Sometimes mapping it out by hand can prove most beneficial
Lots and lots going on within the hectic hallways of Maximum Z HQ, what with all the writing, note-giving, and career-developing taking place.
Much as I would love to offer up an original composition, my current schedule is a bit tight, so instead I humbly present a trio of posts, all plucked from the archives, and all dealing with what I consider to be a most important aspect of telling a story.
Behind that disarming smile lurks the constantly-devising mind of a creative genius
Jumping back to focus on the pulp adventure spec, along with a return of that certain ZING! one gets when quite psyched about a story. Yep, still going strong.
Gotta say, this whole “break down each scene to its individual elements” thing is really working out nicely. It’s tremendously easier to have a line-by-line description of what happens rather than trying to figure it all out on the fly.
The most recent wrinkle has been manipulating the events that lead up to and just after the midpoint of the story. I originally had the antagonist explaining their sinister plan, but seeing as how it sounded a lot better in the outline than it does on the page, there’s been some extensive editing, rewriting, cutting and pasting going on over the past couple of days.
And this was just for a couple of pages’ worth of material.
Among the pleasant surprises:
-discovering that a line or action in one scene could easily be relocated, thereby making the new scene that much stronger. All the elements were in place; it was just a matter of finding the right order in which to put them.
-being reminded of the concept of “less is more”. Some scenes as originally written turned out to be simply overly complicated – just too much going on. By eliminating everything EXCEPT what’s necessary in that scene naturally tightens things up, but also really moves things along and gets the point across that much faster.
-figuring out a way to present details of the plot without being so blatantly obvious about it. Implying seems to be much more effective.
It took a while, but the changes that have been made have proven to be most satisfying. No doubt there will be more of this sort of thing in future drafts, but for now it works.
On one hand, progress for the pulpy adventure spec is moving along nicely. Still maintaining a daily output of about 3 pages.
But on the other hand, this thing feels like it’s growing exponentially, continuously getting bigger than I originally anticipated.
A lot bigger.
Like “rise out of the bay, tower over the skyline, ready to wreak havoc and terrorize the populace. Call the military!” big.
That’s pretty big.
Part of this stems from me having a one-sentence description of a scene in the outline, not really taking into consideration I’ll need at least a page, maybe two, to execute it. Hence the feeling of overstuffedness.
There have been times where I’d be in the middle of a scene, but then think “Too much!”. This would be followed by the immediate deleting of what I’d written so far and starting anew, but with a mindset of “Same, but a lot less this time.” It happens; just not all the time.
No problem whatsoever if you start with a scene that’s initially three pages long, because you know the next pass will involve whittling down to one (or a little more). Getting it written in the first place is the hard part; everything after that – much easier (for some, anyway).
I freely admit I tend to overwrite, but that’s usually limited to the first draft. Once that’s out of the way, the red pens are produced and much killing of darlings commences.
Sometimes it’s very frustrating that my initial effort isn’t what I want it to be, but isn’t that the point of a first draft? There’s a reason it’s also known as “the vomit draft”. You just throw everything on the page, and then go back for ongoing cleanup work. The guiding principle here – you do what’s necessary to get it to that desired end result.
Will there most likely be some drastic changes somewhere down the line? Undoubtedly. If that means starting with a first draft that’s way too big, so be it. It’s not like this is what the final finished project is going to look like. Better to have an oversized script ripe for editing than a scrawny one that needs to be bulked up.
So for now, the slog continues. Scenes may go on too long, but it’s cool. This is a fun story and I’m enjoying writing it. I know it’ll take a while to get it to where I want to be, and that’s fine by me. All part of the process.
But better have the military on standby, just in case.
First few steps are always the toughest. Good thing I came prepared.
Let’s pause now for your humble blogger-in-residence to proudly proclaim that Act One of the first draft of the pulpy adventure spec is complete.
Whoopee.
But you know what that also means.
Yep. Time to buckle down even more, strap myself in, and jump feet-first into the intimidating arena commonly known as Act Two.
I’ll also admit it’s a little thrilling, too. There was a particular charge in working out the action sequences and story set-ups in Act One, so I’ve a strong suspicion the continuing build-ups for the former and the gradual development of the latter will be equally, if not more so, fun to write.
(and believe me when I say this is the kind of story that automatically requires a sense of fun)
Maybe it’s from continuously trying to improve as I go, but working on Act Two doesn’t seem as intimidating as it used to. Not to say that it comes easily; just slightly less insurmountable. I spent a lot of time on the outline, so confidence in that is pretty solid.
I read a lot about how a spec script might have a phenomenal Act One, but then things fall apart in Act Two for a myriad of possible reasons: the characters don’t do much/nothing really happens, or the overall story’s too thin, so a lot of Act Two is empty filler, and so on.
The only writing process I know is my own, and I always strive to make sure the story feels…complete? Full? It comes down to “I know what has to happen to tell this story,”, and while the first act is all about setting it all up, the second act is about fleshing everything out.
We get a closer look at the characters and how they’re progressing through the events of the story. We can see how they’re changing from when they were first introduced. Plot threads of all sizes get further developed. The central question is continuously asked (oh-so-subtly, of course).
It also involves steadily-mounting complications for your protagonist. They’ve got a goal, and it’s our job to throw all kinds of obstacles in their way that just keep making it harder for them to reach it. Again, a lot of it happens during our second act.
Act Two really is where the meat of the story takes place, so stuff needs to happen that not only holds our interest, but makes us want/need to know what happens next, and even that better be that much more intriguing.
As you’d expect, our work is cut out for us.
So off I go. Dispatches from this formidable excursion as they develop.
I admit it. I was weak. I couldn’t resist. The urge was just too overwhelming.
So I accepted the reality of the situation, and just went ahead and did it.
I went back and revised the pages I’d already written for the pulpy adventure spec.
No regrets.
The character that shouldn’t have been in there was cleanly removed, but in the process of doing so, a new idea emerged with a way to further weave some of the subplots together. Always nice when that happens.
Engaging in this mini-rewrite also provided me with the opportunity to take a step back and just read. Was it still working? Were my aspirations of producing a ripping yarn being achieved?
Seems that way so far. Then again, I’m slightly biased.
Some notes I got on an earlier draft of the western were along the lines of “it’s good, but the writing’s a little dry.” With this script, there’s more of an effort to avoid repeating that by really punching things up.
I’m getting a real kick out of seeing what I can do to make this an exciting read for anybody, including myself. Many’s the time I’ve heard that you should be able to see the writer’s love for the material on the page. That’s something I’ve always tried to do, and working on this script is no exception.
So after this temporary pause, things are back on track. Momentum will be regained, and progress shall continue.
Exciting times all around, chums.
-Friend of the blog/consultant Jim Mercurio is running a crowdfunding project for his latest film project American Neorealism. It’s VERY close to being funded, and there are just a few days left, so donate if you can to help him reach (or even surpass) that goal.