matter of fact, he probably will in the next few minutes, or perhaps in a couple of hours, because that's not the problem of the story.

My problem, as the writer, is to get the audience past that as fast as possible. But my instinct, when I'm writing off the cuff, is to see this as the audience does, and I mistake this problem for the main problem. So I get myself stuck trying to prevent him from going home, because going home is easy. All he has to do is jump back in the water.

He doesn't know that, but he has enough information to think it just might work. Sure, he has lots of reasons to fear that it will go wrong, but he's got guts and he's young enough to try foolish things. There is no really GOOD reason to keep him from trying it, except one.

Thorny is passed out, and the river nearly killed them a moment ago, so if jumping back in the water doesn't work, Thorny could drown. And job one is keeping Thorny from drowning. That's how they got in this mess in the first place.

But it's got to occur to Alex that this might work for two reasons. One is that it has probably already occurred to a portion of the audience, and it's aggravating when the character is dumber than the audience. Another is that the best way to move on from something it so settle it.

I was going to have Alex cleverly realize water could be a way to escape bad guys later on -- and be desperate enough to try it in spite of the dangers. But I need him to have a plan, and I need him to have it now. And I came up with two possible solutions. And here's what I mean by compounding problems rather than just beads on a string.

Option 1 -

Alex considers the idea that the ring and the water somehow interacted to transport them between worlds. He goes to the water's edge, looks in, and sees a double scene reflected back at him just as he did back in Michigan. He can see trees and a dorm from the banks of the Red Cedar, as well as the forest and rocks of the place he's in. He gets a hit of vertigo. He falls in.

And he comes up in the Red Cedar River in Michigan. Close to where he had gone in, but not the exact same spot. Wow! Cool! Oh, shit, he left Thorny back in that other world. He dives back in, and does indeed come back up in the river in Awarshawa -- this time exactly where he just dived in. And Thorny is not there....

This is generally what I think the main plot of the story actually is, saving Thorny. That's how it started. It was why Alex jumped into the river in the first place, and it's what heroes do. Especially when they feel semi-responsible for the predicament the other person is in.

Option 2 -

Not as good as the first, but it has some advantages: Alex considers the ring and the water, and also the danger of dragging an unconscious and drunken man into a dangerous river on the off chance it might get them home. He decides to wait until Thorny is awake and maybe sober and has have a chance of swimming to save himself if things go wrong.

Then he hears voices. He is jazzed about this whole deal and wants to know more about this place he has come to. He sneaks over to spy and sees some peasants talking. He recognizes the language he had always thought his Aunt made up. He even understands a few words, and realizes that these people are frightened. Thorny wakes up and joins him, and is too drunk to be freaked out about being in another world.

They may or may not interact with the peasants, but then the bad guys arrive, everyone runs, and Alex and Thorny have to run away from the water... and they also witness someone captured by bad guys, and Alex knows he must go to the rescue.

Okay, I said this was weaker than the first. In particular: until Alex decides to intervene, he still doesn't have a plan which leads him to act. Furthermore, he isn't an idle gentleman on holiday, so the decision to intervene doesn't feel right. This is the serious flaw of this second option.

The advantage of the second option is people. People are the stuff of drama. They ramp up the energy fast. They make things interesting. They provide conflict. The first option just delays the moment when Alex runs into people, and that weakens it.

Also, even tough Alex assumes he is in this country his Aunt told him about, assumptions do not constitute dramatic revelations. Hearing real people talk this language he always assumed was made up is a very dramatic revelation if he hasn't already been thinking about this.

Can I combine the options? Sure, I can even drag in more options. The point here is to make them build one on the other. Don't let them be beads on a string. He's got to get Thorny back home without drowning him. He's working on the plan when he falls in. Then he gets back to Awarshawa and finds that Thorny is gone. Option 2 then becomes something he can use to help him in finding Thorny and getting him back.

I originally wanted to go the other way for reasons of dramatic revelations -- learn something, have the villain enter, interaction with Thorny, some action, and then have things slow down again long enough for Alex to consider the whole water thing, and THEN fall in and come back to find that Thorny has been captured....

And I could work to make those events flow and build in tension, but I would have to do it artificially. If I start with option 1, they flow naturally one from the other.

I may simply have to distract Alex so that he hasn't really thought through where they are yet, so I can still feel like the moment he first hear people speak is dramatic.

**

So that's all I have to say about that right now. The question is, was this useful to you? Would you like an update on this story as it goes along? Would you like it if I posted the rough draft chapters as I went along, and then talked about the issues I had in writing it?

Doing this as I write is very different from doing it later. I remember things better, for one thing, but it can get long and boring.

In the meantime, tomorrow morning I will post another excerpt from from my other Ruritanian adventure story, The Adventure of Anna the Great. See you in the funny papers....

Blogging My Process: Hero Vs. Victim

This is a continuation of yesterday's post. It's kind of a "live blogging" experiment in which I go into detail on my creative process as I plot out the beginning of my W.I.P. This was spurred by a question, which I don't think I'll quite get to answering even in this post, so there will likely be a third post next week. (Although maybe I'll do an "extra" midday-Saturday post to finish this up.)

(If you didn't read yesterday's post, then you probably won't understand this one, but hey, it's up to you whether you want to go back and read it....)

So...

When last we left Alex the Misplaced Hero and Old Thorny the Drunken English Professor, they were laid out on the bank of a strange river, exhausted and confused after very nearly pulling a Lillian Gish. They were in Michigan only moments before, and now they are decidedly NOT in Michigan, and what the heck do they do next?

The story has come to a complete standstill. But the characters just came off a very exciting moment, and they can pause to catch their breath. But things have to move on very quickly.

One way to keep the momentum up is to simply pile on a lot more trouble.

Which is what I almost did. I was going to have soldiers waiting for them on the banks of the river to arrest them.

(Note about process: I have no idea which soldiers are waiting on the banks to arrest them. This is a country with many factions and it could be anybody. I'm plotting this by the seat of my pants. However, I'm not writing this by the seat of my pants. First I check out the options until I find a really good one, and then I write it.)

The advantage of having them arrested right off the bat is the same as the waterfall in the previous scene. Right now our heroes are still passive passengers on the journey -- one way to make them active is to throw problems at them. Furthermore, by having them arrested, they have an excuse for a certain amount of passivity while they figure things out. (Plus dealing with interrogation and such can give them the information they need to act, and it's always a good idea to bring human conflict into any story.)

HOWEVER....

You see this technique used a lot, where characters are swept along to keep the story moving while they get their bearings.

I don't really like this technique much, and I finally figured out why (just now, between writing the first and second draft of this post).

This is a thriller technique. It works very well within that genre. An ordinary guy is thrust into a situation far beyond his experience and at first he is helpless and overwhelmed. He might be passive, or he might be simply ineffectual, until he finally manages to escape by the skin of his teeth. Then things continue to get worse -- again out of his control -- until he manages to reach deep down inside himself and come up with the where-with-all to fight the Big Evil Badguys.

It works when Cary Grant is kidnapped by spies at the beginning of North By Northwest. It works with pretty much anything Jimmy Stewart appeared in.

However, it doesn't work for adventure. Not as well, anyway.

The difference is the premise. In a thriller, an ordinary guy is swept into a life where he doesn't belong. He may have the stuff of heroism in him, he may even evolve into a hero, but the fundamental problem of the story (the question asked at the opening) is "how does this poor schmuck get out of this and restore peace in his life?"

In other words, the character is thrown out of his element, and needs to get back to normal.

With an adventure, the hero is not out of his element. When James Bond is kidnapped, beaten up, shot at, chased and tortured, that's his job. He volunteered for it. You can combine both kinds of hero, but if you make him a victim rather than a volunteer, you confuse the premise. You weaken the story by making it harder for audience to see what they're rooting for.

This explains to me, at last, why I get bored in the beginning of many books and stories I actually like. I love stories in which ordinary people turn out to be real heroes. Very often, though, there is a very slow period at the beginning where they are swept up in the situation, go into denial, suffer confusion and angst, and then something kicks them into gear and the story starts. It can work, but if the writer is not a master who is fighting against this lost of premise the whole time, it stops the momentum of the story.

(Note: one way this can work in any kind of story is if it happens to a secondary character. Each character can have a different premise, as long as it's clear which is the main premise of the story. Maybe I'll write more about that next week too....)

But back to my story. Alex is an ordinary guy the way Don Diego Vega (Zorro) is an ordinary guy, or Sir Percy Blakeney (The Scarlet Pimpernel) is an ordinary guy. Or Rudolf Rassendyll -- the idle Englishman who takes the place of a king in The Prisoner of Zenda. These three guys, when you take them at face value, seem like they belong in a thriller. Silly, idle, party-boys who never have a serious thought in their heads. But when trouble comes their way, they volunteer to deal with it. "No problem, dude. I'm on it!"

In other words, when trouble arises, the main question that the audience is given is not "How does the hero get out of this and go back to normal?" but rather "How does the hero fix this terrible situation for others?"

Which is another reason why I like the waterfall problem for my story. It isn't just a situation Alex is thrust into, and he's not just floundering. He went into the water to rescue his professor, and though the situation got out of hand, he carried on with his duty.

So it's an adventure, but the waterfall was just a foreshadowing. The adventure story hasn't really begun. The heroes are there, but not with any raging need to be heroes. And I have two choices: I could simply present them with an adventure -- unrelated to themselves -- and let them deal with their own overriding problem as a subplot. OR I could find a way to make their central problem into the story, but I'd have to fight off that "thriller" aspect of it all the way through.

I got an idea for splitting the difference. And that, at last will get me to the part I was asked to explain more: how to compound complications rather than just letting them be like a string of beads. (And why stringing beads isn't good.)

I'll try to get to that last post early tomorrow (it should be shorter, but I don't guarantee it), because I want to continue with the "Sample Sunday" postings of fiction and excerpts.

Friday, April 8, 2011

My Live Real Choices, Beat-by-Beat, As I Write

In the comments on yesterday's post, A.M. Kuska pointed out that what I said at the end, about what I was writing, was uselessly vague. (Okay, she didn't say that, but it's the truth.)

The problem, when you are trying to talk about something you're currently writing is that you don't want to give spoilers, and the story's in flux, and there's a whole lot of background that you have to explain... so you end up being vague.

However, since this is the beginning of the story, I don't have to worry about spoilers. (There is something I call the "opening spoiler" and maybe I'll talk about that sometime. Or now. We'll see how far I get.) So I only have to worry about boring and confusing you. But that's your problem. Blame A.M. for asking.....

Here's the set up:

The story is called "The Misplaced Hero." The premise is that there is another universe which is much like 1920's adventure fiction and silent movie serials. Part (but by no means all) of this world is Awarshawa which I described a couple of days ago in a post about pictures and inspiration.

The hero of the story (who is indeed misplaced) is Alex, a Michigan State University student who doesn't know his family came from Awarshawa. He's rich, orphaned and aimless, but a good kid. All he knows is that his crazy Aunt Floria (or Flavia, if I really want to get referential) gave him a ring when she died and told him to be sure to wear it when he goes and jumps in a lake. The ring can create a magic passage between worlds out of reflective surfaces, .i.e. water, but Alex doesn't know that. (NOTE ALSO: Alex has heard of Awarshawa -- but he thinks his aunt was writing a fantasy novel and all her stories and maps and things she showed him were "world building.")

So the story begins with Alex bumping into his English professor, a burnt out cynic everybody calls Old Thorny. It's the end of the semester, and Thorny has just flunked him. Thorny is drunk, and the reason he is drunk turns out to be that Alex' paper upset him. Alex, being a smartass, wrote a paper on some modern lit based on his aunt's theories, which were all very swashbucklery and romantic. Thorny couldn't help but LOVE that paper, even if he's really angry because he's too cynical to believe in it. He doesn't believe in anything, even his own lectures, which he considers to be vaudeville performances -- two shows a day, every day for his whole life until he doesn't even know what he's saying any more.

In the course of the conversation, Alex tells him about the aunt and the ring. And he also decides to take the professor home -- and as they cross a bridge, Thorny takes it into his head (inspired by the story about the aunt) that jumping in the muddy river would be a good idea. He dashes drunkenly down to the river's edge, and Alex chases, grabs, and then the professor falls in and takes Alex with him.

And they come up in a very different river in Awarshawa.

What happens next, and how fast it happens is what I'm working on.

Three issues are foremost:

1.) I am not a great fan of excessive world building. I mean, I do like to read the heavy tomes now and then -- either science fiction, or regional or historical fiction -- which spend a lot of time on place and history and atmosphere. And I even like some books which combine styles. Many hard-boiled masters give us exposition and action together, for instance. But it's still just a style, and not the only style of story you can us to tell a story.

And it's not the right style for this. I want this to be like The Saint -- all bump and go, where the emphasis is on character and story, and the exposition focuses on that too, and the world is furnished only as far as it needs to be. (And the audience doesn't have to keep track of a ton of made up stuff. Only that which relates to the story. Which, when you get to the manor house mystery side of this genre, can be more than enough to keep track of.)

2.) The main character is thrown into chaos. How to sort out his immediate sensations and confusion from his expectations? I mean, the audience has the benefit of my external description. Heck, if I wanted to, I could withdraw and describe the scene from outside the river. Two figures erupting out of nowhere. If I had a character on the shore which I wanted to introduce at that moment, that could be a great option, but I need to stick with Alex. I also need to keep away from the "confused character thrown into another world" cliches.

3.) I need to tell the story in the right tone. That is, aside from juggling information and the character's reactions, I need to establish the kind of story it is. And this one will help with the others:

The first key is to realize that exposition can be on a Need-To-Know basis -- both for the character and the audience.

So, first I made use of that first chapter. Before things get confusing, I set it up with the conversation about the Aunt and the paper. And when Alex reaches to stop Thorny from falling into the river, he is mesmerized for a moment by the reflections in the water, and the audience is more prepared for magic. After that, information comes with the story events.

Oh, and there is a fourth problem:

When I first thought about this scene, I had them swim to shore and...oh dear. I knew one thing I did NOT want to do is have them stand around thinking, "Hey, this isn't Michigan. Where am I? What am I doing?" That is boring. A character who is paralyzed with confusion and unable to do anything about his situation is the most boring thing on earth.

So the next rule is; before the character even knows he is confused, give him something urgent to do. Let the Big Scary Issue of him being in a strange world be the secondary issue of the moment. He needs a bigger, scarier, but much more understandable issue to take his mind off he imponderables.

And that's where the need for telling the story in the right tone comes in handy. This needs the feel of an old movie serial.

As a solution I give you Lillian Gish!

Unfortunately, they disabled embedding on this clip from WAY DOWN EAST (1920), in which Lillian Gish nearly killed herself (and did permanent nerve damage to one hand) for the sake of movie history. For those who don't want to pause to watch a one minute silent movie clip -- she is unconscious on an ice floe and Richard Barthelmes hops across the ice just in time to save her from going over a waterfall. (Real waterfall, real ice, real movie legend -- not a stand in or dummy.)

I'm not using an ice floe in my story (although I'm not ruling it out). Icy cold weather would create more complications than I want. But the waterfall? Now that's comedy! ... er, I mean, that's a proper complication for exciting serial melodrama. There's no mistaking the kind of story we're in. (Which was foreshadowed in the first chapter with Alex's term paper -- but now is fully demonstrated, so there is no need to explain.)

Alex knows he's in a river. Current is strong, and even though he is confused about all the wrong signals around him -- clean water, colder, stronger current, rocky shore -- he knows he has to get Thorny out of the water. And furthermore, the sound and the rising mist a little further along is clearly a waterfall. He doesn't have time to ponder what a waterfall is doing on the Red Cedar River -- maybe some idle thoughts, but right now he has to get them BOTH out of that current.

So he has one problem -- getting Thorny out of the river -- which compounds because the river is more treacherous than he expected.

That's about the right number of problems all at one time. They are related and therefore not confusing. One leads to the other. Furthermore, the bigger problem -- the "where the heck are we?" problem -- doesn't go away. It just lurks for later. It is a promise of more to come. When we're ready. When it will be interesting.

Of course, once I get Alex and Thorny out of the river, they still are stuck on the shore scratching their heads. But it is a good time for Alex, as he flops onto the rocky beach, to realize that this has something to do with the ring. He's beyond the blithering with shock stage, and thinking logically.

Which is devoutly to be wished. Unless you are looking at a character from the outside, maybe someone who does a really good Cary Grant impression, blithering with shock isn't very interesting. NOTE: I could have Thorny blithering with shock at this moment, because he's a secondary character, but he's still drunk. Which is also a wonderful buffer between me and dullsville.

So now we have our heroes on the shore, scratching their heads but not blithering, and it's time to start the story. Because at this point, there isn't a story. Yes, we have a character in a setting with a problem, but the only problem, is "okay, how do we get back?" Which is a boring problem, and not a story. Especially since they got there through magic and no real effort of their own.

The actual problem of the story -- the one set up in the first chapter -- is that Alex is a misplaced hero, and Thorny is a discouraged romantic. THAT'S the story that has to begin. At this point, there are a million options. You could even say that in some ways, their problem has been solved by what happened here in the second chapter. Alex is no longer misplaced.

But that story doesn't begin until something happens. And that's where I was last night, dithering (but not blithering) over which thing should happen next, and finding myself with a surplus of complications to pile on Alex and Thorny, and realizing I need to space them out -- but not space them out too much.

Which is what I'll talk about tomorrow, as I consider the Passive Hero vs. the Proactive Hero.