Couldn’t make this any more Freudian without going NSFW
As the events of Act Three of the pulpy adventure spec outline slowly develop, it’s becoming more clear that retroactive edits/fixes/tweaks will be necessary for parts of Acts One and Two.
Act Three goes beyond making sure each of the main characters has something to do. The actions they take should be tied directly into the main story, represents them overcoming their own personal obstacles and wraps up their individual storyline, all in the most satisfying way possible.
Hence the need to go back and make those changes. The more I can set up and effectively reinforce each character’s storyline, the better the payoff will be, both for them and the overall story.
I’ve always stressed the importance of setups and payoffs throughout a script. Everything we’ve seen in Acts One and Two should come to its appropriate conclusion in Act Three.
I’ve read a lot of amateur specs where something is set up early on and ends up either totally forgotten, treated as an afterthought or pays off with less of an impact than it should.
This is what you’ve been building up to for the past 90-plus pages.
Because “Dude. Yorick. Bummer.” just doesn’t have the same panache
Oh, first draft. You teasing vixen.
I go over the story ideas in my head, everything coalesces and plays out like a well-oiled machine.
But try to transfer them onto the page, and it all discombobulates into a tangled mess on par with the cord on a pair of earbuds carelessly tossed into a gym bag.
Experienced writers know what I mean.
Although it took a while, I finally reached the end of Act Two in the revamping of the outline of the pulpy adventure spec. On one hand, I’m thrilled to have gotten here. On the other, I want to shrug my shoulders and mutter “eh, good enough” about the scenes and sequences that led up to this point.
They’re definitely far from perfect, and without a doubt will be totally different as future drafts come into play.
Let’s pause to consider the phrase “future drafts.” As in “there will be more”, emphasis on “will”. Not “might”. “Will”.
I recently connected with another writer on a networking site, and they ended our introductory correspondence by letting me know they had first drafts of their scripts available to read.
I sincerely hope not.
Unless you’re looking for feedback, don’t show your first draft to anyone. Ever.
The first draft is the attempt to put all your ideas into some kind of order. Know going in that it won’t be pretty, and will most likely be a big mess requiring a ton of fixes. Not a bunch of little edits, but huge, drastic steps. The end result should look totally different from what you started with.
Don’t regard rewriting as a chore or a slog. It’s something you have to do on a regular basis. It makes the script better and helps you become a better writer.
Consider the last script you wrote. How many drafts did it require to get to the point where you finally said it was done? And wasn’t each successive draft a little better, until the final draft turned out significantly improved compared to the very first one?
That’s what you should be going for. Every single time.
I’ve been invited to take part in The My Writing Process Tour, which is kind of a blog/chain letter thing. One blogger asks another to take part and answer some insightful questions, then link to writers/bloggers we’d recommend.
I was nominated by Henry Sheppard, aka Adelaide Screenwriter, from the Australian metropolis of Adelaide. He’s always offering up some fantastic material, including articles, interviews and shorts. Definitely worth checking out.
As for me…
1. What am I working on?
Three items currently hold my attention: revamping the outline of a pulpy adventure spec, the rewrite/polish of a Christmas-themed mystery-comedy and resuming the hunt for representation.
2. How does my work differ from all others of its genre?
Even though I’ve written in several genres, the one thing I always try to convey is a sense of fun and excitement. It takes a lot more effort than people realize to really engage a reader that way.
I want you to enjoy the story beyond just “this is good writing” and more like that amusement park thrill ride you rush to get back in line for as soon you get off.
3. Why do I write what I do?
My formative years were the late 70s/early 80s, so I had the benefit of being heavily influenced by the likes of STAR WARS, RAIDERS OF THE LOST ARK and BACK TO THE FUTURE. To me, those are textbook examples of what smart storytelling should be, and it’s what I strive for in my own work.
I’ve stated before about being a fan of the genres I write, so not only am I trying to write something I’d want to see, but I try to create something I haven’t seen before.
4. How does your writing process work?
It all starts with an idea. Is there a story behind it? If so, what happens over the course of that story? How could I tell it in an original way?
Once I have a general idea about that story, including knowing how it starts and ends, I set up the plot points (statement of theme on page 3, inciting incident on page 10, etc), then fill in the gaps between them.
If it’s a genre-specific film, I try to incorporate elements that are part of that genre while trying to avoid tropes, or at least approach them from a different perspective.
I do a majority of my work in developing the outline, and it makes a huge difference. It gives me a better overview of the whole thing so it’s easier to keep track of character development, storylines, subplots, setups and payoffs. I won’t even consider starting on pages until I think the outline is solid.
Because of my schedule, I write when I can. When it comes to pages, I try to produce at least 3 a day. Sometimes it’s more. It’s gets easier the more you do it. They add up fast, and before you know it, you’ve got a completed draft to go back, edit and rewrite.
I’m also extremely fortunate to have several friends and trusted colleagues I can turn to for feedback. They pull no punches in telling me if something doesn’t work.
Lastly, I’ll rewrite and polish the script until I think it’s good to go.
Over there on your right is a list of blogs I think make for some excellent reading and advice. I’ve added three definitely worth checking out:
Bonus! If you’re looking for some reasonably-priced professional analysis for your script, you might want to consider:
-Doug Davidson’s Four Star Feedback. Doug is the only writer to win a Nicholl Fellowship with an animation script (2004), but he happily covers all genres.
After having reached the midpoint of the pulpy adventure spec outline, I’d been struggling with getting to the next plot point.
Not helping was the almost total jettisoning of material from the previous draft. The story had since changed in a drastic way, so there was nothing to salvage.
While I knew where the story had to go, I couldn’t figure out how to get there.
The midpoint sequence ended the way it had to – hero fully committed to achieving his goal, but now on several levels, and the antagonist getting closer to achieving his.
But what happens next?
Exploring several options, something finally clicked and I remembered a very simple rule we all tend to sometimes forget:
It’s not what could happen, it’s what has to happen.
THIS is what the characters need to do to move things forward (with your protagonist being the primary mover), and the more challenging we can make their journey, the better.
There are plenty of options of how things can play out in your story, but it will take some effort (and a lot of rewriting) to find the one that it needs.
Work on your script AND a load of laundry at the same time!
As work on the pulpy adventure spec plods forward, one of the key components of a solid script is constantly reminding me to use it to its fullest potential.
Conflict. Without it, you won’t have much of a story.
While each scene should be advancing the plot, theme and character development, there also needs to be some kind of conflict.
You know that analogy about structure that involves your character getting stuck up a tree and having rocks hurled at them? Being stuck and the rocks would be the conflict.
(I can just imagine the studio note – “I love it! But does it have to be rocks? And how about a bush instead of a tree?” But I digress.)
Characters need to keep encountering obstacles that prevent them from achieving their goal. Your job is to make those obstacles tough for them.
Here’s where things get interesting and how to make your script stand out from the rest – those obstacles can be in the form of just about anything.
Conflict doesn’t mean there should be a major argument or a slam-bang, knockdown punch-fest; more like the confluence of two opposing ideals with some degree of intensity.
Say you’ve got a character who absolutely needs to be somewhere at a certain time. It’s up to you to think of different ways to make their journey anything but easy. Lost keys, flat tire, car won’t start, traffic jam, and so on.
As the story progresses, so should the levels of conflict. Start off on a small scale, and then build so things just keeping getting worse. This can also be combined with raising the stakes so the reader/audience can’t help but wonder “How are they going to get out of this one?”
Something else to consider: try to make the conflict organic. Don’t have something happen because the story needs it to; make it feel like it belongs. Going back to the earlier example of the character trying to get somewhere – it makes more sense they would get pulled over for speeding, rather than, say, abducted by aliens or attacked by zombies (unless that’s part of the story).
Simply put, you have to put your characters through hell before they can get what they’ve been trying to get the whole time. If you’ve done a good job in making us want to root for them, the more we’re going to want to see them succeed.