Sunday, September 09, 2007

[Process] - Career

For the last two and a half years, I've kept notes about what I learned while writing the Limit. Now I'm creating posts that will cover each phase of my script-writing process. They'll be added to as I trawl through the blog, and copy material from previous entries into this one. I'm also putting links up on the sidebar.

This entry is about continuing to develop your career while writing.

***

Just had an intense interview with an industry professional. She suggested I focus on the following GOALS :

a) Developing a sustainable income.
b) Figuring out how 'the system' works - how funding decisions are made and who makes them.
c) Networking myself into the industry.
d) Knowing the Auckland world of film and television equally as well as Wellington's.

Her summary of the SITUATION was:

The Industry way of working is to network. "Networking" is making sure that people know who you are and what your track record is.

That means you have to (1) do things and (2) tell people what you have done.

That means joining industry organisations, going to their meetings and conferences, giving out my CONTACT CARD (name, occupation, cellphone, e-mail) and having an industry tailored CV.

I have to:

* research the industry and find out what areas I fit into.
* join and know people in SPADA, New Zealand Writers Guild & Screen Directors Guild. Be aware that Creative New Zealand's goal is to develop an artist's craft and that the New Zealand Film Commission's goal is to have a commercial outcome.
* systematically understand an organisation and then moving on to figuring out the next one.

Now I have had a lot of good experience with networking in the past - I got my job with Gibson Group because of it. But this'll move my efforts up 2 levels. Much to think about.

***

Third, when someone asks you if it's funny enough, you need to know their sense of humour . This boils down to Steve's Three Laws of Humour:

1. If someone thinks it's funny and you don't, you're wrong.
2. If you think it is funny and they don't, you're wrong.
3. The opposite is also true ... for the exact same joke.

This is hard fought-for knowledge. You can NEVER convince someone they are wrong when it comes to what they think is funny. The sense of humour, your funnybone, is one of the most deeply held convictions any human possesses. Even the most timid of door-stopping Yes-droids will refuse to cave into their crippling insecurity if told to really really laugh at something they don't think is funny.

***

Here’s a rant about network executives.

This is back in 1999. We’d gotten through the initial meet-and-greets with the execs at TV3, made friends, negotiated our creative positions and everything was approaching being lovey-dovey.

Cue: regime change. There’s a new CEO at TV3 and we get a new Head of Drama. This is the person we’ll be liasing with. Now both these people are due to speak at the SPADA conference for 1 hour only. But at the same time, the Weta guys from Lord of the Rings are having their first presentation ever about all the cool shit they’re about to unleash on us.

Now I’m a geek. Finding out about this stuff is essential to my well-being. And Sean and Andrew feel kinda the same. So we say to Larry that we’ll catch up with him later, we’ll just pop across to the LotR seminar rather than look at what TV3’s plans are for the next year.



Read the shocking true story of what happened next!



Pay attention. The point’s coming up in about 2 paragraphs, but it depends on what you’re about to read.

Larry reassures us that he knows the Weta guys. He’ll set us up with an inside look at the studio, so don’t worry about that, come along and check on what the execs have to say. We go along, we listen … and Larry never gives us that tour he promised.

Did Larry lie? That’s not important. What’s important is what he should have said, which is this: “Guys. Grow up. These are the only people who have to like our show for things to go well for us. We will go to their seminar, we will meet them and be nice to them … and in return you may have a shot at succeeding. So stop sulking about your little robot monsters or whatever, and get with the programme. Get in there. March. March!”

Why should he have said that? Why should he have slapped us in an inconspicous location until we obeyed with good grace and grins on our faces?

Think of a TV show like a product. That’s what everyone else in the ‘industry’ does.

The 2 basic things you do with a product are make it and figure out what to do with it. The people at the TV network are the ones who figure out what to do with it. Now think of it this way: you know all the politics and wrangling that go on inside your company? They go on inside a TV network. Only in a network, your performance is measured by Neilsen ratings every day. It’s paranoia and fiefdoms and people who want to get involved in the creative process. Hunter S. Thompson was talking about TV news when he said it was:

"... a cruel and shallow money trench, a long plastic hallway where thieves and pimps run free, and good men die like dogs. "

But really it applies to all TV shows. Certainly, I copied it and stuck it to the wall of our writing office to look at when I was trying to get inspiration for a comedy scene.

Anyway, in that minefield of insecurity, belligerence and competing agendas comes your show. If people like it, it will get treated well. What determines likeability? Is it any good? Is it sexy? Will advertisers pay for time during it? Lots of other stuff, including …

Do the people who have just received this programme like you?

You see you need someone who will champion you inside the network. So as a writer or producer your goal here is simple and fundamental: Establish a good working relationship with whoever it is that you are dealing with at the network.

I’m running out of steam here, so I’ll go into details about what that relationship is and maybe another (maybe slightly more bitter) rant about what happens when you don’t realise that’s the goal later.


***

These notes are from Peak Performers by Charles Garfield.

Team building/playing involves being able to start a project AND contribute to someone else's. Peak performers have a drive to stand in while they stand out; leading the teams they build and also joining them.

Read more!


3 essential skills for this: 1) Spirit - keeping the mission alive. 2) Peer Pressure - enforcing performance via reminders of the mission and its values (not via intimidation). 3) Communication - keeping the channels open and clear.

Leaders have a vision of the entire project. They keep communicating this vision around the team. Best way is to get everyone in a big room. Effective communication calls for: Empathy. Authenticity. Concreteness.

Rather than rewards and punishments, make certain each member understands the simple fact of teamwork: "If my end of the boat sinks, so does yours."

LEADERSHIP communicates the mission clearly to people who will catch fire from it and generate their own motivations and drive for results. It’s seeing possibilities before they become obvious: A leader gives power and responsibilities to others, " carrying water for his people so they can get on with their jobs."

Much of a peak performer’s impact is achieved by making sure other people perceive their goals as worthy (and of benefit to them). The real source of good results is the wholehearted personal commitment of everyone involved. Think longer and harder about building your people structure than anything else.

HOW TO BUILD A TEAM

  • Delegate to empower. Releasing power in others, whether in co-workers or customers, benefits peak performers in the long run.
  • Stretch the abilities of others.
  • Encourage educated risk-taking.
  • Concentrate on solving problems rather than placing blame for them.
  • Persuade more than order. Listen to people, get them to align willingly with the team effort instead of merely obeying orders.
  • Seek input from others.
  • Show political sensitivity.
  • Share rewards and recognition willingly.
  • Assume people in the team have needs. For self esteem, belonging to an organisation one can be proud of, standing out while standing in, self-actualisation. Satisfy these needs by offering autonomy and responsibility at work. People want acceptance, recognition and to know their work matters.
  • Vigorously share information; have regular brainstorming sessions.
Draw a triangle of Team Goals, Methods for how each individual can contribute and Yardsticks.

***

Don't go in with piles of notes.
Have one page in front of you and on it make 2 simple lists.
The first is what you like about the show. Be sure to pitch this first.

During the friendly chatting - getting to know each other - sitting down to business phases, try to understand your place in the hierarchy, how much this team has worked together before (and therefore has pre-existing norms).

When in doubt, listen.
In this first meeting, it's not your job to be the person who says the most.
But you do want to get an idea of how locked down the elements of the show are - and maybe even what is their decision-making process for whether things need changing.

Your second list is no more than 10 points of suggested changes and things you don't like about the show.

10?

Because you don't want to overwhelm them or come off as the nay-sayer. (And actually, now I think about it, maybe even a list of just 3 points would be even better. More focused.)
Rank them in order of importance, so you know which battles are worth fighting, to you.
And for every thing you don't like about the show, bring 2 possible solutions.

You also don't want to be the one who puts forward the things on your list one after another.
Take your time, take your turn, listen to everyone else. Try to stay flexible. Agree if someone hits a point on your list (and then cross that point off).

Anyone else got any tips for going into a meeting as the new guy?

***

The following is taken verbatim from Why teams don't work by Harvey Robbins and Michael Finley.

It is everyone's responsibility to create a team. Here are the characteristics of effective team members:

Goals. Interest. Conflict. Listening. Decisions. Differences. Ideas. Feedback. Accomplishments.


Having a commitment to goals. It is difficult to work enthusiastically towards an outcome if you don't know what the outcome is. The first thing good team members to is clarify what they're after - what their team goals and objectives are. With this clarified, good team members commit themselves to the outcome; whatever it takes (within ethical boundaries), they are willing to do.

Showing a genuine interest in other team members. People don't have to like each other to work together. That may be true, in the short term. But good team members develop a genuine interest in the well-being of other team members. Not as a team survival mechanism, but as a human bond. It may sound like small talk, but it's more caring: "How was your weekend?" "Is your child still sick?" "Is there anything I can do?"

Confronting conflict. Good team members can tell the difference between confrontation and conflict - between directness and having a chip on one's shoulder. The only way to discover and resolve differences with the team is to open up, acknowledge the disagreement, and negotiate a solution. Avoid the plague, but own up to conflict. As a matter of fact, effective team members intercede when other team members are in conflict, to help resolve the disagreement. Bad or weak team members turn their back on conflict and either ignore it, and hope it will disappear, or let the other team members battle it out, squandering precious team time and goodwill.

Listening empathically. Empathic, active listening is important for anyone, whether you are on a team or not. It is particularly important for open communication between effective team members. Empathic listening means being sensitive to not just the content of the message the other person is sending but to the emotion behind the message. Good listening means more than shutting up and waiting for your turn - it means getting into the other person's head and heart.

Practising inclusive decision-making. Good team members run their "first draft" decision by other team members before they pool the trigger. One never knows what additional inputs you may acquire that may make your tentative decision even better. Not only may you get additional information this way, but you have a communication device online that lets people know where your thoughts are headed - thus minimising surprises later.

Valuing individual differences. Effective team members look at differences as positive. They respect the opinions of others and view others' perspectives as pluses, not minuses. They figure out how to use the natural differences to benefit the team's outcomes and not as excuses to avoid working with each other.

Contributing ideas freely. Good team members don't hold back their ideas. When they have an opinion about something, they express it, even if it's just to support someone else's opinion. If you have an idea about the topic being discussed and you keep your mouth shut (very typical for the Midwest, where we are), you're not being an effective team member.

Providing feedback on team performance. Good teams develop a method for providing continuous feedback on how the team is working, what's going right, what's going wrong, and what to do about it. Effective team members also solicit feedback from other team members ("How'm I doing?"). No matter what formal performance feedback system their organisations provide, good teams develop methods for more frequent, real-time, relevant feedback on people, processes, team support structures, and outcomes. [See also 'Gung Ho'.]

Celebrating accomplishments. One of the first questions Harvey asks when doing teaming within an organisation is, "When was the last time you folks had a party?" If you haven't had a party lately, you haven't had a formal excuse to celebrate. Maybe your goals are long-term ones; it's hard to break off in the middle and celebrate. So - do it anyway. Effective teams find excuses to celebrate, usually related to the accomplishment of some shorter term outcome. Look for ways to lift the morale through celebration, both personal and professional.

***

In Tom Peter’s book, The Project50, he outlines the project life-cycle as being:
1) Create. 2) Sell. 3) Implement. That works for me – and it corresponds nicely to 1) Creating the show, 2) Preparing the show, 3) Producing the show. But also each of these phases will have their own create-sell-implement moments inside them.

***


How to entitle script inquiry e-mails is something I haven't seen written about in any scriptwriting book or blog. So, naturally, after working on a submission letter for the last week this has had me puzzling for about the last hour.

The challenge is to get a person you don't know to open an e-mail about something they've never heard about before.

After thinking it through, here are some of the qualities that were important to me:

- Short (seven words or less - so they can read the entire title before opening the email)
- Not a question the producer can say ‘No’ to at the just-reading-the-subject-line stage (for instance, "Can I submit a feature film script to you?")
- If it's a choice between mentioning genre or the title, I'll go with the genre
- I prefer a functional subject line over a humourous one

I came up with about 15 options, and after running them through The Prioritizer (which gave me a few more ideas), this is what I had (in order from favourite to least):

  • Script inquiry about a vigilante thriller (the winning title)
  • Script submission inquiry
  • Inquiry about feature film submission
  • Script submission inquiry for a vigilante thriller
  • Thriller script seeks producer
  • Thriller script, seeking producer
  • Finished script seeks producer
  • I'd like to submit a feature film script to you
  • Can I submit a feature film script to you
  • Are you accepting script submissions?
  • Have script, need producer
  • I have a script I'd like you to read
  • The Limit - a completed script for your perusal
  • Would you like to read a script?
Other, unranked ideas:

  • Submission inquiry for a vigilante thriller
  • Inquiry about submitting scripts
  • Submitting a feature script to you
  • Inquiry about your script policy
  • Gauging interest in a feature film
  • I’d like to submit a script to you
***

[Process] - The Scene

For the last two and a half years, I've kept notes about what I learned while writing the Limit. Now I'm creating posts that will cover each phase of my script-writing process. They'll be added to as I trawl through the blog, and copy material from previous entries into this one. I'm also putting links up on the sidebar.

This entry is about the process of writing scenes.

-- -- --

I’m also getting a lot of experience treating drama scenes as action scenes – a little dodge I wanted to try out because action is easy for me to write and visualise, whereas drama and emotions, quieter stuff, is opaque.

***

The first 3 days of the rough redraft have gone fast and slow. Fast: I’ve already broken all the scenes, figured out what I want to do with them. Slow: even though it’s just transcribing for the most part, putting scenes on paper for the first time, I’m still tweaking them to make them play.

***

I'm treating this primarily dialogue-driven scene as an action scene.

You see, action scenes are easy to write. I'm not sure why I find that yet - but I build a clear visual image in my mind of what happens, and I find it easy to see where the gaps are and edit accordingly. I also find it easy to create and maintain the point of view (sympathy for the hero) in an action scene, and to increase tension and put the people I like under stress.*

Drama scenes lack that clarity for me. I feel they should build tension and maintain interest in the same way that action scenes do, but because the (opposing force?) is non-physical, that clear visual image is harder to create in my head.

How to represent an intangible (not physical or visual) form of jeopardy. What I'm trying is:

Clearly determine the main characters motivations.
Break the scene down into acts and turning points.
Visualise how the characters will move within those acts and turning points.
Use those movements to inspire deeper tensions and oppositions.

Boy, thinking along these lines may start me questioning exactly what a scene is.

* For me to write it effectively, an action scene has a person in jeopardy and something putting them in jeopardy. In the case of The Limit, that something is usually a person. Typically the person IN jeopardy as the hero or the person we have sympathy with in the scene. Because The Limit is a vigilante thriller, the person causing pain is the hero. So I'm constantly finding I have to tweak the scene to keep the hero sympthetic.

***

Finished the early section of The Limit. Those first 4 pages took 2 days to edit, I think because it’s very first-drafty (IOW, not worth paying $13 to see)*. But the second four pages took 15 minutes. So, out of drudgery, building momentum.

***

Had an insight while rewriting an interrogation scene. I was giving all the dialogue to the main character. Doing that forced her through sudden changes in her motivation and emotions. For instance, Trace was disbelieving everything Forster said, and then she'd clarify a point he’d made. An odd shift from hatred to logical.

So the Insight was: I’d use a third person in the scene to ask all of Trace's rational questions. And extrapolating from that: put as many players in a scene as there are positions to adopt.

[theory] Characters can shift positions, just not constantly. I mean, one big shift in position per scene is probably good. When I put more than 3 or 4 into a scene, I get actors complaining that they can't see where their character’s head is at. Of course, the longer the scene the more changes a character could go through – see Richard’s seduction of Lady Anne in King Richard the Third, Act 1, Scene 2.[/theory]

***

[from Freaks and Geeks] One line from the directors' commentary I thought was true is that on a TV show, ideally you're going to be working with the actors you've cast for 5 or more years. So you adjust the script towards them. You want to have fun with the actors, explore the little moments in their character relationships and most of all make them feel comfortable so they can bring a bit more realism to their roles.

***

What’s the most important line of a scene?
The last line.
Why?
It raises a question. Creates a tension we want released. Primes us for what we expect to see in the next scene.

***

Yesterday's scene was too on-the-nose. So I've brainstormed up a lot of ways to make it work.

***


A lot of money gets spent on famous actors and CG. Flashy things are supposed to keep our interest, our eyes glued to the screen (a pretty disgusting visual now I think about it). However, with a no-budget movie or Season 1 of a normal budget TV series, there’ll be no cash to spend on those things. In this case, emotions are your special effect.

Emotions can grip the audience. They can be complex and spectacular. You can find emotions that haven’t been tackled before. Best of all, they are cheap. And if they’re cool enough, maybe you’ll attract the funding to get those famous actors and flashy CG effects.

Some random thoughts on emotion

The first principle in the first book on screenwriting I ever read was that the primary goal of any screenplay is to elicit emotion from the audience.[1]

Scripts deal in emotions and motivations. As script-writers, those are our 2 basic tools. We can make characters behave in plausible and fascinating ways.
We can aim to make the reader (and hopefully the eventual viewer) feel a certain way.

An well-drawn action setpiece can illustrate these 2 things working together just as effectively as a moving on-screen declaration of love.

James Cameron says, “Audiences don’t think in scenes. They think in a continuously dynamic and evolving force field of emotions and ideas.” Sometimes when I’m considering the overall script, I don’t think in terms of plot or character; I just go through it feeling what the audience will feel at every stage. Then I ask myself, “Is this a good journey to go on?”

“Do we buy it?” was a question often asked in the latter stages of writing lovebites. Do we believe in what we’re reading. Maybe you don’t buy it because the script hasn’t made you care enough … or maybe you don’t buy it because you care so much that you think what the character’s doing is (a) wrong, (b) against type or (c) just something you don’t want to see them do …

I think it’s important to know the emotion you’re trying to produce with each scene. That’ll go on the checklist.

***

While talking to DBS last week, he mentioned that the biggest thing he’d learned from writing on Insiders’ Guide was to ‘layer scenes’. To have at least 2 (but more like 3 or 4) things going on. Part of this is to do with subtext, part of it’s about having stuff going on in the background and still more is about keeping the scene alive, filled with energy and keeping the viewer engaged.

The idea is to make scenes multi-dimensional as well.

So now we’ve got the starts of a checklist:

  • What’s the scene about: Stakes and Conflicts.
  • What’s the scene really about: Subtext.
  • What else is going on: background stories – and secondary characters.
  • Off-screen stories: (see the sound design commentary track on the Se7en DVD for many examples of this).
  • How should the scene make us feel: Emotion
***

I’m really happy with where this in-the-car confrontation scene is going now. After doing all the prep work of looking at their motivations, I think I may have found a new technique to breathe life, shove energy into this (any?) scene.

The idea is to think of each character’s input into the scene as a Bang (I’ll provide a link to a fuller definition of this later), something that must provoke a reaction from at least one of the other characters. Obviously this is simplest when there’s only 2 people around. What I’m doing is drawing a step diagram down the page, taking it very methodically and asking “If Forster does this, what is Peter’s reaction? Okay, if Peter reacts like that, what would Forster say?”

Seems obvious. Except that the reactions have to be big and personalised and surprising. My intention is to keep all the characters in a scene off-balance. Force them to respond to things they’re not expecting. Trap them in a rapidly evolving situation that’s at least partly out of their control. Kind of like life.

So at a scene level, what I’m doing is:
1. Defining stakes and conflicts.
2. Building up motivations at a beat by beat level.
3. Reaching a point where those feel artificial, where I’m bored with them.
4. Building a Step Diagram and keeping the idea of Bangs in mind.

***

A. Disappointed because I've wasted a lot of time today.

B. Satisfied because I've kept asking myself what this scene is about until I realised it's about 'Peter facing the consequences of becoming a vigilante'. I think I'm ready to write and finish this thing.

***

Reached the 50% mark on Saturday. Took a couple of days off and now I’m back working on the scene where we turn Michelle into the hero. It’s good; it’s action again, so all I need to do to write a good scene is a) keep coming up with ways to block her from escaping and b) figure out how to make the situation worse.



As ever, I know the scene is good when I can see it playing like a film in my head.

***


The longer I write a scene, the more chance I have of fucking up what the scene’s about.

Action obeys Harold Ramis’ rule for writing comedy: it should take as long to read it as it would to see it.

***


Just talked to Jenni’s brother-in-law, Jason, who’s a school teacher. He gave me lots of insights into how fights between students work in primary schools, plus a neat idea about how to personalize this scene I’m working*.

What’s cool is that this scene – which I originally thought would just be a pause in the story - is starting to emerge as a thematic representation of the script as a whole.

***


So I’m heading back from Gino’s tomorrow. There’ll be a period of just resettling into my life and then a day where I’m working on my 24 game for this month’s competition, and then maybe a day off.

At the moment The Limit’s going really well – I’ve worked through the big rewrites at the start of the movie & now I’m at the point where I can get through vast swathes in a day. However, last time I took a break I kinda … forgot how to write.

So, for my mind-prodding, here’s some thoughts (I may have written something like this already) …

To write a scene, I – repeat, ‘I’ – need to set some stakes (What’s the question this scene’s going to answer? What do we care about?).

Then know what’s the conflict (If the question has 2 possible answers, then I need 2 characters/forces fighting or advocating for each side). As soon as one side’s one, it’s time to wrap up the scene. If at all possible, the sides of the conflict have something to do with the thematic conflict at the heart of the story. In The Limit, that’s Law vs Vigilantism (vs. Criminality). It’s all very Story by Bob McKee (c.f. Adapatation by Charlie Kaufmann).

What does each character want? These motivations need to naturally come out of each character’s previous scene.

Next I either brainstorm 20 things that could happen in the scene – issues, cool moments, motivations, lines of dialogue, things I want to see, random oddball ideas – in no particular order. It’s just stuff to inspire me.

Then I reorder that stuff into rough chronological order.

Otherwise, if I’ve got a clear idea of where the scene’s going I brainstorm a starting point, and then brainstorm again – what’s the worst they could do, to trigger a response from the other person in the scene? I keep swapping through each character’s perspective, trying to continually increase the tension in the scene.

I brainstorm 20 things because I read a book that recommended doing that.

I am a drone.

Seriously, I’ve always brainstormed multiple options for moments in my script. Off my own back though, I used to only devise about 7 different options for things – like punchlines when I was writing eps of lovebites. With 7, I found I came up with something that worked.

But with 20, I start getting oddball and insightful ideas towards the end of the process. If I don’t, I take a break and then keep going. I want to get the 'right' idea by the end of this process. Not some idealised 'perfect idea' - just have a decent range of good options to choose from, so I can move on.

Finally, I need to know the resolution to the scene. That means at some point, there needs to be a turning point in the scene where things head towards that resolution. And I need to bear in mind that that has an affect on the person who didn’t get their way.

***

A lot of the time, I was watching the film going "Where's the conflict in this scene?" And I realise that my recent experiences with Primetime Adventures have been subtly educating me in this screen-writing tool. Creating conflicts and having to decide which ones are meaningful up to 15 times a game is a really effective way of building up your chops.

***

Not so much procrastination in the re-starting of the writing this time. Maybe because I’m already three-quarters of the way through the script – because it’s in media res, I’m immediately interested, whereas starting from the beginning involves slowly relearning why I like the characters and then building up interesting situations for them.

Anyway, I took a crack at the confrontation scene between Tracy and Forster on Tuesday. By about halfway through Draft 1, I stopped. Here’s what I wrote about that:

Fuck, I really want to mine the subtext – but I think I have to write the scene out first, then figure out what it’s about – and how that adds to the About of the film (‘2 dads vying for the love of their son’), and then simplify the scene down. I’m talking about writing and editing, really … and then re-reading the whole thing in sequence, so I can see how it all fits together. So … no need to panic about ‘getting it right’.

All I was doing here was taking the pressure off myself - to remind myself that while I was doing the best I could with the scene, there were going to be plenty more opportunities before the script was finished to judge how it worked.

So I backed up, started a Draft 2, and stalled again.

Time to take a break, think through it again. In the middle of doing dishes, I realised what each character wanted, that it was actually a pretty simple conflict (and that I’d been circling around articulating it that simply for about 2 years). Tracy wants Forster to live and face justice, while Forster wants to die, in a very specific way.

I also realised that I wanted to create a connection between the 2 of them, to show that they had common ground, having been through the same stuff. It’s a technique I admired in Lost, in the Sayid/AnaLucia conversations after Shannon’s death.

So, I worked yesterday, mulled over the scene and came back to it this morning after a bit of internet procrastination.

First things first, what’s at stake? Well, I know that the lead character will live, and I know that she’s going to ‘get’ Forster. What’s at stake is how she’ll do it: will she use the law and reason, or anger and brute force. It help, having already written the brute force scene that I know I can make that plausible.

I wrote down the fundamental beats I want to see in the scene, and ID’d the next point to get to – which is Tracy’s realisation that Forster wants to die. I decided that Tracy had to be the one who realised, because (a) it makes her active, and (b) it shows her doing some detecting.

The dialogue came easily to start with, because the characters’ Wants are so diametrically opposed. I was handwriting everything, and if I couldn’t get an exact phrasing, then I just jotted down the idea behind the dialogue – to work it up later.

I came across a couple of things repeatedly:
1. An impression that some lines were either clichéd, or contained a repetitive subtext. (Have I talked before about how (for me) subtext has to be deliberately constructed and hammered into a scene? That was certainly the case here, with Tracy’s concern for her Dad.) Anyway, I decided to leave judging all that to the next readthrough.

2. If the audience knows some information is coming, withhold it. Create tension. It’s very natural to pop that stuff too early.

Toward the end of the scene's second act, Tracy learns some bad news. It's a Bang - I'm fascinated in how she'll react because I have no idea what she'll do. So I start brainstorming 20 ideas. At #8, I get to one I like - that she confronts the situation. I'm able to write out two or three more lines between Tracy and Forster, and then the dialogue dries up. After half an hour, I admit that to myself & back up, brainstorm some more ideas and adopt a subtler, softer approach. The scene flows pretty easily from that point to its end.

I wasn't sure exactly how Tracy would subdue Forster, so when I reached that moment I wrote from the heart. The end result is probably way over-long, but I was really INTO it while writing.

Anyway, I’ve roughed out the scene, I’m ready to move on now. Tracy has a real hero moment; I understand the characters better; their conversation NEEDED to happen; and it’s probably made the remainder of the film about 70% to 240% more interesting than it was before.

***

Sometimes the writing of a scene just flows – every line clicks into place; it’s easy to visualise the action – and that is awesome.

Other times, not so easy. That’s when I have to get a bit mechanical. I roughly outline the beats that I know will be in a scene, and then I B20 (brainstorm 20 options) for each character in the scene – for their overall motivation, all their reactions, and every line of dialogue.

When I do that, I’m looking to find truth about the characters, insight into them, and either originality or authenticity.

Every time I go through the B20 process, I tend to got through the same emotions and reactions. What I’m trying to do here is describe that pattern and then (hopefully) isolate some key questions to ask, that’ll speed up the whole thing up.


  1. First off, the obvious lines are the ones I write down.
  2. Then variations (sometimes very slight) on those obvious lines.
  3. Random lines, as they occur to me.
  4. Come up with a few arbitrary lines, that don’t really fit with what the beat’s trying to do.
  5. Write a line that hits the mark. Experience satisfaction, then slack off / consider giving up or settling. This (and every point here) can happen multiple times during a B20.
  6. Spell out the subtext behind the line.
  7. Play around with that.
  8. Try another subtext. Every subtext I find is a different area to explore and mine for possibilities.
  9. Realise that the line doesn’t exist in isolation and link it back to the previous one(s), so it flows.
  10. Imagine the actor who’s saying the line.
  11. I get exhausted towards the end, and struggle to come up with lines.
  12. That’s when I re-read it all and jot down any lines that occur to me from reading all the others.
  13. Towards the end, I almost always get a fresh insight (or two) into what’s really going on.
  14. And I usually write down some crazy, usually rude or sociopathic stuff just to get the thing finished off.

So, what can I distil from that?

Before I begin:
Bear in mind that the line doesn’t exist in isolation. It needs to flow from what has come before.
Imagine the actor who’s saying the line.

Then:
  1. First off, write down the obvious lines.
  2. Then spell out the subtext behind the beat, and play around with that.
  3. Once those lines dry up, try another subtext. Feel free to write down random lines, as they occur to me.
  4. Then re-read it all. Jot down any lines that occur to me from that.
  5. I always get a fresh insight (or two) towards the end.
  6. Finish off with some arbitrary stuff.

Then I go through the list of 20 options, circling the ones that appeal to me. Create a separate list of those options and choose the one that most appeals. The point is not to get it perfect; it’s to get it done. This is the point to rust my instinct and save ‘perfection’ for the rewrite, once I see how the line plays in the context of the whole show.

If, at any point, the scene just completely tries up for me, I use the Brian Johnson trick of tracking back a few lines or a page and seeing where it all started to go wrong. It’s usually quite obvious in hindsight.

I don’t get the scenes completely right using this process, but so far every time I’ve re-read one it’s been obvious where it works and where it doesn’t.

***

Man, this frickin' script. I had a great start to the rewrite (5 pages in one day, which is fantastic for my first day). Then I hit this big father-son scene at page 14 and get bogged down in it for 2 and a half weeks until I figure out what it's really about (clue: it's personal).

Anyway, once I figured out the heart of the scene, it flowed easily & the script has kept going at a nice rate.

***


The more important I think a scene is, the longer it seems to take me to write. Thinking of something as "important" makes me freak out, because I need to get it "right".

But at this stage of the script, every scene should be important. Every scene needs to contribute. Every moment, too.

That means I'm going to have to develop some way off de-freaking-out. Being a full-time writer would be good too (more dedicated time to solve problems and get into a groove). Unfortunately, I may have to let that ambition go for a while, and content myself writing on the bus.

(Example: It's taken me five days to work on a single line of the script. It's an important line -- it has to let us know what Peter's worst fear is, and hint at some of the oddness that is to come.)


***


With our recent changes this whole sequence has to be reconsidered. 50% of what’s there has to be scrapped. It has to be rebuilt at a motivational level, starting with what Peter and Forster want. Then moving between their heads, asking “What do I think he should do if I were him?”. The goal is to make each reaction something that boggles the other character.


***


A. Disappointed because I've wasted a lot of time today.

B. Satisfied because I've kept asking myself what this scene is about until I realised it's about 'Peter facing the consequences of becoming a vigilante'. I think I'm ready to write and finish this thing.


***

Saturday, September 08, 2007

[Process] - Breaking the Story

For the last two and a half years, I've kept notes about what I learned while writing the Limit. Now I'm creating posts that will cover each phase of my script-writing process. They'll be added to as I trawl through the blog, and copy material from previous entries into this one. I'm also putting links up on the sidebar.

This entry is about figuring out what the story is.

-- -- --

That’s the thing with business and script-writing: they are open ended situations. Use lateral thinking. Examine all the angles.

My how to write TV post contains a lot of links.

This was a TV thought: what is the main unresolved Tension in this show? What exactly are we watching to see what happens? For instance, how will Buffy handle being a vampire slayer? Will Tony Soprano reconcile his family and his crime syndicate? Will Sydney bring down SD6? (Alias).

The Tension that drives an entire show has to be big (in terms of its ramifications). If the show has a main character - and that's another section to add in - then the Tension is intimately tied to them.

***

Script-writing at this level, the major concerns are ‘plausible character motivations’ and making sure you understand the cumulative ‘emotional effect’ each scene is having on the audience.

***

Now: end of Act 1. I wanted to brainstorm 20 ideas for what could set this plot in motion - I think I reached about 12. Unfortunately the list existed in my head and has therefore disappeared this morning, but after going through initial stuff like "Son turns gay" and "Son wants sex change", I had the idea that whatever TP1 is, it should "Unite the mothers for the first time". So I went with "Son disappears".

I like my Act 1 turning points to represent an utter failure for the heroes, so this is okay - but I'd be prepared to brainstorm some more to come up with something more original.

***

[Talking about analysing a finished outline] - My method is go through the previous outline scene by scene, brainstorming, critiquing - basically overhauling whatever needs it without committing to anything. Then I transcribe those notes (in a very loose order) into the PC. The draft after that is the keeper. Going through, I lock things down, get the language right ... making sure the emotional flow of the script feels 'right'.

Trust me, it's a lot easier than launching into a script waaaay too soon then rewriting dialogue 20 or 30 times without addressing fundamental problems in the story.*

* Experience speaking. But my current approach does have its own risk: never being willing to say 'Right, it's done. Let's start writing.'

***

[on adapting a friend's novel to TV] - Finally a Brain Dump, … because I don’t even have a word to describe the unfleshed-out concept for the idea I’m about to try and describe…

What’s the (line?) of this novel, its (essence?) that all the scenes in an adaptation would have to reflect or expand on in order for the movie to be true to itself? I’m talking about its (subtextual (truth? identity?)), ... at any rate it’s another form of subtext … that (core?) which makes something the thing that it is. May have to consult with my old aesthetic professor, Ismay Barwell, to get a clearer idea …

***

Created new cards (and a cool new font) for sequences on my pitch-board.

I had this burst where I decided that I wanted this to be the best pitch ever … now I’m aware of that pride and I’ve settled myself down. All I really want is for the pitch to do the job:

1) Clearly communicate the emotions of each sequence;
2) Be succinct (10 minutes max); and
3) As much as possible, be visual.


If you’re interested in pitching a movie, check out this Wordplay column. It’s filled with good advice.

***

Work on The Limit went well yesterday. I described the basic emotional beats of each sequence through to the end of Act 2. That sort of work is tough for me - it involves abstracting out from the details that my head's been previously stuck in.

[...] you'll probably be able to hear me rehearsing my pitch for The Limit aloud. It'll start very quiet and cautious. For a lot of the time, I won't even be able to finish sentences because I'll be too self-conscious about getting them 'right'. Then things should start to click together an hour, 2 hours in.

***

Take one 90-minute film with A-list actors, special effects and awesome music and tell its story in 10 minutes, by yourself with a football for a prop. That’s what I’ve been doing today.

Read more!
My first
The Limit pitch lasted 24.5 minutes. I controlled my embarrassment enough to read the whole thing aloud - and by the end, was acting it out.

I'd be happy to the pitch for half an hour (or longer) if it was entertaining. I'm happier squeezing that fun down into 10 minutes. To keep peoples’ attention, be brief.

Second reading (25 mins). Memorised and performing a lot more material. '
Imagining the action' seems to be key.
Third reading: forgot to record the duration. However,
the pitch is now simplified.
Fourth read-through (18.5 mins). That's a good start.

The Goal is ‘get this ready for Andrew’. Tomorrow? Then, decide which scenes we’d each love to perform. That may work better than each pitching a subplot (as we did last time).

Despite being exhausted, a couple of times today I had insights into the structure. Cape Fear (both versions) could be a good reference for this film.

Pitching is acting: trying to find The Limit's character and convey its emotions.

***

Circled around working for most of the day. Even tried to scare myself into it. Finally, I took all the action sequences I’m confident about performing and squeezed them down. Halved most of the timings and now (I'd estimate) the pitch is down to about 14 minutes.

Plus, massively re-edited ending. This simplification may end up in the film; replacing a fight with a single word.

4 minutes left to cut. The process, well it's going slower than I wanted but the end result's getting better. Now if I could just combine ‘better’ with ‘fast’.

***

The following events take place in real time:

9.30 am: Stop mucking round on internet. Today I’m going to work on shortening the timings on this pitch, then go for emotions.

9.40: 1st Reading: 12 m 55 s … so, that's good. Whispered the whole thing, focused on the words, not the emotions or performance. And I can see lots of places where it could be tightened. Going to focus on 4 scenes now.

I think I can easily get this down to 10 minutes – maybe even 8 or 9. And I know from my speech at the premiere of hopeless that I can hold 9 minutes of speech in my head (especially if I've got the pitchboard to prompt me).

10.36: These 4 scenes, removing finicky amounts of time.

11.08: The Goal: finish reducing all the sequences today and do a timing. So I’m blowing off my routine for the rest of the day and focusing on this.

1.50 pm: So tired. Want to stop and snooze.

2.00: Now I’m working in order through the movie and I only have 8 more sequences to do. Some of them are very short but it seems daunting. Must press on.

2.05: 7 sequences left. 6. Muck around on the Internet for a long time. 5. Going through these scenes fast, not fine-tuning or timing them. There’ll be a bit of fat to trim off them tomorrow if the pitch duration is too long. 4. 3 (that one went quick). Do 2 & 1 in a single burst.

2.53: Finished! Now to immediately rip in to a timing.

3.05: Nine minutes and fifty seconds! It is accomplished! I even got some bursts of emotion from this reading, especially around the end of Act 2. There’s more to cut (especially in the early sequences where the story-telling feels all choppy) but I think I can ease back for today.

3.12: It turns out that entertaining someone for 10 minutes is hard work. Good to know.

***

Now it’s time to become obsessed by whether I’m getting the emotions of this pitch across.

Act 3 feels like it’s achieving this but the earlier stuff feels plain, descriptive. Insight: I have to figure out the emotion that I want each sequence to convey. Then, change the pitch’s language so it’s not so much about what’s happening but how I feel about what’s happening.

***

A film has a distinct identity. You could say “a film has [this] sort of character.”

This expresses itself in at least three ways: its Genre, its Premise [as defined by Egri] and its Style (what is unique about the feel and vibe of your movie).

Once you’ve figured out these 3 elements, you need to make sure you put ‘moments’ into your story that establish and re-inforce that. What will that do? It’ll: a) reward the audience, b) create consistency, c) keep the film on track, and d) remind people what they’re watching …

It's pretty basic stuff really: a horror movie needs horror moments in it (Genre) but they need to be what you define as horrific for the movie you're writing (Style) and they need to be specific to the themes of your movie (Premise). The idea of 'moments' is to make your story unique.

So: identify what your ‘moments’ are, then create them … and then make sure they’re spaced just frequently enough.

***

Wow. Again, this pitching process reveals more about how to present the story in the final film. Here’s the basic situation we start with: Taine’s adoptive family realise that the biological father, a criminal, wants Taine back. The tension for the first 10 minutes is that this is a simple movie about the crim hunting the family to get what he wants … but I didn't realise that tension existed until working on it this morning.

I got some nice feedback about this set-up from Ed. He felt that it was very clear in suggesting what people might do and why they might do it.

So that's good. However, I’m suffering from a slight case of First Day Back [FDB] Syndrome again. At the end of the first 10 minutes, the stakes rise enormously. While the pitch currently is good for the purpose of timing, I have to accept it doesn’t plausibly convey this sudden shift. So I have to re-write it so it does.... and that's made me stall out.

***

What’s an A-Plot?
It's what you say when someone asks you what 'last night's episode' was about. It's the main story.

How do you write an A-plot?
First, have an overall idea. Are you reporting to a producer? Then pitch that idea, make sure they’re on-board with it.

Second, break down the Acts. Specifically, know how the A-Plot has advanced by the time you go to each commercial break. Call them cliff-hangers, plot-points, reversals, big developments, whatever … … These Act Breaks are your signposts for writing a clear and understandable story. Someday I’ll write about how I got fired for not doing this.

Third, make sure the Act Breaks are of high-quality. They’re true to your characters. Original - within the genre you’re working in and within the show you’re writing. They develop character, plot and/or the series arc. They shouldn’t repeat what has gone before. Note that well: don’t have 2 Act Breaks that are basically the same thing. Always develop. Always raise the stakes. There’s probably more, but that’ll do for an initial brain dump.

Fourth, clearly introduce the situation. At the start of each episode, we want answers to these questions ... * What's the status of the relationships that will apply to this A-plot? * What do these characters want out of life? * What do they think will happen if they fail? * Why do they need to act? Call these the emotional stakes. Make sure we know and care about them.

Fifth, fill in the space between the Act Breaks. You’ve probably generated a lot of ideas for scenes while breaking down the Acts. Now’s the time to provisionally put them where you think they should go. NB: Prepare to drop scenes, combine them or realise they’re repetitive at any time. NB: Acknowledge if a scene doesn’t fit, leads the A-plot astray or says something untrue about your characters.

So, filling the space between the Act Breaks. Reprise the situation soon after coming back from commercials. Have at least one scene about the A-plot to link this reprise to the next Act Break. If your show has no sub-plots, every scene between commercials will be about the A-plot. And if your show does have sub-plots? It depends on whether your characters regularly interact (like an ensemble) or have very seperate lives. It's the difference between Buffy and 24. In 24, you'll have B, C and even D-plots that have no interaction with the A. Simple. Just write the damn thing, follow the rules above. (But even then, you'll want something connecting the plots, whether it's theme or situation.) When your characters are an ensemble and have a lot to do with each other's lives ... You'll probably have separate A, B, and C-plot scenes. You'll also need scenes that interweave the A-plot with other sub-plots. This isn’t so hard ... ... just keep track of the motivations and emotions of character involved in the A-plot as they meet other people and deal with 'unrelated' problems.*

Sixth, wrap up the A-plot.
Did people succeed or fail?
How do they feel?
Are the emotions you’ve created from the A-plot consistent with how you want people to feel after watching an episode of your show?

There’s a lot more. When I talk about interweaving sub-plots, I'm hinting at the use of Subtext. I’m coming to believe Subtext is vital to writing a good script. (a good script = a script I’m happy with) But that’s a whole ‘nother article (and possibly a book). This’ll do for starters.

* The big thing – and this is where the art and design of episodes comes in – is to try and make the sub-plots feedback into and affect the A-plot.

***

At the heart of your show are three things:
The Emotion you want to produce.
Your Central Character.
The Main Relationship.

Know these three things. It’ll focus the series design. And be aware - the answers will change.

Look at Friends. The producers thought Monica was the central character –until they shot the 1st episode. Then it became an ensemble with – at various times Rachel, Chandler and Joey at the heart. The main relationship? Starts as Ross and Rachel, moves to Joey and Chandler, then to Chandler-Monica before settling back on Ross and Rachel (with Joey as occasional third wheel). The emotion, however, never changes. Friends support each other through the process of growing up. The show wants to make you feel comfortable.

***

10.40 am: This reading was great. Long stretches where the emotion’s sustained. And I can see ways to fix the slumps.
11.12 am: I’m simplifying this re-write, focusing on character motivations.

***

Yesterday I worked on the pitch while hungover. Maybe that's what caused my dread that my edits hadn’t improved anything.

Anyway, decided to simplify and de-cliché remaining scenes. Then pitched to Andrew.

Pitching to someone else is fun. You learn lots about your movie quickly. We agreed the goal now is to reduce it down to about 5 minutes and emphasise the structure is a cross-cutting chase movie (like Changing Lanes or 24).

This pitch will be my guide when I write the first draft. The emotional story in these 8 pages is clearer than the 60 page treatment that I sent to Andrew and Ainsley.

***

If I were to start a new script today, I’d adopt these principles :

1) Characters are true to themselves. They make internally consistent decisions.
2) Establish their emotional starting point in great detail. What do they do? What are their lives like? Is anything in their lives going to change on its own?……If no, then a Plot Event occurs. How do your characters react?
3) Follow the characters for a while, see what happens. If they become pro-active, fine. If they stay reactive, introduce another Plot Event.
4) Know your genre (if you’re writing in one) and make sure you have genre beats often enough to keep it in that genre.
5) As soon as you’ve figured out the story from start to finish, tell it to another person. Or five.

(1) is all about having characters NOT make decisions just because it’d be a cool direction for the plot to go in. It’s about respecting the plot that comes out of character decisions.

(2) is about starting with a Hook or a ‘What if’ idea for the movie then coming up with the characters who could be involved. Draw a relationship map of how these characters interact with each other AT THE START. Get opinions on what people think the most interesting relationships are.

(3) de-emphasises the textbook Act 1, Act 2, Act 3 structure. I’ve been thinking up Turning Points first. But the story and the climax should 'look like' they flow naturally out of the characters anyway, so why not make them the starting point of your process?

(4) ... man, it's just a kick-in-the-pants to keep the vibe of your movie focused and on-track.This all started after watching Storytelling by Todd Solondz. But it’s been influenced by Crafty Screenwriting by Alex Epstein, watching lots of Everwood and writing for Shortland Street.

Summary:What makes characters understandable and entertaining is consistent dialogue and attitude within a scene and consistent motivations across scenes.

***

If I were designing a pitch from scratch today, here’s what I’d do:
1) Define the Title, Genre, and overall Effect.
2) Be succinct.
3) ‘Emotion’ and ‘character motivation’ are more important than duration or plot.
4) Be visual.
5) Start pitching to other people ASAP.

What is a pitch?
In Hollywood terms, it’s whatever sells a movie – so a pitch could be as short as ‘Jaws meets The Sixth Sense’.

But in scriptwriting terms, it’s telling someone your storyline. It’s a quick way to get feedback – to see what’s entertaining and what’s weak. But the important thing is to create an accurate (and short) impression of your story.

So, to expand on the above list:
1) ….. Define the Title, Genre, and Emotion or Effect you’re going for.* If it’s a comedy, what sort of stuff are we laughing at? What is the basic comic tension?
2) ….. Be succinct. A five minute pitch (or even two minutes) is preferable. The maximum duration you should be thinking for a presentation is 10 minutes; and entertaining someone for 10 minutes is hard work.

I’d start the pitch as short as possible and from there build up the moments that you think are weak and unconvincing.

You’re not really telling a ‘this happened and then this happened’ type of story in a pitch. It’s more about describing the broad sequences of your movie. See this Wordplay column for advice on how to accomplish that.

3) ….. ‘Emotion’ and ‘character motivation’ are more important than duration or plot. Of course, if you’re pitching a comedy it’s important to make the listener laugh.
But here’s some stuff I learned:.....
a) To connect two sequences smoothly, link the emotion at the end of one to the start of the next......
b) Clearly communicate the emotions of each sequence. Figure out the emotion you want each sequence to convey. Then, change the pitch’s language so it’s not so much about what’s happening but how I feel about what’s happening......
c) Pitching is acting: trying to find your film’s ‘character’ and convey its emotions......
d) Rely on your performance (rather than emotive words) to convey the feeling......
e) If there’s a choice between describing plot details and a simple emotion, choose the emotion (at least, I found that when pitching a thriller).

4) ..... As much as possible, be visual.
Have a board with the sequences and photos of the key characters on it for the person you’re pitching to to follow along.
'Imagining the action' seems to be key for me. I like to act out the events, to dramatise them.

5) ..... Start pitching to other people ASAP.Pitching to someone else is fun. You learn lots about your movie quickly.I’d recommend pitching to one new person a day – and if you can find people who are willing to listen to it multiple times, come back to them after a week of pitching to everyone else.

The Goal:Engage and entertain the person you’re pitching to.Create an accurate impression of your story so they can give you feedback.Pitch to several people.Are you getting the same feedback from all of them?Fix or address these issues (if necessary).Start pitching again.

* (from the Bo Zenga article in Creative Screenwriting)

***

In a Sight & Sound review, David Mamet is quoted about what he's learned from writing for Hollywood. His advice: "Tell the story as straightforward as possible and play fair with the audience."

***

The page feels like it needs more oomph. Basically, I look at each page and ask whether it’s worth 14 cents –the price of a movie ticket divided by the number of pages.

My normal approach to writing has been to fly through it and fix the stuff later. Now I realise that I’m always going to fixing stuff later, so why not try and get things as right as possible at first draft. Having a higher quality of stuff to fix will hopefully mean less work later.

***

Before you start writing a TV show, here are some things to do:

1. Be passionate. You have to love something about the show, whether it's the situation or the characters. This love is a big part of what will get you through all the hard work ahead. I used to have the following phrase taped above my computer as I wrote - "The Goal is to create a world I completely believe in and care about." That's not a bad starting point.

2. Be comfortable. Make sure the style of the show is one that you can write easily and naturally. You'll have tight deadlines and people screaming at you. The least you can do is make sure the odds are stacked slightly in your favour to begin with.

3. Be realistic. Assume you will only get one season. Make sure you tell your show's essential stories. Your finale doesn't have to wrap up the situation entirely but it should provide some sense of closure.

***

The last line of a scene is the most important line. The last line can clearly prime the audience for what they should expect to see next. In other words, the last line can set the Stakes for the next scene.

A Stake is a question that we are emotionally invested in learning the answer to. For instance, "Will Peter survive?" While there are stakes for the overall movie, they are most immediately applicable on a scene and sequence level.* The answer to the Stake is provided by the Conflict.

Scenes that I like tend to have a Conflict in them. You can represent this with the formula, "[something] versus [something]". Typically there will be at least two people in a scene, with each of them representing one side of the versus. At some point during the scene, you that the writer will make a choice for one side or the other. This is similar to what Robert McKee calls the Turning Point in his book Story. This choice will set up the stakes for the next scene.

EXAMPLE:
Incoming Stake - Will Peter kill the suspect?
Conflict - Peter's respect for the Law versus Peter's certainty of the suspect needs to be punished.
Resolution - Peter lets the suspect live.
New Stake - What will Peter do with the suspect?

Importantly, I believe that both sides of the Conflict should represent aspects of your story's Premise. For example, all Conflicts in The Limit deal with The Law versus Vigilantism.**

So, each scene has a Stake and a Conflict.
The "versus" of the Conflict provides a choice that needs to be made.
The results of that choice also answer the question of the Stakes (and set up a new Stake).

* Have to expand on the relationship between these macro- and micro-Stakes at some stage.
** The Premise is your story's underlying theme or message. Really, it's a moral. It says if you do [something], it will lead to [something]. For instance, 'Greed leads to loneliness'. The idea of the Premise is expanded on much more clearly in The Art of Dramatic Writing by Lajos Egri.

***


The Situation is the one sentence line you pitch to the network. "It's Castaway meets Fantasy Island."

It should be 'hooky', immediately suggesting a number of stories you could tell. The Situation is also about the broader social context the characters are in.

Buffy the Vampire Slayer: a cheerleader defends her town against supernatural forces.
Boston Public: teachers struggle with students and their own personal lives.
Battlestar Galactica: the military protects a rag-tag fleet of survivors against the Cylons.

When you sit down to watch this week's episode of ... whatever, the Situation has primed your expections of what you're about to see. In some ways it defines what you want to see. After all, why would you be watching 24 if you didn't want to see Jack Bauer kicking ass on this season's stressful terrorist threat?

***

I had a long lunch and interesting conversation with David Brechin-Smith (Insiders Guide to Happiness) yesterday.

We were discussing an idea for a TV show and I asked him about the four things I need to understand in order to 'get' a show. Those are: Situation, Main Character, Main Relationship and Emotion. The checklist focused me on the conversation and helped me figure out what I was still drawing a blank on.

Additionally, I've found better ways of phrasing these things.

Situation = "What do the characters do every week?" It's not about who the characters are or how they know each other; that's the Set-up.

Emotion = "How do you want to the audience to come away from an episode feeling?" Related to this are issues of genre and themes. The Emotion is what I reckon you should produce once an act.

Main Character = "Is there a central character? Someone whose issues reflect the themes of the show?"

The Main Character and Main Relationship are who you would expect to see often in an episode.

***

For me, this post starts to illustrate the links between script-writing and role-playing. The actual thread is about the relationship between computer game design and RPGs.

"Whether you make a kick ass story or not is not the point. The point is, for it to work, you and your fellow players are playfully playing as if this just gonna be great by the time its done: making choices, sifting through options, recalling patterns and motifs, creating new high and low points, forcing the characters into choices (that spark creative actions on the part of the players) and so on.

Draft, in short, is not a 'warm up.' "

***


So what did I learn from Draft 1 of this script?

To outline thoroughly, then write. Maybe not four years of outlining (like with this project), but analysing the script pays off.

Don't settle. Try and make each sequence as good as I can without pressuring myself to get it right first time out. In fact, each pass can be crappy and unformed - but the idea is to build the sequence into something I'm happy to sign off on.

How do I do that?

First, ask myself what is the question I want the scene to raise in the audience's mind. Hopefully that question follows logically from what they just seen (I've just written). This question is what I interpret others mean when they ask "What are the stakes?"

The conflict: I suspect that works best when the conflict centres around two different answers to the question. That way, the answer to the question is uncertain and keeps you in suspense.

"What is the emotion I want to produce?" I kind of forgot about this as I got further into the script.

Brainstorming conflicts, beats and lines of dialogue until I'm happy. Come up with at least 20 ideas, and then add 10 more until I'm satisfied.

Make sure that at least every 10 pages there are moments reflect your genre and unique moments that could only appear in your movie.

***


It made me believe that a well-worked out outline really would create speedy fun writing for me. That’s the goal for next time. I feel I got distracted by the pitch … put it at the wrong stage of the process. Oral should be 1st or 2nd – and then last.

***

Can you articulate the bundle of images and associations that have you jazzed about working on your project?

Try writing a paragraph or a list or a manifesto or whatever of why you really want to write this thing – and then try and stay true to it over the next 3 years.

***


Proposal: There will be a fundamental question your story will (or seeks to) answer. This can apply to both an episode and a series. It definitely applies to The Limit, the feature film I am writing. The question for The Limit is "Will Peter find out who killed his son?"

A typical question in lovebites would have been "Well Ben get this girl?"

Knowing the question seems to help focus on telling the story.

***


To write drama, ask yourself what's the worst that can happen? Right now?


***


Really, this is just a note to myself: I think that most of the ideas I write start off as pulp, genre stories where I'm jazzed about the set-pieces I can come up with and the cool twists I can write in.

It's only through revision and digging deeper that I start to care about the characters and stay engaged the whole way through the story when I read it.

The point: is to maybe get through the pulp phase into the real as fast as possible.

***

Another way of looking at storytelling in the movies* is that each phase of the film has a different 'energy' about it.

Taking War of the Worlds (2005) as an example (because that's where I first noticed this), you have four different types of energy in the story. The move from the normal domestic set up to the full on terror of the invasion is almost unnoticeable. The transition between the two happens in a bravura 15 minutes set piece involving lightning strikes and a stolen car. That full on terror of being pursued is sustained for what seems like a full hour. But then there is a noticeable gear change when Tim Robbins arrives in the film. All of the action becomes confined to a single location and the emotions darken towards paranoia and despair.

After finally emerging from this location, I was almost begging the film to do something different - and it obliged by shifting first into taking the attack to the aliens and then into daylight.

The trick, I think, is to be aware of the emotions and mood you're generating & how the audience feel about that. However, what to do about it may well depend on a case-by-case basis.


*I think this applies much more to films than television because the film is designed to be watched in one uninterrupted burst, so you are more attuned to variations in tone and intensity. With TV, you are coming back from a commercial every seven minutes so there will be more emphasis on trying to re-establish mood and story.

***

From a talk by Dylan Horrocks:

1) Self revelation. You should reveal yourself, or truths about you, in a world you create. Other people will recognise and key into this. As one of the quotes that Dylan referenced said, there's the real world and how we perceive the world. In the process of creating something, "Art turns us inside out."

2) Worlds implicitly convey that self revelation. What that means is that even when you remove the characters and what they do from a story, the world that you're left with (its geography, population and history, for example) still convey themes and conflict.Worlds have meaning.

***

I’ve talked before about how I’m trying to train myself to write dramatic scenes by keeping track of the Stakes (the question we want the scene to answer) and Conflict (the people who represent the opposing answers) in a scene.

What I’ve realised is that I need to have a living stakes & conflict document right from Draft 1. It travels along and develops with the script as it goes through each new draft, constantly getting adjusted and updated – and eventually handed off to the director (hopefully me).

The reason is so that I can tell exactly what each scene is about and whether it’s contributing to what the movie is about.

With Possessions (hopefully my next script, based on Sean’s story), when I start work on a rough outline I should be keeping track of the characters’ wants, making sure they are consistent from scene to scene (which’ll be vital). As the story solidifies, I can make sure I’m driving towards conflict all the time, and build up the stakes.

***

Executive Summary of how they do it over at Team Whedon:

Take multiple pitches for story ideas.
Choose one. In the seminar, the idea chosen was for an episode of Angel:

Lonely Cordy finally meets the man of her dreams, only to realize that he's Dennis the poltergeist, who's chosen to become corporeal for one day just to be with her, but his trade-off is that he must go away forever after his day is over.

Map out the general emotional arc.

Tim used the term emotional arc in contrast to plot moves, as in, he was interested in the characters' emotional beats more than fancy plots and mysteries. He was not so much interested in the details of the plot, and when someone brought up an intricate plot idea, Tim would say, "That could be interesting, but it doesn't matter. What's the emotion underlying the moves?" Following the characters' emotions was more important than "Well, what happens next? How does Angel manage to beat the baddie?"
See where certain beats would hit at certain points.

First act break, Cordy meets the man of her dreams. Second act break, finds out he's, um, not-alive. Third act break, finds out the guy is Dennis. Fourth act, Dennis must go away.

Generate ideas for the main A story.

***


Big lesson from this bout of gaming is ‘never be afraid to increase the adversity’. My game, Lucky Jones, is entirely designed around that principle – but seeing it play out in Inspectres and – especially – in Universalis … and OMG, that Universalis game should live in freaking legend.

Adversity forces people to be creative, it makes them stand up for what they really want, to say what they value and what’s worth fighting for … and adversity makes you feel like you’ve earned survival or success or – in the case of one AWESOME Lucky Jones subplot – the respect of your family.

I’m not talking about being a jerk; introducing adversity is not about rough-riding over the other players. I’m talking about everyone being totally upfront, saying this is “what I want to do to your character and why” and asking whether you’re up for it.

Plus, adversity creates a situation. Stories need conflict; focusing on the right conflict at the right time creates a throughline for your story. See this colourful diagram for a better explanation. Plus, all the systems I ran can totally handle adversity: in Lucky Jones, you can’t die you can only fail (plus in the next draft, those failures will give you cool goodies), InSpectres allows you to narrate your way out of anything & Universalis thrives on conflict – as one player (I think it was Jonathan) said, because you don’t have a character of your own, you feel fine about screwing yourself over.

***

If it's a tie between which option will create the most interesting situation, go for the one that causes the most pain/problems.

Case in point: Veronica Mars, the election result.


***

What's your story about? I need to know this so that when I'm reading the script I can tell whether each scene is adding to the story that I want to see unfold.

'What's your story about?' is not what it's about at a premise level - where, for example The Limit is about Vigilantism vs. The Law, which is more effective & how using each method changes you.

It's what your story is about at an emotional level, about what's grabbing the audience and making them want to watch more. The Limit, in this case, is about 2 dads vying for the love of their son.

***

Hmm, here's the stripped down, mechanical version of the writing process I want to try.

Intro characters. Present them with a Kicker, a situation that cannot be ignored
Brainstorm 20 (B20) ideas for each character’s reaction.
Choose the most interesting.
Write down on a separate page for each character, what I’ve discovered about them in making that choice.
Create the new situation based on that choice.
Write a synopsis of it on a Word doc.


Characters have to react to the new situation. Intro any new characters that that situation demands. Repeat the B20, writing process.
Soon I’ll have ‘character sheets’ filled with traits that allow me to make decisions that are consistent with their characterisation.

If I come up with awesome new ideas, write them down on a page that says Act 1,2,3. But keep going with my current story – to see what I learn. Why? Well, the idea is that I won’t know if these new ideas are the 'right' ones – all I’ll know is that they’re better – but I could come up with more if I keep going. So rather than keep getting distracted by - let's face it - an inexhaustible supply of new possibilities, I'll work through the entire story and then be able to make a decision based on overviewing the whole thing.

Read aloud. Record.
Take notes.

Go back to the start and start with the most interesting situation I've now devised. Rebuild.
Repeat till I’m confident.

Pitch.


This whole process is more character based, with a structure that (I assume) will naturally get imposed on it over time. The question of what it's 'about' also needs to be answered - but I have another post on that coming up, based on my recent consulting work on this TV show.


***


In "Writing screenplays that sell", Robert Hauge describes the script-writer's primary job as "eliciting emotion from the person reading the screenplay."

My take on the script-writer's primary job: to construct a question that's interesting enough that the audience will keep watching to find out the answer.

How to apply that structurally is to introduce the question as early as possible, and answer it as late as possible.

***

While giving feedback on a script idea this week, I drew up the relationship map (all the characters, with lines connecting them to show their kinship, sexual, and employment ties). It made reading and interpreting the story a lot easier.

***

Decided that The Lucky Joneses needs a new title. It's simply not descriptive enough (on first exposure) for people to know what it's about, or be interested in learning more.

That lead me to think about titles I've come up with that I think work. I think what they do is give a clue about what I think the hook is, and they use a pop-cultural phrase. Examples - The Zombie Plan (is a game about surviving a zombie attack). Left Coast (is a game about slightly crazy sci-fi writers in California).

***