Dismantle, reassemble

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Sometimes when you’re working on a story, you just have this feeling that the way it’s being told is the way it should be told. It just feels right.

Even though I’d made some good progress with the ongoing revision of the sci-fi adventure outline, something still seemed…off. What I had was good, including several scenes that now felt necessary, but as a whole, not quite there yet.

As I’ve mentioned before, I keep all the previous drafts of the outline and script on file –  you never know when some of that text will come in handy. The recent work on the current revision was accompanied by another tab on the screen containing the previous draft, serving primarily as a sort of roadmap to help guide me through this latest effort.

Despite telling myself that this new draft was supposed to be different from its predecessor, its siren call was a bit stronger than expected. There was just something about it that couldn’t be denied. Not to say that the newer version was no slouch either.

Parts of this one work, and parts of that one work. Why not combine the two?

Sure, this even-newer draft might occasionally take a somewhat unorthdox approach in how the story’s presented, but by gosh, I still like it. “Rules of screenwriting” be damned.

There’s nothing wrong with cherry-picking parts of the new draft and incorporating them into the previous one where applicable. Of course, it would have been nice to have come to this conclustion a few weeks ago, but sometimes that’s just how it works.

What’s really nice is that for the most part, save for a few problem spots, the previous draft is still pretty solid on its own. Nothing serious, and some of these new elements look like they’ll really rectify that.

Based on some extremely helpful notes, another factor that’ll help this time around is putting more of a spotlight on the characters’ emotions. Even in this kind of story, with all of its fantastical and extraordinary elements, it’s important to show how the characters are still people.

Lastly, all the time I’ve been working on this story, I’d forgotten how the initial concept and earliest versions were all written with a certain kind of tone in mind; something to really convey the vibe of what story of story this was supposed to be and how I wanted it to read. Somehow that aspect’s diminished over time, and I plan on re-introducing it for the next draft.

This is gonna be fun.

Bit of a mishmash, but it works

goulash
Try it. You’ll like it.

The overhaul/revision of the sci-fi adventure outline continues, with some significant progress being made – especially over the past few days.

There’ve actually been a few rough spots just to get here.

One being letting go of how the previous drafts started out, story-wise, and not letting those details affect the new one.

Another has been being able to present important and relevant details and backstory without things being way too expository.

Still another has been figuring out how some, but definitely not all, of the story details could be reorganized, restructured, pretty much rebuilt from the ground up but still have it all work within the context of the story.

It’s been quite the challenge, but the gears have been constantly and consistently turning during the search for a solution.

Took a while to get there, but looks like it’s yielding some results.

But first – a little background info.

I make a point of holding onto previous drafts of outlines and scripts, because you never know if part of it will come in handy for a future draft.

Thus was the case here.

There were sections of the story that were going to stay, but some others simply weren’t a solid fit for the new draft – but there was something about them that still worked and that I wanted to keep.

Getting them to that point took several attempts, approaches and revisions. Took a while, but I got there.

Despite being a slow and somewhat drawn-out process, the new story is gradually coming together. I’m not one to impose deadlines on myself, but once I get all of this a little more organized, the outline should come together relatively quickly.

I like the idea of having a completed first draft, possibly even a revised second draft, by years’ end.

No pressure, but we’ll see how it goes. Probably helps that I’m really enjoying putting this one together.

Same destination, different route

hot fuzz

Even though I got some great notes back on the previous draft of my sci-fi adventure spec, one aspect of the script had always bothered me.

As much as I loved the opening sequence, it still felt out of place.

Its primary goal for existing was to establish and set up several plot elements and story details. It does that, but something just didn’t feel right.

Would the story still work if I took it out? Sure, but finding new ways to present all the relevant info would require some major rewriting and revising. Time-consuming (to a point), but necessary.

But that got the gears turning…

The more I thought about it, the more the idea appealed to me. Trust me, it killed me to even just consider killing all those darlings, but doing so would definitely force me to find new and original ways to tell this story.

Added bonus – a new opening would also enable me to do a better job of establishing the protagonist AND set the tone of the story.

So out all those pages went, with an ever-expanding list of all sorts of new ideas regarding How To Do It currently in development.

A writer may know what they want to happen in their script, but sometimes it doesn’t work out that way. The characters might unexpectedly guide you in a different direction, or maybe you realize what the story really needs is to take a sharp turn off to the side, or you decide that this is the perfect opportunity to go in a totally opposite direction.

Nothing is set in stone. You’re the ultimate creator. Everything that happens is under your control, and you can do with it what you will.

Something not working for you? Change it. Give yourself options.

Follow-up to that – go with options that still work within the context of the story and characters. Your characters still want the same thing they did before, but now you’ve drastically altered how they get there.

It’s a savvy writer who eagerly anticipates taking on the task of devising these kinds of changes. And once they’re all implemented, you’ll barely remember how it used to be because EVERYTHING WORKS SO MUCH BETTER NOW.

Suggestion – no matter how or when you come up with a new idea, WRITE IT DOWN. IMMEDIATELY. Even if you’re in the middle of working on the same script. Everybody says “Oh, I’ll remember that later.”

You won’t.

Do whatever you have to in order to preserve it.

*Apologies for a lack of post last week. I had some kind of bug that put me out of commission for a few days; didn’t even have the strength to compose a “sorry, no post this week” post.

 

I came, I saw, I removed it

caesar
Veni, vidi, non amoveatur

As the contents of our now-previous domicile were being sorted into their respective receptacles (keep, donate, trash, what on earth possessed us to buy THAT?), my time to write/work on something was somewhat limited.

So I squeezed in a few minutes here and there when I could. Not ideal, but better than not doing anything.

One of my ongoing projects is the rewrite of the sci-fi adventure outline. There’d already been some big changes compared to the previous draft, but it seemed to still suffer from a mild case of “just too much”.

Something had to go. But what? I liked the way this world had been established, along with setting up several vital story details that would yield some mighty effective payoffs later on.

Editor Me (EM) had to seize control from Writer Me (WM), who was really digging in his heels to keep things as they were.

“Which is more important?” EM would keep asking as WM tightened his grip. “Streamlining the story to make it more effective and flow smoother, or keeping something in there just because you like it?”

WM eventually raised the white flag, admitting that EM was absolutely right.

So drastic cuts were pending. But where to make them?

After much deliberation, the cleanest break would have to be the opening sequence – which I’d put together to really establish the world of the story, but it was simply too much, and the main character isn’t even part of it.

RIP, my darlings.

This was a tough decision to make, since this sequence offered up some prime exposition. With all of it gone, I have to now figure out new and original ways to relay some of the more relevant info and story details without resorting to the dreaded cliche of a flashback. Tough, but not impossible.

But as has occurred in the past, having a more-or-less thorough outline to work with has enabled me to salvage more than I realized, along with inspiring some new approaches. A lot of groundwork had already been established, so I get to work with what’s still there, along with utilizing odds and ends from the deleted material when applicable.

This remains a work in progress, albeit a very slow and drawn-out one. But I’d rather spend more time dealing with all of these aspects of the process now, and not agonizing later on over endless patchwork fixes scattered across a completed draft.

Learning never stops. Never.

coeds
Sure, I may be tired now, but wait until you see the end results

So far, so good, at least in terms of how the rewrite of the sci-fi adventure spec is going.

Already managed to trim a decent amount of pages, with more potential targets coming up fast.

However, one of the most surprising results this time around is seeing more and more opportunities to really get the most of not just the words on the page, but HOW they’re presented.

I already knew overwriting was one of my biggest obstacles. I tend to go into more detail than is necessary. Not “this is the color of his t-shirt, and this is what’s on his breakfast plate”-type stuff, but more in terms of excessively describing what you’d see transpire onscreen.

This has become painfully obvious for some of the fast-paced action scenes. In the old draft, there’d be several lines about what a character was doing. This time around, I want to get to the point faster – partially for less ink on the page, and partially to help speed things up – so I highlight only the parts that the can’t do without.

It’s probably safe to say each scene has become shorter by at least some degree. Some by a few lines, others by half a page, etc. But the overall impact is becoming more noticeable. Scenes seem to be flowing more smoothly. Even though the descriptions aren’t as detailed as they were before, the new, tighter versions are just as visual.

Of course, since I’m the one writing it, I already have a strong sense of how it’s supposed to “look”. The real test comes when a reader gets their hands on it. Will they experience the same results? I sure hope so, so in the meantime, I do what I can to write it so everything is easy to follow and all questions are answered.

What’s most surprising at all about these new developments is I’d written my last few drafts of several scripts with the same approach I’d always used, but there’s just something very different about it this time around. The way this draft is being put together has a much more analytical feel to it. It’s as if something holding me back has been removed, and the positive results are coming in rapid-fire. One can only hope this sensation endures.

Once again, there’s no firm deadline for a completed draft, but as I mentioned, progress has been strong and steady, so “slightly sooner than possibly expected” will have to do for now. And even when that one’s done, there’s a strong suspicion that just a little more touch-up work will be in order.

Thrilling times, chums.

-Screenwriter/filmmaker Ally May has launched a crowdfunding campaign for her packs-an-emotional-wallop short film project In A Breath. Donate if you can!

-Major congrats to screenwriter/overall mensch Bob Saenz for the upcoming US release of the film of his script Extracurricular Activities, a journey almost two decades in the making. Here’s a great interview Bob did for Script magazine.