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Heroes, Antiheroes, Villains and More

Article length: 2700 words (preview 700/wds)

We all know what each of these character types are and how they’re integral to genuine story, but what if I told you, all three of these are actually the same character type… only on different points of the same scale.

Mind blown?

Let’s get into it.

With the exception of some abstract Buddhist zen-like mental kung fu (the best action is no course of action kinda thing), heroes, antiheroes and villains are defined by their actions. Ok, really, all characters are defined by their actions, but broad generalizations do apply to this specific group.

In essence, when you say you’re going to create a hero, antihero, or villain, you’re really saying, you’re going to use an archetype template for the core nature of the character.

Character Archetype p61 Story craft for comics;

“Character archetypes are “genres” for characters. If I tell you I’ve got a horror comic, slasher script, your mind automatically opens a drawer of preconceived notions. You sit to read the script with expectations.
Character archetypes are exactly the same thing. Classifications of traits that define a role—universally accepted roles that transcend culture, creed and nationality.”

White Spectrum

At the top of the scale we have the HERO.

Someone concerned primarily with the welfare of others and who acts in a manner that puts their welfare ahead of his own. In fact, he’s likely to sacrifice himself or his personal desires, for the benefit of others. Heroes generally have a high sense of moral ground, distinguishing clearly between right and wrong, and following this morality without wavering.

If you want to be a good writer, dare I say a great writer, you should always look to Robocop to guide you.

Robocop’s prime directives were;

  1. Serve the public trust.
  2. Protect the innocent.
  3. Uphold the law.
  4. Any attempt to arrest a senior officer of OCP results in shutdown.

Clearly, everyone knows not to arrest a senior OCP officer, so let’s forget about that one.

Serving the public trust, means adhering to fundamental principles of ethical behavior. Ones that place the character’s loyalty to the law of land, and principles above private gain.

Heroes work within and uphold the law. They recognize the symbolic and inspirational weight of their actions. While they often have the power to act outside of the law, they don’t, because working within the accepted system is–the right thing to do.

I’ve saved the protect the innocent for last on purpose, as this is a real benchmark of the character template. We can even be more specific than simply saying “protect” and say heroes do not harm the innocent.

A hero can not intentionally harm an innocent… and if he somehow did, he would suffers serious psychological consequences from the action conflicting with his core nature.

If you’re reading this article, you’re already aware of the importance and necessity of a well-developed character arc. Hero character flaws (the beginning part of the arc) are not dark in nature. While they need to be potent, the flaws heroes wrestle with do not stop them, or skew their perspective so far to the side, that they can’t function as heroes.

  • Noble to a fault.
  • Arrogant.
  • Always taking on everyone else’s problems.

These are the kind of character flaws and problems heroes deal with.

 

Grey Spectrum

In the middle of the scale we find the ANTIHERO. Someone who concerns himself primarily with the welfare of… well, himself.

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Effective Loose Scripting

Article length: 2400 words (preview 600/wds)

When folks hire me to write a script, I don’t like to take shortcuts.

Genuine story is freakin’ complex. I get a solid page rate, and you can bet I’m going to leverage my experience and expertise at every single opportunity, and bring my client maximum value for the money they spend with me.

For this reason, I’m not partial to loose scripting.

Ok fine, simple can be hard. In fact, at the highest level, I’ll admit, you could have some genius level loose script that expresses story brilliantly. Leonardo da Vinci probably could have pulled it off, if he was into comics.

But let’s call a spade a spade, fact of the matter is, most writers go loose when the material covers content of lower narrative drive… another way of saying; material that’s less important (or less interesting to them), so it doesn’t matter how their artist conveys it.

This alone should be a red flag to the conscious writer.

Material that isn’t too important, should almost ALWAYS be cut, leaving more room for the material that is important.

No matter how you justify it, loose scripting passes a lot of the narrative work to the artist. Writing for the last 20+ years I reckon I’ve developed a pretty good eye for story. I personally, tend to run a tight ship and like to keep closer tabs on my narratives.

Don’t get me wrong, comics are absolutely a collaborative medium

but the writer’s initial take on a script, is the stage 1 rocket fuel. The more you put in, the greater the chance to break orbit when you launch.

All that said, you may find yourself wanting or needing to write loose on a particular script.

Ultimately, writing loose means you outline instead of script. Listing core beats, instead of unpacking them with detail.

The easy and quintessential example, is the fight scene.

Pages 14-20

Thing One and Thing Two fight. Thing Two wins.

That’s about as “Marvel Method” as it gets.

Since I’ve already discussed fight scenes extensively here on Story to Script, let’s breakdown a different example.

Let’s write a 10,000 BC caveman/dinosaur comic. We’ll focus in on the bit where Rocko and his small tribe have to cross a vast expanse to get to the mysterious obelisk that can heal the members of his group ailing from an unknown, deadly disease.

At some point you might want to condense a description to cover an entire page or specific scene, which in this case, spans 3 panels. (This panel(s) description is actually modeled after a bit I recently edited on a client’s work.)

Panel 1, Panel 2, Panel 3

Rocko and his family travel miles in search of food and water. Beneath prehistoric birds soaring against azure skies, passing through desert savannas speckled with trees, boulders and scrawny shrubbery. The cavemen grow more tired in each panel. In the last of the sequence one of the tribe spot a tiny river in the distance.

As I pointed out the wrong way of writing loose at the beginning of the article, we can look at the inverse of that, to find the right way to script loose, or in other words;

We've got a thorough discussion on how to keep your beats in place even when writing loose, how to inject maximum narrative drive, and the importance of nailing visual details even when writing loose. Head over to the full access page to snag the rest of the article!
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Narrative through Panel Descriptions

Article length: 1300 words (preview 400/wds)

[ Main site recommended reading: Visualizing Panels, Panel Descriptions, Visual Writing… there’s another one, but for the life of me I can’t remember which one it is, I’ll come back and update here when I remember.]

Panel 3:

Frank Castle shoots the Kingpin.

I see this kind of panel description all the time in comic scripts. I see folks, even established writer folks, defending it as legitimate loose scripting. I generally call it insufficient, lazy writing, but above all, I call it missed opportunity.

Remembering back to the Working Writer’s Guide to Comics; the four essential elements of every comic panel are:

  • Emotion
  • Comictography
  • Mise-en-Scene
  • Movement

All four of these are absent in the above panel description.

But even forgetting the four cornerstones of comic panels, we can simply ask “what is this panel telling us in the story, other than the action at hand (which we could only hope, has significant implications)?

Answer: literally, nothing.

Every panel in a comic is a chance to control and express the narrative of the story. While it is possible to do this with broad, loose strokes, the devil truly is in the details.

Hey, whaddya know, dialogue/narration can make a huge difference in expressing narrative throughout a comic… but for this article, let’s ditch dialogue and focus just on the panel descriptions.

Also keep in mind, much of the time you will express deep narrative movements through a sequences of panels. Sort of reverse engineering things backwards from the kind of panel descriptions above is a bit tricky… eh, screw it, let’s revisit this panel description anyway and see if we can’t improve it, actually expressing the narrative through added details;

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Defining Genre

Article length: 2100 words (preview 500/wds)

Unless you were born and raised on a deserted island, you’ve been exposed to fiction your entire life and have an innate understanding of genre; the classification of fiction based on shared form, style and subject matter.

I’ve been working on a breakdown of genre conventions in the primary genres I work in. This article is going to expand on the essence of recognizing and defining genre for your work and serve as a prelude to that material.

Genre

If we traveled back in time to the creation of the first “story,” it would be void of genre. Even if it dealt with goblins, trolls, knights, dragons, wizards, and fantastic realms, it would not be classified as “fantasy.” It would simply be the story, as there would be no other pieces of fiction to compare it to.

Genre emerges only through the collective view of numerous works.

Through this collective view and categorization of fiction, genre gives rise to conventions and obligatory scenes; traditional, typical, and expected expressions. For this reason it’s important to recognize your genre(s); in order to satisfy readers by both delivering and subverting what is expected.

You can recognize genre before you write, using it as a guide in your discovery process, or, you can assess genre after you’ve written, using it as a guide in your editing process… either approach can be successful (though perhaps the most effective technique is to employ both).

 

The Parent Genre: Drama

To some extent all stories are a drama. That is to say, all (well-crafted) stories are more than a mere sequence of events, but a dramatization of those events, with specific narrative purpose.

Drama is the all encompassing genre, with the flexibility to contain and explore all human emotion.

Drama as a genre by itself is more serious in tone, focusing on character arc development and theme. Drama as a genre digs deep into the humanity behind the story.

Similarly, any genre of fiction can push more toward the dramatic, focusing more on character arc development and theme than the other elements that define its underlying genre.

While all fiction will have dramatic moments, don’t label your story the drama genre if the humanity and character interaction are overshadowed by other genre elements.

Because drama as a genre will so often be paired with other genres, clients often hear me refer to the stand alone drama work of fiction as the “straight drama.”

By moving from the general Drama to focus on a more specific emotion, the first base levels of genre begin to take shape. Notice that the emotion is the specific and guiding force here.

 

The Six Base Genres

Regardless of genre, all good fiction delivers a complete experience and expresses a wide range of human emotion. However, the base genres (as I refer to them) have a more intimate relationship with one specific emotion. I define the six base genres as follows;

The drama, Horror, Thriller, Comedy, Romance, and Action, plus tips on defining your genre through setting, subject, plot, theme, and character arcs. A handy little article to keep you in the right headspace. Hit the full access page and gain some new, unexpected insights.
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Stealing the Life of Your Story

Today I’m going to discuss a couple of prime culprits responsible for holding back writers from doing their best work. Most applicable to novice writers, but let’s walk through it and remind ourselves the wrong way of doing it.

The most effective story you ever write is the one you don’t write at all… the one you allow the story to write for you.

Sir Arthur Quiller-Couch touched on it when he said “Murder your darlings,” famously paraphrased years later by Stephen King, “Kill your darlings.” If refers to of course, having the objectivity to edit away the pieces of fiction you’re in love with, but really aren’t necessary for the narrative.

Ultimately, Quiller-Couch and King are talking about inflexibility; an unwillingness to change or compromise. And today I speak of it more generally than merely editing back parts of the narrative that don’t work… but rather, having the flexibility to write the pieces that do work, in the first place.

Approaching writing rigidly, with a distinct unwavering image in your mind, creates an environment where you’re trying to find (and often force) pieces to fit the puzzle.

Where as writing from a flexible mindset, allows the story to unfold, as you may here often, naturally or organically. Creating the puzzle as you go along, the story takes on a life of it’s own.

I always tell folks think of your job as a writer like a conductor of a symphony. It’s not your job to play every instrument, but to select the arrangement (choose what the story will express) and direct all the instruments toward that expression.

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Getting Drama on Point

Article length: 1300 words (preview 275/wds)

Strong dramatic moments are key building blocks in story.

Even in an action oriented spectacle, moments of high drama engage the reader and develop the empathetic bond to the characters. In a drama genre story, the drama itself drives the narrative. No matter how you crack it, it’s dang important to understand how to effectively convey drama in the scene.

While establishing and expressing drama relies on bringing together many (if not all) of the writing fundamentals, here are two not-so-obvious considerations that will inject your dramatic moments with “high-octane, crazy blood.” <For you non-Mad Max fans, that’s a good thing!>

First and primarily, time.

Second, consequences of actions/decisions.

Technically, drama is a loaded word in the creative writing world.

It can mean different things, at different moments, to different people. After all, “dramatic” is an adjective, meaning sudden, striking, exciting, impressive, etc. And such descriptors apply to so much of writing an engaging script.

Before we go on to define drama, let’s take a look at a close, important cousin, that sometimes masquerades as drama, I speak of course, of tension.

In the writer’s guide I define tension as “heightened emotional state derived from an immediate danger or threat.” The reason why tension often gets labeled drama is revealed in the first part of the sentence–heightened emotional state.

Heightened emotional state is the core of good drama.

Think about it when was the last time you read or saw a really good dramatic scene where the characters involved were indifferent? I’m gonna guess, no time recently. 

So for this article and for your future writing, consider the following definition of drama;

How to define drama and a couple of key tips to exploit it in your writing round out this one. Sign up for full access and don't forget you'll get access to the bigger Drama genre series article! 

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The Ultimate Fight Scene

Article length: 3400 words (preview 800/wds)

In Fight Scenes that Resonate I break down a half-dozen basic considerations for scripting effective fight scenes.

Welcome to the Pro class where we go “a bit” further and break down, the ultimate fight (or battle) scene. In truth, it would be more accurate to call it the complete fight scene or narrative fight mechanics–I took a little creative liberty with the title.

Every fight scene can be measured on a scale, with one end delivering a complete, engaging narrative and the other delivering and incomplete or non-existant narrative.

Below are the narrative fight mechanics for a complete fight scene. I recommend building out as much as you can into the main fight of your issue. Though in a perfect world, you will also apply as much as you can to each and every fight in the story (discussed more shortly).

First, let’s define what a fight (or battle) is.

Fight: A violent struggle involving the exchange of physical blows or the use of weapons.

Easy peasy.

The Struggle is Real

Notice that by definition, a fight is a struggle–a pursuit of a goal through violence. If you reach (or are definitively denied) the goal right off, there is no struggle.

Watch any boxing match where the boxers come out at the bell, one throws a punch and the other is knocked out, and you’ll immediately feel robbed. “Hell, that wasn’t a fight!” But in contrast, watch those fighters go back and forth, watch the outcome teeter between the two, watch them earn it, and you’ll have a satisfying, engaging fight.

This begs the immediate question, how long does the struggle need to be?

For all intents and purposes, we can look at the struggle as the second act of the story–we’ll talk more on this in a second–so, just as you would not want a lopsided, out of balance act structure for your overall story, the same goes for the fight. As the second act, the struggle is larger portion and backbone of the fight, consisting of the most panels.

You can imply struggle with one panel, especially when supported by dialogue. Think of Thor holding the Hulk, “By Odin, I’ve never encountered such strength! Can’t… hold him… much longer.”

However, one panel gives no visual comparison of the struggle. So while we understand the one panel struggle logically, we don’t see it and feel it viscerally.

Two panels is better. It allows us to convey distinct change. Picture an extreme close up of Thor and Hulk’s arms, locked in an arm wrestling match. The first panel shows the arms upright, Hulk bending Thor’s hand back slightly. Let’s add the same dialogue, “By Odin, I’ve never encountered such strength! Can’t… hold him… much longer.” In the next panel, Thor’s hand hovers just an inch above the table. WE SEE THE STRUGGLE. We’re there in the moment, experiencing it as it unfolds.

Three panels is even better.

Arriving at our magic number of three, three panels allows us to break the struggle into a distinct ‘core narrative structure’, beginning, middle and end–introduction, complication, resolution. In turn this allows us to capture even more dramatic change and clearly, effectively express the struggle.

Of course, this 3 panel breakdown is really a minimum.

The best fight scenes have complex struggles, limited only by your imagination, skill as a writer,  narrative needs and to some extent, space.

* Running Panel Count: Focusing on minimums (to give us a benchmark), that puts us at 3 panels for the struggle–but we’re not finished with the struggle just yet:

We're just getting started building out the ultimate fight scene. Actions and consequences, complete fight structure, the role of tension, tri-turns and other key turns, incomplete fights and raw acts of violence are all in the discussion. Slam a Red Bull and hit the full access page! Ready?... FIGHT!
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Complete Character Arcs

Article length: 1396 words (preview 296/wds)

I’m really big on two things, Master Theme and Character Arcs.

If you run with the Character Arc fundamentals in Storycraft for Comics, your story’s in good shape… but let’s take a moment to flesh them out even further.

I’m gonna assume you already know what a Character Arc is and instead of giving the primer, jump right into it.

Act 1:

Focus on the Character’s flawed side of the arc.

While it may seem counterintuitive, the more you push the crappy version of your character at the beginning, the more potent and effective the arc will be when it completes.

Act 1 is the beginning of the arc.

Act 3:

Notice I’m listing the end of the story here, before the middle… this isn’t a cut and paste mistake.

The third act is the resolution of the story and showcases the character at the end of their arc.

Most of the time, the climax of the story in the third act, is the point at which the character performs as his new improved self and proves his arc as valid or invalid (more on this in a sec).

So in the third act, the character is showcased in his corrected or completed side of the arc. (You’ve now got the beginning and end of your character’s development.)

Act 2:

Where act 1 establishes the arc and act 3 concludes it, act 2 is where the real meat and potatoes of the transformation takes place.

The anchors of the Character Arc in act 2, are the structural point “The Big Choice” (just what it sounds like, for those who haven’t read Storycraft) and the character’s New Belief (his new and improved way of seeing the world).

Now, here’s three additional points to consider;

Not the longest article here, but big things come in small packages. The Realization of the flaw, Attitude Action Line, and the First Action of Change are coming up. Hit the Full Access page to gain character arc mastery in your work!
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Scripting Unforgettable Panels

Take a moment and think back to your first love. Try to recall what you loved about her or him. No really, close your eyes and try to pull up the memories.

Whether your first love was a brief encounter or a long, enduring relationship, you won’t be able to recall every single moment and every single thing about that person you so adored… especially, if your experience was many years ago.

Story is no different.

After a person reads a story (even immediately after), people don’t remember the entire story.

They remember the feeling of the emotional journey and key moments.

When you write.

Write so people fall in love with your work.

If you develop your story proper, it will be deep and complex, engaging the reader’s emotions on multiple levels and fronts. However, like cleaning up, putting on your best duds, and best cologne, you can make the emotional impact of your story nigh irresistible by focusing on two areas; the emotional center, literally, the heart of the story and the heartbeat of the entire narrative.

The Heart of the Story

While you may remember many “special moments” with someone you love, there will almost always be one that stands out above the others. Something that defines your mental image of who that person was, what they meant to you, and the feelings you had for them.

This moment is the heart of your story.

The first critical step in developing the Heart of your Story is, identifying it.

Because we experience stories primarily through characters, 99.98% of the time, the heart of your story will be anchored to your protagonist. It’s not about the rebels defeating the empire by blowing up the Death Star… it’s about Luke finally tapping his power and making the impossible torpedo shot.

The heart of the story is often found in the climax of the story.

(Though this is not necessarily the case.)

In Star Trek 2: Wrath of Khan, the heart of the story isn’t in the climatic battle with the MAF (Khan), but in engineering, when Spock makes the ultimate sacrifice to save the ship.

In E.T., the heart of the story comes before the climatic g-men chase scene, when E.T. and Elliot separate and E.T. dies, only to come back to life reinvigorated OR, ~maybe~ in the denouement when E.T. Leaves, “I’ll always be right here.” (We’ll talk more about being unsure of the heart of the story in a second.)

In reality, the one scene that holds the Heart of the Story can be found anywhere… and that’s why it’s important to identify it.

In a novel or screenplay, the heart of the story can often manifest longer—as an extended beat or even full scene.

In comics, it’s important to identify the ONE PANEL that carries that beat or scene.

So once you have it, what do you do with it?

Simple.

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Stories without Character Arcs

Genuine story delivers a thesis about how we writers see the world. Our underlying message is our Master Theme. At its most fundamental level, genuine story is new understanding revealed through change.

The most effective vehicle of this new understanding is the character arc.

A flawed character’s struggle to reach his true potential, framed in the context of a Master Theme—our thesis of the world—reveals that thesis to be true or false.

Change being the key basis by which we judge the results of the struggle.

In most cases, if the character changes for the better–reaches his true potential–the Master Theme rings true. If not, if the character is set in his ways, unable to change, the character has failed. <Though the validity of the argument of the Master Theme can be expressed either way, depending on the author’s approach.>

The character arc is the most effective means to engage a reader because people relate to people more than we relate to anything else.

The empathetic bond to a well written character, allows us to tap into the entire human experience, comprehending and relating to fiction on multiple levels. Every piece of the experience supports and emphasizes the underlying Master Theme–the sum of the parts equal more than the whole.

Whenever you start discussing genuine story and the necessity of complete, well-executed character arcs, there is always a voice to the contrary side; “character arcs are not required” they claim, quickly reciting famous/successful character that don’t appear to arc: James Bond, Captain Kirk, Indiana Jones, John McClane, well pretty much most action heroes… and as it turns out, most serial superheroes (more on this in a second).

When folks are working on a stand alone graphic novel, or even a mini-series, 99% of the time my advice is make the characters arc—this is how you really engage and make a meaningful story.

From a business perspective, I’m of the mindset that it’s better to deliver a hit story, prove the market, then have to work backwards to figure out how to proceed.

This is a much better situation to be in, rather than delivering a story without character arcs; something that misses the mark, doesn’t engage, leaving you with something more easily continued, but less likely to do so.

As I mention in Storycraft for Comics, serial comics are really a special medium. Not many other places in fiction where a story runs for 20-30 years or more. TV sometimes and it’s no wonder TV writing and serial comic writing share some things in common.

There’s a good argument to be made, the best way to approach a serial comic is to leave the hero stuck in the middle of his arc. Always making progress… always struggling… but never finding resolution.

There’s also something to be said for the characters that have already completed their arcs.

When you look at characters like Bond, Kirk, Jones and McClane, these characters are rarely “rookie” characters—they usually come to the table with extensive histories and experience, even if it’s not directly revealed in the narrative at hand.

What youre seeing is a character whos completed his arc and already existing from their full potential.  

Actually, come to think of it, remember when Picard was shot and the weapon screwed with his artificial heart, giving way for Q to send him back in time to his cadet days. Turns out Picard used to be a womanizing, hot-head—flawed, SOB. Through his backstory, mostly not revealed in typical Next-gen episodes, he overcame his flaws and became the iconic Starfleet captain he would forever be known as.

So most of the characters who appear to have no arc, really, already completed their arc earlier in their story.

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