And not one moving box in sight

After much frustration with figuring out the outline of the action-comedy spec, a startling realization developed:

where the majority of the story takes place was wrong

I’d been so obsessed with trying to make the setting work within the context of the story that I ignored the question of whether it was the right setting in the first place.

As it turns out – nope.

There was also the detail that the original location idea was way too similar to one of its comps. I was more focused on how to make mine different, when it should have been “how can I make this similar, but VERY different?”

This is a specific kind of story, so I needed a location that was the most appropriate AND that offered the most opportunities for scenes and sequences in Acts 2 and 3. Several options were weighed. And since this is action AND comedy, I needed somewhere where both could be adequately accommodated.

I wasn’t concerned with logistics or how realistic it would be, and wanted somewhere that would feel like the perfect fit. The primary question was: what works best for this story?

More options explored. Which offered the most opportunity to not only tell this story, but the most fun way/ways to do so?

Cue the light bulb.

A location that’s very unique, holds what seems like a vast selection of potential scenes and sequences, and definitely checks off the action and comedy aspects.

A lot of my ideas for what could happen in the previous location were tailored to that location. This new one is very different, so many of those were scrapped (while keeping the concepts in reserve, just in case). A new list is still being assembled, with many feeling right for the story and having a strong “haven’t seen that before” kind of vibe.

This was also beneficial because I’d been having trouble figuring out the specifics of the ending, and the new location offered up a few ideas – many of which would also not have worked before.

It’s still a work in progress, but coming up with this new wrinkle has really made a difference. Confidence levels continue to climb.

Happy Halloween and have a great weekend.

Does it have to be a light bulb?

The title of this post is the punchline to the classic joke “How many studio execs does it take to change a lightbulb?”

In other words, “How about this other option (that probably has nothing to do with the original concept)?”

I bring this up because the struggle with developing the action-comedy spec continues, now with the added concern that too many aspects of the story are too similar to other more well-known films. That is something I’m definitely trying to avoid, hence the struggle.

It goes without saying that the last thing I want is for somebody to read this and think “This is just a ripoff of _____”, so recent brainstorming sessions have all been about coming up with alternatives that still work within the concept of the story but are also unique enough so as to feel like a fresh take.

Another key part is that the details that need this attention are a key part of the story, so if they don’t work, the rest of it more or less falls apart – which is also something I’m hoping to avoid.

I’m not crazy about how challenging this one is or how long it’s taking to develop, but I’d much rather take the time to really fine-tune things and make sure everything works on all the appropriate levels than crank something out and not be happy with it.

I also wholeheartedly accept that no matter what the final choice is, it’ll involve a lot of rewriting to accommodate it. Then again, the overall story is still a work in progress, so either way there’s a lot of writing in my future.

Despite all of this, I’m still psyched about the story and really am having fun with putting it together. It’ll be quite interesting to see what the end result is.

Re-establishing a foothold

A bit more of progress on the outline for the action-comedy spec, including coming up with some much-needed story details.

Things had been feeling very rudderless as I struggled to figure things out, and the pressure I was putting on myself wasn’t helping. So I did the most sensible thing and took a step back with a focus on the basic foundations of the story.

What needs to happen? What building blocks have to be in place? Is there enough “there” there to make this a workable story? Would everything work the way I’m hoping it does?

I wrote out the most basic outline I could think of, including combining pre-existing plot points with potential alternates (or at least additional details), and laying things out in a “A leads to B, which leads to C, etc.” sort of way.

This resulted in a bit more clarity regarding the progression of events as well as the filling-in of a few more blanks between all of them. Having a better idea of how the path should look tends to yield better results.

It’s not a lot, and there are still many gaps to be filled, but it’s a start of sorts and it definitely helps. Just overcoming this can be considered a victory in terms of writing and confidence in the ability to move things forward.

There are a lot more steps to go, but this feels like things are getting back on track and I hope to keep the mini-momentum going.

It all leads to this

Slight shorty today, but one worth discussing.

Some slight progress on the outline of the new spec, but I realized what the biggest obstacle has been:

I need more details about how it ends.

This isn’t to say I don’t know how it ends. I do, but the challenge is finding the best way to present it, along with how everything that precedes it plays a part in getting there, how this is without a doubt how it should end, and that any other outcome would be unacceptable. Quite challenging.

Once I crack the details about the ending, there’ll be a lot of filling in the blanks as part of assembling and organizing all the storylines and subplots. Fingers firmly crossed for that part to go smoothly, or as close to it as I can get.

There’s been a lot of brainstorming and writing down any and every idea that comes to mind. A few possibilities so far, but no “That’s it!” moments just yet.

It’s out there, and I’ll find it.

Heed the words of Mamet -OR- Don’t overstay your welcome

I’ve been on somewhat of a tear lately in regards to watching films – both at home and in theaters.

One of the things that’s really stood out is the tightness of the writing. In every film, the scenes don’t waste time. They present what’s needed at that particular moment while also advancing the story.

I’ve always had a tendency to overwrite – especially in my earlier scripts. There was just too much on the page, or some scenes just went on too long. This would result in necessary editing and trimming down in subsequent drafts.

But then I heard a piece of advice I’m fairly certain is attributed to playwright David Mamet:

GET IN LATE, GET OUT EARLY

I interpreted this as “Get to the point of the scene as soon as possible, then move on to the next one”.

You don’t want your reader/audience to be bored by slowing things down with anything unrelated to the story. They’ll become less interested in wanting to see what happens next. Once that happens, you’re pretty much screwed.

This is something I’ve seen in a lot of scripts – especially from newer writers, along with a handful of seasoned vets. Many is the time I’ve given a note along the lines of “this is good, but tightening it up would make a world of difference.” Sometimes it’s dialogue, or description, or action lines.

If something can be cut from a scene and the scene still accomplishes what it needs to, then whatever you cut didn’t need to be in there in the first place.

When I outline, I do so with a “what’s the point of this scene?” approach. What happens in this scene that advances the story? Even as the story continues to grow and develop, the focus on the main point of each scene continues. There may be a small amount of overwriting in the first few drafts, but those are quickly dealt with.

This approach has really helped contributed to establishing the flow and fast reads for my scripts, and I’m looking forward to applying it to the current spec.