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Results 26 - 50 of 79
26. Designing Principle #2: Setting and Environment

DP 2_Setting & Environment

My second category in my series on designing principle is using your setting and environment to as inspiration for your story’s design.

It’s interesting that the predominant structure we talk about is a mountain, which is ultimately a metaphor for a certain kind of movement and escalating energy to a story. In my first post on designing principle I mentioned the river as structure for the Heart of Darkness. Huck Finn is another example of river design and it’s worth noting that both novels have a different rhythm than the mountain structure. They meander more, they’re quieter, they reflect the inherent structure that exists in the novel’s setting.

Let’s consider other environments.

For example: Island Structure.

The initial energy is getting to the island, but once you’ve arrived there is an intense spinning in circles like being lost in a labyrinth. There is a desire to leave the island, but the island won’t let you go. It develops its own rules. In Shutter Island, the island becomes a metaphor for insanity. In Jurassic Park man becomes the rat in a maze of his own experiments. New rules and societies come to exist, as in The Beach, Lord of the Flies, and the TV show Lost. The overall energy is an isolated churning with no way out.

Haunted house stories have a similar structure where the house is the island – or prison – with its own rules, like in The Shining, or The House on Haunted Hill, or even Woody Allen’s dramatic film Interiors where the house is an emotional island isolating its characters.

Island Structure slide

What about the Ocean?

It has two levels: the surface and the deep. Diving underwater has a different energy than climbing a mountain; the descent becomes increasingly claustrophobic as you get closer to drowning. Whereas the surface is vast and isolating, you can go in any direction, but you must face the wildness of the waves, and the threat of the deep like in Moby Dick and The Perfect Storm.

Ocean Structure

How about the Forest?

It can be place where you get lost or find magic. In Martine Leavitt’s Keturah and Lord Death the forest becomes an important design element. The forest is death’s realm and the town is the land of the living. The forest’s edge is line upon which Keturah must dance. Initially Keturah is about to die in the forest, but Death gives her a second chance, allowing her to return home. But she’s given tasks and must come back to the forest and revisit Death, creating touch-points in the structure of the story. The story’s rhythm is this undulation between the pull of death and the desire for life.

Forest Structure Slide

Think about the environment of your book and ask yourself:

  • Does the environment of your book have metaphorical meaning?
  • How do your character’s move within it?
  • Is it a prison, a path, a portal?
  • What natural movement does the environment already provide for your story?

Your story may not be a mountain escalation, but the mountain also provides another good lesson, because you don’t have to be on a mountain to use mountain structure. Look at your environment to see how it might parallel another that you can use an access point to your design.

Up Next: Designing Principle #3 – Time


2 Comments on Designing Principle #2: Setting and Environment, last added: 7/24/2013
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27. Designing Principle #1: A Character’s Mental State

Character Mental State

My first category exploring the concept of a designing principle is a character’s mental state.

A lot of novels today are written in the first person and the reader is allowed inside a character’s mind. If you’re writing in first person consider the mental state of your character. Is there a design that could mimic their experience?

In the film Memento the protagonist, Leonard, has short term memory loss. Every ten minutes he forgets what has happened and must reorient himself. Writer/director Christopher Nolan uses the designing principal of telling the story backwards in order to put the viewer in the same mental state as the character. He’s constantly disorienting the viewer and forcing them to put the pieces back together, just as Leonard must do with his own life.

In the novel Liar, the protagonist tells multiple versions of her story, starting out believable and moving to the outlandish. Sometimes she goes back and retells a scene completely differently than before. As a reader it’s hard to know what is true. The story moves forward and then back and then forward again. But what can you expect from a compulsive liar who’s always changing her story?

In Beneath a Meth Moon and How to Tell a True War Story, both protagonists are coming to terms with past trauma. In Meth Moon it’s a struggle with drug addiction, in How to Tell a True War Story it’s post-traumatic stress disorder. Both are told in a fractured narrative with vignettes and a non-linear construction. Both reflect how memory is faulty and vague.

In How to Tell a True War Story the narrative is structured in a spiral, going deeper and deeper into a particular time in the narrators life, repeating events, and  introducing new information at each return to the event. In Beneath a Meth Moon the structure is a wheel, where the story revolves around a central theme: the cause of Laurel’s drug addiction.  Or the narrative could be a fractured collage where the reader has to connect the dots in search of understanding, mimicking the same quest and mental state of the protagonist.

Have you considered your character’s mental state and how their unique struggle through the world might influence your story’s design?

Up Next: Designing Princple #2 – Setting and Environment


2 Comments on Designing Principle #1: A Character’s Mental State, last added: 7/15/2013
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28. Designing Principle #1: A Character’s Mental State

Character Mental State

My first category exploring the concept of a designing principle is a character’s mental state.

A lot of novels today are written in the first person and the reader is allowed inside a character’s mind. If you’re writing in first person consider the mental state of your character. Is there a design that could mimic their experience?

In the film Memento the protagonist, Leonard, has short term memory loss. Every ten minutes he forgets what has happened and must reorient himself. Writer/director Christopher Nolan uses the designing principal of telling the story backwards in order to put the viewer in the same mental state as the character. He’s constantly disorienting the viewer and forcing them to put the pieces back together, just as Leonard must do with his own life.

In the novel Liar, the protagonist tells multiple versions of her story, starting out believable and moving to the outlandish. Sometimes she goes back and retells a scene completely differently than before. As a reader it’s hard to know what is true. The story moves forward and then back and then forward again. But what can you expect from a compulsive liar who’s always changing her story?

In Beneath a Meth Moon and How to Tell a True War Story, both protagonists are coming to terms with past trauma. In Meth Moon it’s a struggle with drug addiction, in How to Tell a True War Story it’s post-traumatic stress disorder. Both are told in a fractured narrative with vignettes and a non-linear construction. Both reflect how memory is faulty and vague.

In How to Tell a True War Story the narrative is structured in a spiral, going deeper and deeper into a particular time in the narrators life, repeating events, and  introducing new information at each return to the event. In Beneath a Meth Moon the structure is a wheel, where the story revolves around a central theme: the cause of Laurel’s drug addiction.  Or the narrative could be a fractured collage where the reader has to connect the dots in search of understanding, mimicking the same quest and mental state of the protagonist.

Have you considered your character’s mental state and how their unique struggle through the world might influence your story’s design?

Up Next: Designing Princple #2 – Setting and Environment


0 Comments on Designing Principle #1: A Character’s Mental State as of 7/15/2013 10:42:00 PM
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29. Alternative Structures (Part 2)

In my last post we began our survey of alternative story structures. That post covered non-linear structure, episodic structure with an arc, wheel structure, and meandering structure.

Today we’ll continue to push past the traditional story structure idea of a mountain or triangle shape to consider branching structure, spiral structure, multiple POV structure, parallell structure, and cumulative structure!

Again, you could apply these structural ideas to a traditional mountain shape, or let them create their own rhythm and energy.

Branching Structure

BRANCHING STRUCTURE

This structure consists of “a system of paths that extend from a few central points by splitting and adding smaller and smaller parts … Each branch usually represents a complete society in detail or a detailed stage of the same society that the hero explores” (Truby). This is a popular structure used in non-fiction books.

  • Film Examples: It’s a Wonderful Life, Nashville, Traffic.
  • Book Examples: Gulliver’s Travels (Swift), Phineus Gage: A Gruesome but True Story about Brain Science (Fleishman).

Spiral Structure Image

SPIRAL STRUCTURE

Spiral structure “is a path that circles inward to the center…[wherein] a character keeps returning to a single event or memory and explores it at progressively deeper levels” (Truby).

  • Film Examples: Vertigo, The Conversation, Memento.
  • Book Examples: Before I Fall (Oliver), How to Tell a True War Story (O’Brien).

Multiple POV

MULTIPLE POINT-OF-VIEW STRUCTURE

This structure has multiple protagonists and provides the point-of-view (POV) of multiple characters. Variations include one character telling his/her whole story and then another character telling a different version of the story. Another popular style is alternating viewpoints (chapter-by-chapter) as the story progresses. In film, multiple POV can sometimes be accompanied by a split-screen technique.

  • Film Examples: He Loves Me…He Loves Me Not, Rules of Attraction, Sliding Doors.
  • Book Examples: Nick and Norah’s Infinite Playlist (Cohn & Levithan), The Scorpio Races (Stiefvater), Jumped (Williams-Garcia), Skud (Foon), Keesha’s House (Frost), Blink & Caution (Wynne-Jones), Tangled (Mackler).

Parallel structure

PARALLEL STRUCTURE

(Also known as: Parallel Substitution Structure, Multiple Personality Structure)

This structure has dual or multiple storylines that mirror and reflect each other. Stories can include different protagonists or a single protagonist in different “lives.” Storylines often exist within separate time frames, dimensions, or locations. In the instance of parallel substitution structure, actual events in a protagonist’s storyline are substituted with thematic stories such as fables, religious stories, myth, or a parallel thematic scene. The reader is meant to make the thematic and causal connections through the substitution. In the case of multiple personality structure, “multiple protagonists are the same person, or different versions of the same person” (Berg). Multiple personality structure can also be considered a variant of multiple POV or branching structure.

  • Film Examples: The Fountain, Sliding Doors, Identity, Fight Club.
  • Book Examples: The Powerbook (Winterson), Habibi (Thompson), American Born Chinese (Yang), Revolution (Donnelly).

Cumulative

CUMULATIVE STRUCTURE

This structure is most often used in picture books and songs. It builds a story through a “repetitive pattern or text structure: each page repeats the text from the previous page, adding a new line/plot element. As the details pile up, the tale builds to a climax” (Carver).

  • Book Examples: There Was an Old Lady Who Swallowed a Fly (Mills), This is the House that Jack Built (Mother Goose).

Do you know of any other alternative story structures? I’d love to hear all about them!

Up next: Designing principals and how to make decisions on what the best plot type and story structure is best for your project!

Works Cited:
Berg, Charles Ramirez. “A Taxonomy of Alternative Plots in Recent Films: Classifying the ‘Tarantino Effect.’” Film Criticism, Vol. 31, Issue 1-2, 5-57, 22 Sept 2006. Ebsco Host. Web. 6 May 2011.
Carver, Renee. “Cumulative Tales Primary Lesson Plan.” Primary School. 9 Mar. 2009. Web. 31 Aug 2012.
Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Story- teller. New York: Faber and Faber Inc., 2007.

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30. Alternative Structures (Part 2)

In my last post we began our survey of alternative story structures. That post covered non-linear structure, episodic structure with an arc, wheel structure, and meandering structure.

Today we’ll continue to push past the traditional story structure idea of a mountain or triangle shape to consider branching structure, spiral structure, multiple POV structure, parallell structure, and cumulative structure!

Again, you could apply these structural ideas to a traditional mountain shape, or let them create their own rhythm and energy.

Branching Structure

BRANCHING STRUCTURE

This structure consists of “a system of paths that extend from a few central points by splitting and adding smaller and smaller parts … Each branch usually represents a complete society in detail or a detailed stage of the same society that the hero explores” (Truby). This is a popular structure used in non-fiction books.

  • Film Examples: It’s a Wonderful Life, Nashville, Traffic.
  • Book Examples: Gulliver’s Travels (Swift), Phineus Gage: A Gruesome but True Story about Brain Science (Fleishman).

Spiral Structure Image

SPIRAL STRUCTURE

Spiral structure “is a path that circles inward to the center…[wherein] a character keeps returning to a single event or memory and explores it at progressively deeper levels” (Truby).

  • Film Examples: Vertigo, The Conversation, Memento.
  • Book Examples: Before I Fall (Oliver), How to Tell a True War Story (O’Brien).

Multiple POV

MULTIPLE POINT-OF-VIEW STRUCTURE

This structure has multiple protagonists and provides the point-of-view (POV) of multiple characters. Variations include one character telling his/her whole story and then another character telling a different version of the story. Another popular style is alternating viewpoints (chapter-by-chapter) as the story progresses. In film, multiple POV can sometimes be accompanied by a split-screen technique.

  • Film Examples: He Loves Me…He Loves Me Not, Rules of Attraction, Sliding Doors.
  • Book Examples: Nick and Norah’s Infinite Playlist (Cohn & Levithan), The Scorpio Races (Stiefvater), Jumped (Williams-Garcia), Skud (Foon), Keesha’s House (Frost), Blink & Caution (Wynne-Jones), Tangled (Mackler).

Parallel structure

PARALLEL STRUCTURE

(Also known as: Parallel Substitution Structure, Multiple Personality Structure)

This structure has dual or multiple storylines that mirror and reflect each other. Stories can include different protagonists or a single protagonist in different “lives.” Storylines often exist within separate time frames, dimensions, or locations. In the instance of parallel substitution structure, actual events in a protagonist’s storyline are substituted with thematic stories such as fables, religious stories, myth, or a parallel thematic scene. The reader is meant to make the thematic and causal connections through the substitution. In the case of multiple personality structure, “multiple protagonists are the same person, or different versions of the same person” (Berg). Multiple personality structure can also be considered a variant of multiple POV or branching structure.

  • Film Examples: The Fountain, Sliding Doors, Identity, Fight Club.
  • Book Examples: The Powerbook (Winterson), Habibi (Thompson), American Born Chinese (Yang), Revolution (Donnelly).

Cumulative

CUMULATIVE STRUCTURE

This structure is most often used in picture books and songs. It builds a story through a “repetitive pattern or text structure: each page repeats the text from the previous page, adding a new line/plot element. As the details pile up, the tale builds to a climax” (Carver).

  • Book Examples: There Was an Old Lady Who Swallowed a Fly (Mills), This is the House that Jack Built (Mother Goose).

Do you know of any other alternative story structures? I’d love to hear all about them!

Up next: Designing principals and how to make decisions on what the best plot type and story structure is best for your project!

Works Cited:
Berg, Charles Ramirez. “A Taxonomy of Alternative Plots in Recent Films: Classifying the ‘Tarantino Effect.’” Film Criticism, Vol. 31, Issue 1-2, 5-57, 22 Sept 2006. Ebsco Host. Web. 6 May 2011.
Carver, Renee. “Cumulative Tales Primary Lesson Plan.” Primary School. 9 Mar. 2009. Web. 31 Aug 2012.
Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Story- teller. New York: Faber and Faber Inc., 2007.

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31. Alternative Structures (Part 1)

StructureI’ve spent a lot of time in this organic architecture series talking about plot plot plot plot. (If you’ve missed those post please check out:  arch plotalternative plots, and plot genres). But it’s time to switch gears and think about organization, rhythm, and energy.

That’s right let’s talk structure! (Which, if you don’t remember I’m obsessed with. Yes, I said obsessed).

Traditionally, we’re used to thinking about structure as a mountain or triangle with an escalating tension.  But I want to break out of the triangle/mountain box and think about structure in a new way. The following ideas can be applied to a mountain structure (if you want), or they can provide a whole new guideline for rhythm and tension!

Alternative structures all be discussing include:

  • Non-linear structure
  • Episodic structure with an arc
  • Wheel structure
  • Meandering structure
  • Branching structure
  • Spiral structure
  • Multiple point-of-view structure
  • Parallel structure
  • Cumulative structure

Let’s dig right in!

Non Linear Structure

NON-LINEAR STRUCTURE

(Also known as: Backwards Structure, Scrambled Sequence Structure)

Non-linear structure tells events out of linear order for dramatic impact. The juxtaposition of out-of-order scenes and sequences can help the reader to create plot connections, expand character depth, or elaborate on theme. Backwards structures draw attention to causal connections, like forward-moving linear structures, but become causal mysteries, where the narrative fuel is the search for the first cause of known effects (Berg). Scrambled-sequence structures don’t “do away with the cause-and-effect chain, [they] merely suspend it for a time, eventually to be ordered by the competent spectator” (Berg). Additionally, a story with a flashback can be considered part of a non-linear structure. However, some define flashbacks as a character thinking back on an event, and thus exist within a traditional linear-story timeline.

  • Film Examples: Memento, Pulp Fiction, The Limey, Out of Sight, Reservoir Dogs.
  • Book Examples: Betrayal (Pinter), Habibi (Thompson), The Time Traveler’s Wife (Niffenegger), Beneath a Meth Moon (Woodson).

Episodic Structure

EPISODIC STRUCTURE WITH AN ARC

(Also known as: Television Structure, Book Series Structure)

“Episodic structure is a series of chapters or stories linked together by the same character place or theme, but also held apart by their own goals, plots, or purpose” (Schmidt). A larger multiple book or episode character-arc or plot-goal often ties together a series, as done in television and comic books.

  • Film Examples: Friday Night Lights, Mad Men, Friends, Dr. Who, Game of Thrones, Battlestar Galactica, Vampire Diaries, Gossip Girl, etc.
  • Singular Book Examples: The Graveyard Book (Gaiman), The New York Singles Mormon Halloween Dance (Baker), The Strange Case of Origami Yoda (Angleberger).
  • Series Book Examples: The Adventures of Tintin (Herge), Sin City (Miller), Knuffle Bunny (Willems), Hunger Games (Collins).

Wheel Structure Image

WHEEL STRUCTURE 

(Also known as: The Short Story Cycle, Hub and Spoke Structure)

In wheel structure, scenes, stories, vignettes, and poems, all revolve around a thematic center where the “hub [is] a compelling emotional event, and the narration refer[s] to this event like the spokes.” (Campbell). Additionally, “the rim of the wheel represents recurrent elements in a cycle … [and] as these elements repeat themselves, turn in on themselves, and recur, the whole wheel moves forward” (Kalmar). Many novels in verse or vignettes use this structure.

  • Film Examples: Waking Life, Loss of Sexual Innocence, Chungking Express, The Tree of Life.
  • Book Examples: The chapter structure of Keesha’s House (Frost), Einstein’s Dreams (Lightman), The House on Mango Street (Cisneros), Tales from Outer Suburbia (Tan).

Meandering Structure

MEANDERING STRUCTURE

(Also known as: River Structure, Winding Path Structure)

Meandering structure is a “story that follows a winding path without apparent direction” (Truby). The hero may or may not have a desire. If the hero has a desire it is not intense, and “he covers a great deal of territory in a haphazard way; and he encounters a number of characters from different levels of society” (Truby).

  • Film Examples: Forrest Gump.
  • Book Examples: Alice in Wonderland (Carroll), Huck Finn (Twain), Don Quixote (Cervantes).

In my next post we’ll take a look at:

  • Branching structure
  • Spiral structure
  • Multiple point-of-view structure
  • Parallel structure
  • Cumulative structure
Works Cited:
Berg, Charles Ramirez. “A Tax-onomy of Alternative Plots in Recent Films: Classifying the ‘Tarantino Effect.’” Film Criticism, Vol. 31, Issue 1-2, 5-57, 22 Sept 2006. Ebsco Host. Web. 6 May 2011.
Campbell, Patty. “The Sand in the Oyster: Vetting the Verse Novel.” The Horn Book Magazine. Sept.-Oct.2004: 611-616.
Kalmar, Daphne. “The Short Story Cycle: A Sculptural Aesthetic.” Critical Thesis, Vermont College of Fine Arts, 2009.
Schmidt, Victoria Lynn. Story Structure Architect. Cincinnati: Writer’s Digest Books, 2005.
Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Story- teller. New York: Faber and Faber Inc., 2007.

0 Comments on Alternative Structures (Part 1) as of 7/3/2013 3:55:00 AM
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32. Alternative Structures (Part 1)

StructureI’ve spent a lot of time in this organic architecture series talking about plot plot plot plot. (If you’ve missed those post please check out:  arch plotalternative plots, and plot genres). But it’s time to switch gears and think about organization, rhythm, and energy.

That’s right let’s talk structure! (Which, if you don’t remember I’m obsessed with. Yes, I said obsessed).

Traditionally, we’re used to thinking about structure as a mountain or triangle with an escalating tension.  But I want to break out of the triangle/mountain box and think about structure in a new way. The following ideas can be applied to a mountain structure (if you want), or they can provide a whole new guideline for rhythm and tension!

Alternative structures all be discussing include:

  • Non-linear structure
  • Episodic structure with an arc
  • Wheel structure
  • Meandering structure
  • Branching structure
  • Spiral structure
  • Multiple point-of-view structure
  • Parallel structure
  • Cumulative structure

Let’s dig right in!

Non Linear Structure

NON-LINEAR STRUCTURE

(Also known as: Backwards Structure, Scrambled Sequence Structure)

Non-linear structure tells events out of linear order for dramatic impact. The juxtaposition of out-of-order scenes and sequences can help the reader to create plot connections, expand character depth, or elaborate on theme. Backwards structures draw attention to causal connections, like forward-moving linear structures, but become causal mysteries, where the narrative fuel is the search for the first cause of known effects (Berg). Scrambled-sequence structures don’t “do away with the cause-and-effect chain, [they] merely suspend it for a time, eventually to be ordered by the competent spectator” (Berg). Additionally, a story with a flashback can be considered part of a non-linear structure. However, some define flashbacks as a character thinking back on an event, and thus exist within a traditional linear-story timeline.

  • Film Examples: Memento, Pulp Fiction, The Limey, Out of Sight, Reservoir Dogs.
  • Book Examples: Betrayal (Pinter), Habibi (Thompson), The Time Traveler’s Wife (Niffenegger), Beneath a Meth Moon (Woodson).

Episodic Structure

EPISODIC STRUCTURE WITH AN ARC

(Also known as: Television Structure, Book Series Structure)

“Episodic structure is a series of chapters or stories linked together by the same character place or theme, but also held apart by their own goals, plots, or purpose” (Schmidt). A larger multiple book or episode character-arc or plot-goal often ties together a series, as done in television and comic books.

  • Film Examples: Friday Night Lights, Mad Men, Friends, Dr. Who, Game of Thrones, Battlestar Galactica, Vampire Diaries, Gossip Girl, etc.
  • Singular Book Examples: The Graveyard Book (Gaiman), The New York Singles Mormon Halloween Dance (Baker), The Strange Case of Origami Yoda (Angleberger).
  • Series Book Examples: The Adventures of Tintin (Herge), Sin City (Miller), Knuffle Bunny (Willems), Hunger Games (Collins).

Wheel Structure Image

WHEEL STRUCTURE 

(Also known as: The Short Story Cycle, Hub and Spoke Structure)

In wheel structure, scenes, stories, vignettes, and poems, all revolve around a thematic center where the “hub [is] a compelling emotional event, and the narration refer[s] to this event like the spokes.” (Campbell). Additionally, “the rim of the wheel represents recurrent elements in a cycle … [and] as these elements repeat themselves, turn in on themselves, and recur, the whole wheel moves forward” (Kalmar). Many novels in verse or vignettes use this structure.

  • Film Examples: Waking Life, Loss of Sexual Innocence, Chungking Express, The Tree of Life.
  • Book Examples: The chapter structure of Keesha’s House (Frost), Einstein’s Dreams (Lightman), The House on Mango Street (Cisneros), Tales from Outer Suburbia (Tan).

Meandering Structure

MEANDERING STRUCTURE

(Also known as: River Structure, Winding Path Structure)

Meandering structure is a “story that follows a winding path without apparent direction” (Truby). The hero may or may not have a desire. If the hero has a desire it is not intense, and “he covers a great deal of territory in a haphazard way; and he encounters a number of characters from different levels of society” (Truby).

  • Film Examples: Forrest Gump.
  • Book Examples: Alice in Wonderland (Carroll), Huck Finn (Twain), Don Quixote (Cervantes).

In my next post we’ll take a look at:

  • Branching structure
  • Spiral structure
  • Multiple point-of-view structure
  • Parallel structure
  • Cumulative structure
Works Cited:
Berg, Charles Ramirez. “A Tax-onomy of Alternative Plots in Recent Films: Classifying the ‘Tarantino Effect.’” Film Criticism, Vol. 31, Issue 1-2, 5-57, 22 Sept 2006. Ebsco Host. Web. 6 May 2011.
Campbell, Patty. “The Sand in the Oyster: Vetting the Verse Novel.” The Horn Book Magazine. Sept.-Oct.2004: 611-616.
Kalmar, Daphne. “The Short Story Cycle: A Sculptural Aesthetic.” Critical Thesis, Vermont College of Fine Arts, 2009.
Schmidt, Victoria Lynn. Story Structure Architect. Cincinnati: Writer’s Digest Books, 2005.
Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Story- teller. New York: Faber and Faber Inc., 2007.

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33. The Hidden Agenda of Classic Design and the Hero’s Journey

Arch Plot Structure by Ingrid SundbergFrom my previous posts outlining the major beats of classic design  (aka: arch plot, the universal story, mythic structure, the hero’s journey, etc.) you’ve seen that this design is very precise. If done well this “universal story” creates a satisfying story experience where all the pieces seem to fall effortlessly into place. It’s clean. It’s inspiring. It’s tempting to use such a beautiful template to organize our stories as well.  And at first glance – why shouldn’t we? After all classic design is touted as:

“… the story of life. Since before time was recorded, it has been transforming simple words into masterpieces … [it] is the undercurrent of every breath you take, every story you tell yourself, and all the stories you write.”  –Martha Alderson (The Plot Whisperer)

Aristotle’s story structure works, and in fact it is the only structure that has ever worked, because it is a mirror of our own views on the universe.” — Lisa Doan (Plot Structure)

girl-looking-in-mirrorIn his book Story, Robert McKee has the grace to acknowledge other plots, but goes on to point out that a writer must earn a living at writing, and according to him you can’t do that without arch plot because “classical design is a mirror of the human mind.” 

With these kinds of endorsements why would you ever consider an alternate story structure?

Vermont College of Fine Arts faculty member Shelley Tanaka posed the following question in one of her lectures:

“Is there such a thing as a universal child?”  

I’m sure you know the answer to that question. So how can there possibly be such a thing as a universal story? How can there only be one story of life, one view of the universe, or one mirror of the human mind?  Katie Bayerl notes in her graduate thesis that “a single narrative structure, no matter how flexible, can’t possibly address the diverse needs of readers.”

And yet we are constantly encouraged to use this one form of design.  

In Anatomy of Story, John Truby points out that “one of the great principals of storytelling is that structure doesn’t just carry content; it is content.”  And McKee says that: “Our appetite for story is a reflection of [our] … need to grasp the patterns of living … Fiction [is] a vehicle that carries us on our search for reality … story is a metaphor for life … [it] gives life its form.”  So, if we seek story as a guide for how to live our lives, and if structure is the content that reveals that guide, then we ought to consider what this one universal story has to say.

Katie Bayerl notes that the hero’s journey plot is “comforting in its familiarity and in its emphasis on an individual’s ability to triumph over adversity … it is the dominant American narrative of progress and individualism. For writer’s who don’t question those belief systems the hero’s journey may feel like the best way to tell a good story. For those with an agenda of empowerment, it may appear like the only option.”

hero with a thousandAnd for Joeseph Campbell (the founder of mythic structure), it turns out he may have had an agenda of empowerment. Bayerl notes that he “became obsessed with the hero’s journey because he was troubled by what he perceived as the despair of his times; he believed that elevating heroic myths would heal the collective psyche. Campbell explains how the hero myth can support healthy psychological growth when people recognize their own problems in the ordeals of the mythic … and are reassured by the stories that give them abundant, time-tested strategies for survival, success, and happiness.”  This is exactly what Truby and McKee meant when they said structure can be used as a metaphor for how to live our lives.

But what are the psychological implications of this structure?

1)  Are Our Lives Defined by Lack of Desire?

By creating a story design that is driven by goals and desires, are we saying this is the only way in which to define our worth and success? Bayerl asks: “Does it mean our lives must always be defined by lack of desire? Are we failures if we cannot independently solve every problem that faces us? Must we all be heroes?”

Empty box2)  Does it Create a False Sense of Values?

When a plot is goal-oriented and revolves around achieving a task (getting the girl, saving the world, winning the race, etc.) does it create a false sense of values? Instead of searching for wisdom, do we put value in the search for an external goal only to find ourselves disappointed?

3)  Does it Limit Our Vision to Only One Aspect of Existence?

Diane Lefer quotes Ursula Le Guin in questioning if this structure isn’t a rather “gladiatorial view of fiction” one where we’re “… taught to focus our stories on a central struggle, [and] … by default base all our plots on the clash of opposing forces. We limit our vision to a single aspect of existence and overlook much of the richness and complexity of our lives, just the stuff that makes a work of fiction memorable.”

4)  Is it Socially Coercive?

Young adult author Amy Rose Capetta’s lecture on catharsis discusses how a pleasurable catharsis can be the result of Aristotelian structure, but she goes on to introduce Augusto Boal’s opinions on the matter, wherein he suggests that this type of catharsis is socially coercive. Capetta explains that “Boal was convinced that catharsis as it was presented by Aristotle, was not just normative in that it returned the audience to their default emotional state, but that in fact it served a socially normative function, reinforcing and upholding the status quo.”

success key5) Does it Perpetuate an Untrue American Myth?

And lastly, Malcolm Gladwell’s non-fiction book Outliers, has pretty much de-bunked the modern American myth that if you set yourself out a goal, and you try hard enough to overcome the obstacles, you’ll succeed. This simply isn’t true. So why do we continually write stories about hero’s overcoming obstacles and succeeding in the end as if it is the natural order of things?

Is it possible that the hero’s journey myth, is just that – a myth. After all, it does initially derive from stories of mythology, and not actual experiences. Not to mention that the popularization of this design is relatively new. Yes, it shows up in ancient works and the classics of western literature. But it’s elevation as the end-all be-all of storytelling started in the 1950’s with Campbell’s research and was greatly escalated by the influence Star Wars on American film. Is it possible that  arch plot and mythic structure are the predominant storytelling paradigm of our time and not a universal story?

Am I saying that we shouldn’t use this storytelling plot and structure?

No.

But I think you should ask yourself why you’re using it, and not use it blindly because there’s an implication that it’s the only type of design that exists.

Don’t fret! The coming posts will introduce you to the wide variety of plots and structures that will take you beyond arch plot and mythic structure. Stay tuned and see how many options really are available to you!

WORKS CITED:
Alderson, Martha. The Plot Whisperer: Secrets of Story Structure Any Writer Can Master. New York: Adams Media, 2011.
Bayerl, Katie. “Must We All Be Heroes? Crafting Alternatives to the Hero’s Journey in YA Fiction.” Critical Thesis. Vermont College of Fine Arts, 2009.
Bayerl, Katie. “Must We All Be Heroes? Crafting Alternatives to the Hero’s Journey in YA Fiction.” Graduate Lecture. Vermont College of Fine Arts, Montepelier, VT. July 2009.
Capetta, Amy Rose. “Can’t Fight This Feeling: Figuring out Catharsis and the Right One for Your Story.” Graduate Lecture. Vermont College of Fine Arts, Montepelier, VT. Jan 2012.
Doan, Lisa. “Plot Structure: The Same Old Story Since Time Began?” Critical Essay. Vermont College of Fine Arts, 2006.
Lefer, Diane. “Breaking the Rules of Story Structure.” Words Overflown by Stars.  Ed. David Jauss, Cincinnati: Writer’s Digest Books, 2009. 62-69.
McKee, Robert. Story: Substance, Structure, Style and the Principles of Screenwriting. New York: IT Books, 1997.
Tanaka, Shelley. “Books from Away: Considering Children’s Writers from Around the World.” Faculty Lecture. Vermont College of Fine Arts, Montpelier, VT. Jan 2010.
Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Storyteller. New York: Faber and Faber Inc., 2007.

7 Comments on The Hidden Agenda of Classic Design and the Hero’s Journey, last added: 6/15/2013
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34. The Hidden Agenda of Classic Design and the Hero’s Journey

Arch Plot Structure by Ingrid SundbergFrom my previous posts outlining the major beats of classic design  (aka: arch plot, the universal story, mythic structure, the hero’s journey, etc.) you’ve seen that this design is very precise. If done well this “universal story” creates a satisfying story experience where all the pieces seem to fall effortlessly into place. It’s clean. It’s inspiring. It’s tempting to use such a beautiful template to organize our stories as well.  And at first glance – why shouldn’t we? After all classic design is touted as:

“… the story of life. Since before time was recorded, it has been transforming simple words into masterpieces … [it] is the undercurrent of every breath you take, every story you tell yourself, and all the stories you write.”  –Martha Alderson (The Plot Whisperer)

Aristotle’s story structure works, and in fact it is the only structure that has ever worked, because it is a mirror of our own views on the universe.” — Lisa Doan (Plot Structure)

girl-looking-in-mirrorIn his book Story, Robert McKee has the grace to acknowledge other plots, but goes on to point out that a writer must earn a living at writing, and according to him you can’t do that without arch plot because “classical design is a mirror of the human mind.” 

With these kinds of endorsements why would you ever consider an alternate story structure?

Vermont College of Fine Arts faculty member Shelley Tanaka posed the following question in one of her lectures:

“Is there such a thing as a universal child?”  

I’m sure you know the answer to that question. So how can there possibly be such a thing as a universal story? How can there only be one story of life, one view of the universe, or one mirror of the human mind?  Katie Bayerl notes in her graduate thesis that “a single narrative structure, no matter how flexible, can’t possibly address the diverse needs of readers.”

And yet we are constantly encouraged to use this one form of design.  

In Anatomy of Story, John Truby points out that “one of the great principals of storytelling is that structure doesn’t just carry content; it is content.”  And McKee says that: “Our appetite for story is a reflection of [our] … need to grasp the patterns of living … Fiction [is] a vehicle that carries us on our search for reality … story is a metaphor for life … [it] gives life its form.”  So, if we seek story as a guide for how to live our lives, and if structure is the content that reveals that guide, then we ought to consider what this one universal story has to say.

Katie Bayerl notes that the hero’s journey plot is “comforting in its familiarity and in its emphasis on an individual’s ability to triumph over adversity … it is the dominant American narrative of progress and individualism. For writer’s who don’t question those belief systems the hero’s journey may feel like the best way to tell a good story. For those with an agenda of empowerment, it may appear like the only option.”

hero with a thousandAnd for Joeseph Campbell (the founder of mythic structure), it turns out he may have had an agenda of empowerment. Bayerl notes that he “became obsessed with the hero’s journey because he was troubled by what he perceived as the despair of his times; he believed that elevating heroic myths would heal the collective psyche. Campbell explains how the hero myth can support healthy psychological growth when people recognize their own problems in the ordeals of the mythic … and are reassured by the stories that give them abundant, time-tested strategies for survival, success, and happiness.”  This is exactly what Truby and McKee meant when they said structure can be used as a metaphor for how to live our lives.

But what are the psychological implications of this structure?

1)  Are Our Lives Defined by Lack of Desire?

By creating a story design that is driven by goals and desires, are we saying this is the only way in which to define our worth and success? Bayerl asks: “Does it mean our lives must always be defined by lack of desire? Are we failures if we cannot independently solve every problem that faces us? Must we all be heroes?”

Empty box2)  Does it Create a False Sense of Values?

When a plot is goal-oriented and revolves around achieving a task (getting the girl, saving the world, winning the race, etc.) does it create a false sense of values? Instead of searching for wisdom, do we put value in the search for an external goal only to find ourselves disappointed?

3)  Does it Limit Our Vision to Only One Aspect of Existence?

Diane Lefer quotes Ursula Le Guin in questioning if this structure isn’t a rather “gladiatorial view of fiction” one where we’re “… taught to focus our stories on a central struggle, [and] … by default base all our plots on the clash of opposing forces. We limit our vision to a single aspect of existence and overlook much of the richness and complexity of our lives, just the stuff that makes a work of fiction memorable.”

4)  Is it Socially Coercive?

Young adult author Amy Rose Capetta’s lecture on catharsis discusses how a pleasurable catharsis can be the result of Aristotelian structure, but she goes on to introduce Augusto Boal’s opinions on the matter, wherein he suggests that this type of catharsis is socially coercive. Capetta explains that “Boal was convinced that catharsis as it was presented by Aristotle, was not just normative in that it returned the audience to their default emotional state, but that in fact it served a socially normative function, reinforcing and upholding the status quo.”

success key5) Does it Perpetuate an Untrue American Myth?

And lastly, Malcolm Gladwell’s non-fiction book Outliers, has pretty much de-bunked the modern American myth that if you set yourself out a goal, and you try hard enough to overcome the obstacles, you’ll succeed. This simply isn’t true. So why do we continually write stories about hero’s overcoming obstacles and succeeding in the end as if it is the natural order of things?

Is it possible that the hero’s journey myth, is just that – a myth. After all, it does initially derive from stories of mythology, and not actual experiences. Not to mention that the popularization of this design is relatively new. Yes, it shows up in ancient works and the classics of western literature. But it’s elevation as the end-all be-all of storytelling started in the 1950’s with Campbell’s research and was greatly escalated by the influence Star Wars on American film. Is it possible that  arch plot and mythic structure are the predominant storytelling paradigm of our time and not a universal story?

Am I saying that we shouldn’t use this storytelling plot and structure?

No.

But I think you should ask yourself why you’re using it, and not use it blindly because there’s an implication that it’s the only type of design that exists.

Don’t fret! The coming posts will introduce you to the wide variety of plots and structures that will take you beyond arch plot and mythic structure. Stay tuned and see how many options really are available to you!

WORKS CITED:
Alderson, Martha. The Plot Whisperer: Secrets of Story Structure Any Writer Can Master. New York: Adams Media, 2011.
Bayerl, Katie. “Must We All Be Heroes? Crafting Alternatives to the Hero’s Journey in YA Fiction.” Critical Thesis. Vermont College of Fine Arts, 2009.
Bayerl, Katie. “Must We All Be Heroes? Crafting Alternatives to the Hero’s Journey in YA Fiction.” Graduate Lecture. Vermont College of Fine Arts, Montepelier, VT. July 2009.
Capetta, Amy Rose. “Can’t Fight This Feeling: Figuring out Catharsis and the Right One for Your Story.” Graduate Lecture. Vermont College of Fine Arts, Montepelier, VT. Jan 2012.
Doan, Lisa. “Plot Structure: The Same Old Story Since Time Began?” Critical Essay. Vermont College of Fine Arts, 2006.
Lefer, Diane. “Breaking the Rules of Story Structure.” Words Overflown by Stars.  Ed. David Jauss, Cincinnati: Writer’s Digest Books, 2009. 62-69.
McKee, Robert. Story: Substance, Structure, Style and the Principles of Screenwriting. New York: IT Books, 1997.
Tanaka, Shelley. “Books from Away: Considering Children’s Writers from Around the World.” Faculty Lecture. Vermont College of Fine Arts, Montpelier, VT. Jan 2010.
Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Storyteller. New York: Faber and Faber Inc., 2007.

0 Comments on The Hidden Agenda of Classic Design and the Hero’s Journey as of 6/12/2013 10:25:00 AM
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35. Classical Design: Breaking it Down with Toy Story

Last week I started off my Organic Architecture series by outlining the eleven major story-beats of  classical design. Before I jump into alternative structures and plots I want to make sure we understand arch plot as more than just a template for story. I want to show how this story-frame can be used, and used well.

Today I’m going to breakdown the major beats of classical design using Pixar’s film Toy Story. This film is an excellent example of how arch plot can create a satisfying story experience that moves like a well-oiled machine and every piece has a purpose.  Let’s take a look at how the eleven steps outlined in my previous post are put into practice.

ACT ONE:

1) Ordinary World

In the first images of Toy Story we’re introduced to Andy and his favorite toy Sheriff Woody (our protagonist). In the first minutes we establish Woody’s ordinary world, consisting of Andy’s room. At minute four, we get the story hook: the toys come to life. At this point we’re introduced to the major players: Mr. Potato Head, Slinky-dog, Bo-Peep, etc. Relationships are hinted at and we see that Woody is the leader of this clan. The complexity of this world deepens when the first obstacle is introduced, allowing us to see how Woody normally functions in the ordinary world. The obstacle is Andy’s birthday party and a covert toy-style mission to see if there are any new, bigger and brighter, toys to be worried about. This action reveals the emotional core of the film: every toy’s deepest fear is that they will be replaced and Andy will no longer love them. In the first twelve minutes the film has set up the world, how it works, and what’s at stake.

Ordinary World

2) The Call to Action

At minute fourteen, Buzz Lightyear shows up on screen. Something new has arrived to disrupt the ordinary world. This is what the hero’s journey calls the call to adventure. In Toy Story the call isn’t an invitation to a quest, but it is a catalyst that disrupts Woody’s status quo. Woody tells himself that this new toy isn’t going to change anything and we enter…

Call to Action

3) The Refusal of the Call

This is the debate section where Woody tries to keep his authority, but is slowly usurped by Buzz.

Refusal of Call

4) Crossing the First Threshold

Woody’s refusal culminates when his flaws of pride and jealousy cause him to pick a fight with Buzz.  Both toys fall out of the car and Andy’s family drives away,  leaving Woody and Buzz on the pavement. The two have now become LOST TOYS! This is the moment when Woody and Buzz cross the first threshold and move us into act two. This is the point of no return. Woody and Buzz are no longer in the ordinary world but the special world, which will force them to grow. The energy of the story changes here because the two have a new desire: to get home.

First Threshold

ACT TWO:

5) Tests, Allies, and Enemies

The next seventeen minutes of the film constitutes the fun and games section where our heroes are presented with tests, allies, and enemies. When I went to film school we called this the “trailer section.” It’s where all the gags and jokes used in a film trailer come from. This is the section of the story that fulfills the promise of your premise. Toy Story’s premise is: how do two rival toys find their way home when lost in the real world? Well, they hitch a ride to pizza planet. They get chosen by The Claw and taken home by the evil neighbor Sid. They defend themselves against cannibal toys. Each obstacle gets harder and harder. And it leads us to…

Tests and Allies

6) The Mid-Point

In the hero’s journey there isn’t actually a mid-point, but in screenwriting it has become very important story beat. It’s where the energy of the film swings up, or swings down. In Toy Story it swings down. Buzz comes upon a TV commercial selling Buzz Lightyear action figures and realizes he is not the Buzz Lightyear, but actually a TOY!

Mid point

7) Approaching the In-Most Cave

The mid-point also affects Woody and propels the story into the next section. Woody continues to put out fires while Buzz has his existential crisis. This is known as approaching the in-most cave or continued obstacles and intensification.

Approaching Cave

8) The In-Most Cave

At minute 57,  Woody hits rock bottom and reaches the in-most cave or crisis of the story. Both Woody and Buzz are trapped, Woody’s friends have abandoned him, and he can now see that his pride has led him astray.

Cave Crisis

ACT THREE:

9) The Final Push

Just after the crisis usually comes a change in fate. Sid takes Buzz into the backyard to blow him up and Woody realizes he must save the only friend he has left. This propels us into act three and the final push where Woody devises a rescue plan.

Final Push

10) Seizes the Sword

Woody enacts his plan in the climax and seizes the sword by saving Buzz’s life!

Climax

11) The Return Home

But the return home is still wrought with tension as Woody and Buzz chase down the moving van. Some consider this a second final climax (think horror films where monsters you thought were dead jump out at the last minute). Woody grows by putting his pride aside and works together with Buzz to reunite with Andy. As the film closes Buzz and Woody have returned to the new ordinary world with the wisdom and friendship of their adventure.

Return Home

This is classic design used well! It creates an emotionally engaging and well-paced story. If you like this story design I highly suggest reading Sheryl Scarborough’s guest post that continues this discussion in regards to three-act structure.

However, despite popular belief, classic design is not the only way to tell a story. My next post will outline the hidden agenda of arch plot and why we need more storytelling options!


5 Comments on Classical Design: Breaking it Down with Toy Story, last added: 6/10/2013
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36. Classical Design: Breaking it Down with Toy Story

Last week I started off my Organic Architecture series by outlining the eleven major story-beats of  classical design. Before I jump into alternative structures and plots I want to make sure we understand arch plot as more than just a template for story. I want to show how this story-frame can be used, and used well.

Today I’m going to breakdown the major beats of classical design using Pixar’s film Toy Story. This film is an excellent example of how arch plot can create a satisfying story experience that moves like a well-oiled machine and every piece has a purpose.  Let’s take a look at how the eleven steps outlined in my previous post are put into practice.

ACT ONE:

1) Ordinary World

In the first images of Toy Story we’re introduced to Andy and his favorite toy Sheriff Woody (our protagonist). In the first minutes we establish Woody’s ordinary world, consisting of Andy’s room. At minute four, we get the story hook: the toys come to life. At this point we’re introduced to the major players: Mr. Potato Head, Slinky-dog, Bo-Peep, etc. Relationships are hinted at and we see that Woody is the leader of this clan. The complexity of this world deepens when the first obstacle is introduced, allowing us to see how Woody normally functions in the ordinary world. The obstacle is Andy’s birthday party and a covert toy-style mission to see if there are any new, bigger and brighter, toys to be worried about. This action reveals the emotional core of the film: every toy’s deepest fear is that they will be replaced and Andy will no longer love them. In the first twelve minutes the film has set up the world, how it works, and what’s at stake.

Ordinary World

2) The Call to Action

At minute fourteen, Buzz Lightyear shows up on screen. Something new has arrived to disrupt the ordinary world. This is what the hero’s journey calls the call to adventure. In Toy Story the call isn’t an invitation to a quest, but it is a catalyst that disrupts Woody’s status quo. Woody tells himself that this new toy isn’t going to change anything and we enter…

Call to Action

3) The Refusal of the Call

This is the debate section where Woody tries to keep his authority, but is slowly usurped by Buzz.

Refusal of Call

4) Crossing the First Threshold

Woody’s refusal culminates when his flaws of pride and jealousy cause him to pick a fight with Buzz.  Both toys fall out of the car and Andy’s family drives away,  leaving Woody and Buzz on the pavement. The two have now become LOST TOYS! This is the moment when Woody and Buzz cross the first threshold and move us into act two. This is the point of no return. Woody and Buzz are no longer in the ordinary world but the special world, which will force them to grow. The energy of the story changes here because the two have a new desire: to get home.

First Threshold

ACT TWO:

5) Tests, Allies, and Enemies

The next seventeen minutes of the film constitutes the fun and games section where our heroes are presented with tests, allies, and enemies. When I went to film school we called this the “trailer section.” It’s where all the gags and jokes used in a film trailer come from. This is the section of the story that fulfills the promise of your premise. Toy Story’s premise is: how do two rival toys find their way home when lost in the real world? Well, they hitch a ride to pizza planet. They get chosen by The Claw and taken home by the evil neighbor Sid. They defend themselves against cannibal toys. Each obstacle gets harder and harder. And it leads us to…

Tests and Allies

6) The Mid-Point

In the hero’s journey there isn’t actually a mid-point, but in screenwriting it has become very important story beat. It’s where the energy of the film swings up, or swings down. In Toy Story it swings down. Buzz comes upon a TV commercial selling Buzz Lightyear action figures and realizes he is not the Buzz Lightyear, but actually a TOY!

Mid point

7) Approaching the In-Most Cave

The mid-point also affects Woody and propels the story into the next section. Woody continues to put out fires while Buzz has his existential crisis. This is known as approaching the in-most cave or continued obstacles and intensification.

Approaching Cave

8) The In-Most Cave

At minute 57,  Woody hits rock bottom and reaches the in-most cave or crisis of the story. Both Woody and Buzz are trapped, Woody’s friends have abandoned him, and he can now see that his pride has led him astray.

Cave Crisis

ACT THREE:

9) The Final Push

Just after the crisis usually comes a change in fate. Sid takes Buzz into the backyard to blow him up and Woody realizes he must save the only friend he has left. This propels us into act three and the final push where Woody devises a rescue plan.

Final Push

10) Seizes the Sword

Woody enacts his plan in the climax and seizes the sword by saving Buzz’s life!

Climax

11) The Return Home

But the return home is still wrought with tension as Woody and Buzz chase down the moving van. Some consider this a second final climax (think horror films where monsters you thought were dead jump out at the last minute). Woody grows by putting his pride aside and works together with Buzz to reunite with Andy. As the film closes Buzz and Woody have returned to the new ordinary world with the wisdom and friendship of their adventure.

Return Home

This is classic design used well! It creates an emotionally engaging and well-paced story. If you like this story design I highly suggest reading Sheryl Scarborough’s guest post that continues this discussion in regards to three-act structure.

However, despite popular belief, classic design is not the only way to tell a story. My next post will outline the hidden agenda of arch plot and why we need more storytelling options!


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37. Organic Architecture Blog Series

Organic Architecture SpiralSome of you may know that I am obsessed with story structure. If you didn’t know this, please check out my WIP novel structure chart or my collection of story structure diagrams.

It’s no big surprise that I did my VCFA graduate lecture on structure and story design. I love this topic. Thus, I’ve broken down the meat of my lecture into several posts that I will be sharing this month. Thus, I introduce the June blog series: Organic Architecture!

Recently I talked about the difference between literary talent and story talent, and this series is all about developing the story-talent side of a writer’s repertoire. Often we think there is only one way to structure and design a story. Yes, I’m talking about the influence of three-act structure, the hero’s journey, and Aristotle. Well, it turns out these ideas are not the only possibilities, and are actually pretty limiting!

And man, do I get excited when I read quotes like this:

Three act structure and Aristotilean terms (i.e. rising action, climax, denouement) “are so broad and theoretical as to be almost meaningless … they have no practical value for storytellers … [They are] surprisingly narrow … extremely theoretical and difficult to put into practice … Three act structure is hopelessly simplistic and in many ways just plain wrong. ” – John Truby (The Anatomy of Story).

trubyDid John Truby just blow your mind?

He blew my mind when I read that quote. So, I set out to see what other options are available for structure and story design. This blog series will give an overview of what I learned on that journey. It will start with three-act structure and the hero’s journey (so we’re all on the same page), and then push to explore the limitations of that structure, and the other options available!

Here’s the blurb for my lecture:

Organic Architecture: Structure, Screenwriting, and Story Design

Thanks to American film, you may think that the only way to plot and structure your story is with three acts and a hero’s journey. But do you ever feel limited by this recipe? What if your novel doesn’t even fit into this template? From the point of view of a screenwriter-turned-novelist, this lecture will explore the limitations of classic design, then push into the wild-and-woolly territory of alternative plots and structures. What if you could develop a story design that is unique to your novel, and arises organically from its premise, characters, setting, and themes? Unchain yourself from formulaic storytelling and see how many options are really at your fingertips! Familiarity with the film Toy Story is suggested. Core Topics: Plot/Structure, Writing Process, Character, Theme.

Please stay tuned for this exciting blog series which will cover:

  • Arch Plot and Classic Design
  • The Limitations of Classic Design
  • Alternative Plot Types
  • Alternative Story Structures
  • Designing Principals
  • Finding Your Stories Organic Architecture

7 Comments on Organic Architecture Blog Series, last added: 6/4/2013
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38. Organic Architecture Blog Series

Organic Architecture SpiralSome of you may know that I am obsessed with story structure. If you didn’t know this, please check out my WIP novel structure chart or my collection of story structure diagrams.

It’s no big surprise that I did my VCFA graduate lecture on structure and story design. I love this topic. Thus, I’ve broken down the meat of my lecture into several posts that I will be sharing this month. Thus, I introduce the June blog series: Organic Architecture!

Recently I talked about the difference between literary talent and story talent, and this series is all about developing the story-talent side of a writer’s repertoire. Often we think there is only one way to structure and design a story. Yes, I’m talking about the influence of three-act structure, the hero’s journey, and Aristotle. Well, it turns out these ideas are not the only possibilities, and are actually pretty limiting!

And man, do I get excited when I read quotes like this:

Three act structure and Aristotilean terms (i.e. rising action, climax, denouement) “are so broad and theoretical as to be almost meaningless … they have no practical value for storytellers … [They are] surprisingly narrow … extremely theoretical and difficult to put into practice … Three act structure is hopelessly simplistic and in many ways just plain wrong. ” – John Truby (The Anatomy of Story).

trubyDid John Truby just blow your mind?

He blew my mind when I read that quote. So, I set out to see what other options are available for structure and story design. This blog series will give an overview of what I learned on that journey. It will start with three-act structure and the hero’s journey (so we’re all on the same page), and then push to explore the limitations of that structure, and the other options available!

Here’s the blurb for my lecture:

Organic Architecture: Structure, Screenwriting, and Story Design

Thanks to American film, you may think that the only way to plot and structure your story is with three acts and a hero’s journey. But do you ever feel limited by this recipe? What if your novel doesn’t even fit into this template? From the point of view of a screenwriter-turned-novelist, this lecture will explore the limitations of classic design, then push into the wild-and-woolly territory of alternative plots and structures. What if you could develop a story design that is unique to your novel, and arises organically from its premise, characters, setting, and themes? Unchain yourself from formulaic storytelling and see how many options are really at your fingertips! Familiarity with the film Toy Story is suggested. Core Topics: Plot/Structure, Writing Process, Character, Theme.

Please stay tuned for this exciting blog series which will cover:

  • Arch Plot and Classic Design
  • The Limitations of Classic Design
  • Alternative Plot Types
  • Alternative Story Structures
  • Designing Principals
  • Finding Your Stories Organic Architecture

0 Comments on Organic Architecture Blog Series as of 6/3/2013 5:25:00 AM
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39. Three Act Structure: A Pair of Spanx for Your Novel

March Dystropia MadnessBy Sheryl Scarborough

If the writer’s closet of useful tools could be likened to Carrie Bradshaw’s fabu walk-in,  masterful accessories such as simile and metaphor would equate to exquisite Louboutin’s and Jimmy Choo’s footwear… exotic word choices would sparkle like Tiffany’s finest… and you would most likely find three-act structure in the drawer labeled: Spanx!

This is my way of saying Three-Act Structure may not be sexy, but once you try it, you’ll wonder how you ever lived without it. What exactly can Three-act structure do for you? I’m glad you asked.

  • Simply organizing the main points of your manuscript into a structured beginning, middle and end will give you a comfortably shaped body of character, narrative and pace.  (Spanx, baby!)
  • Three-act structure streamlines the creative process, allowing you to focus on great dialog and important story points, not the organization of them.  (When you’re busy being brilliant who wants to organize?)
  • Which part of your story belongs in each act can be defined in enough detail that, once you learn it, you will never forget it.  (Can you just give me the crib version? Yes. Read on!)

There are plenty of whole books, which define Three-Act structure and demonstrate how it works. For the purpose of this blog I’m just going to give you the basics. Three-Act structure is a specific way to balance and pace your story. The breakdown is simple:

Three Act Structure

Each Act encompasses a certain number of pages. This is the pacing part. Each act also plays a specific role in telling your story. This is the structure part.

In Act 1 the purpose is to introduce your characters and orient your reader to the setting and world you imagine.

Act 2 is where your story develops; this explains why it’s twice as long as Act 1 and Act 3.

Act 3 should be reserved for the exciting climax and conclusion of your story.

Act 1: Think of a Knight on a Quest… 

Act 1

Act 1 should answer WHO, WHAT, WHEN and WHERE… but not why. It should install your character in his world in a way that quickly orients your reader. Use Act 1 to identify your main character’s problems and introduce us to his friends and foes. Establish his goals and make us care about him.

If you’ve done your job, Act 1 is when your reader develops empathy with your main character. You need for this to happen… don’t blow it. The transition at the end of Act 1 is the point where your character commits to a course of action and your reader settles into her chair and thinks, “okay, here we go.”

Act 2: Facing the Two-Headed Dragon… 

Act 2

If Act 1 is a Quest, then Act 2 is a series of challenges… sort of like facing a two-headed dragon!  In Act 1 your reader has learned WHO, WHAT, WHEN and WHERE. By the time she reaches Act 2 she wants to know WHY.

In Act-1 your job was to establish your character’s goal.

In Act 2.1, your job is to play keep away with that goal.

Just like in real life, adversity creates character.  The goal of the first half of Act 2 is to throw a series of try/fail obstacles into your character’s path. With each test your character’s commitment becomes apparant. Each time he fails, you deepen his character and reveal more about him… this is how readers find out what he wants and needs and especially how invested he is in his goal.

Not only will your character come alive through these challenges, but as you raise the stakes your reader will become more involved, intrigued and invested in your story.

Act 2

The length of the trial and error portion of your story is dictated by Three-Act structure. In the first half of Act 2 you are writing toward the mid-point, which is a mere 25% of your total story.

The Mid-point: It Changes Everything…

The Mid-point can be a down moment – the catastrophic end of your character’s goal. Or, it can be an up moment – a moment of shaky success that’s so tenuous and delicate your reader will be worried that this is just one more thing for the main character to lose.

Just remember, the purpose of the Mid-point is that it changes everything.

The Second Half of Act 2: Rebuild the Character’s Goal… 

Depending on your Mid-point you have either destroyed your main character’s goal or you have pushed it to such a pinnacle that it is in jeopardy. In either case, the second half of Act 2 asks “now what” or “what now.” This is where you begin to rebuild your main character’s goal. To keep the reader intrigued you must keep the pressure on your main character. Achieving his goals should be hard and take real grit and determination. This is what keeps a reader in their seat.

Act 2

You also want to begin to bring your storylines together in the last half of Act 2 so that you won’t crowd the climax and conclusion of your story with loose ends.

The End of Act 2: Your Character’s Darkest Moment

Pull out all the stops and really make this moment count. This is the low point your reader has been worried about for your entire novel. And now you must give it to them. Slam your story down on your main character with all the brutality you can muster and I guarantee your reader won’t be able to stop reading.

If you have built your story to this moment, the hopes and dreams that your reader has for your main character will carry them over the end of Act 2 and straight into the climax and conclusion.  They won’t be able to put down your book.

Act 3: The Unexpected and Long-Anticipated…

“Act 3 begins with the unexpected and ends with the long-anticipated.“ 

                                                            Author, Ridley Pearson

What this means, is as you conclude your story, you want to make the ending as exciting and unexpected as possible… and yet you want to fulfill your promise to the reader and wrap up the story they expected you would tell. In most cases, your main character will achieve a satisfying goal – maybe not the goal he started out with, but one the reader will accept as a good conclusion to your story.

Example: staying with my Knight on a Quest theme, the end of my story should involve rescuing the Princess – or in my case – The Prince.

Act 3

But don’t forget to keep an element of surprise… your reader will be working with you to create a successful conclusion to your story.

Dragon

My surprise that my Knight was really my Princess will be all the more delicious to my reader.

Three-Act structure is writing with purpose!

For more information, check out some of these books that do a good job explaining Three-Act structure:
King, Vicki. How to Write a Movie in 21 Days. HarperCollins Publishers, 1993. Print.
McKee, Robert. Story: Substance, Structure, Style and the Principles of Screenwriting. New York: ReganBooks, 1997. Print.
Schmidt, Victoria. Story Structure Architect. Cincinnati, Ohio: Writer’s Digest;, 2005. Kindle Edition.
Snyder, Blake. Save the Cat!: the Last Book on Screenwriting You’ll Ever Need. Studio City, CA: M. Wiese Productions, 2005. Kindle edition.
Vogler, Christopher. The Writer’s Journey: Mythic Structure for Writers. 3rd ed. Studio City, CA: Michael Wiese Productions, 2007. Print.
Or, you can write to me at [email protected]

Sheryl Scarborough - Photo by Russell Gearhart PhotographySheryl Scarborough learned Three-Act structure during her 20 year stint as an Award-winning writer for children’s television. Now, a recent graduate of the Vermont College of Fine Arts MFA program in writing for children and young adults, Sheryl has turned her creative attention on writing young adult mystery/thrillers.

Follow Sheryl on Twitter: @scarabs

Read more by Sheryl on her blog: Sheryl Scarborough Blog

The blog post was brought to you as part of the March Dystropian Madness Series.


5 Comments on Three Act Structure: A Pair of Spanx for Your Novel, last added: 4/1/2013
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40. Three Act Structure: A Pair of Spanx for Your Novel

March Dystropia MadnessBy Sheryl Scarborough

If the writer’s closet of useful tools could be likened to Carrie Bradshaw’s fabu walk-in,  masterful accessories such as simile and metaphor would equate to exquisite Louboutin’s and Jimmy Choo’s footwear… exotic word choices would sparkle like Tiffany’s finest… and you would most likely find three-act structure in the drawer labeled: Spanx!

This is my way of saying Three-Act Structure may not be sexy, but once you try it, you’ll wonder how you ever lived without it. What exactly can Three-act structure do for you? I’m glad you asked.

  • Simply organizing the main points of your manuscript into a structured beginning, middle and end will give you a comfortably shaped body of character, narrative and pace.  (Spanx, baby!)
  • Three-act structure streamlines the creative process, allowing you to focus on great dialog and important story points, not the organization of them.  (When you’re busy being brilliant who wants to organize?)
  • Which part of your story belongs in each act can be defined in enough detail that, once you learn it, you will never forget it.  (Can you just give me the crib version? Yes. Read on!)

There are plenty of whole books, which define Three-Act structure and demonstrate how it works. For the purpose of this blog I’m just going to give you the basics. Three-Act structure is a specific way to balance and pace your story. The breakdown is simple:

Three Act Structure

Each Act encompasses a certain number of pages. This is the pacing part. Each act also plays a specific role in telling your story. This is the structure part.

In Act 1 the purpose is to introduce your characters and orient your reader to the setting and world you imagine.

Act 2 is where your story develops; this explains why it’s twice as long as Act 1 and Act 3.

Act 3 should be reserved for the exciting climax and conclusion of your story.

Act 1: Think of a Knight on a Quest… 

Act 1

Act 1 should answer WHO, WHAT, WHEN and WHERE… but not why. It should install your character in his world in a way that quickly orients your reader. Use Act 1 to identify your main character’s problems and introduce us to his friends and foes. Establish his goals and make us care about him.

If you’ve done your job, Act 1 is when your reader develops empathy with your main character. You need for this to happen… don’t blow it. The transition at the end of Act 1 is the point where your character commits to a course of action and your reader settles into her chair and thinks, “okay, here we go.”

Act 2: Facing the Two-Headed Dragon… 

Act 2

If Act 1 is a Quest, then Act 2 is a series of challenges… sort of like facing a two-headed dragon!  In Act 1 your reader has learned WHO, WHAT, WHEN and WHERE. By the time she reaches Act 2 she wants to know WHY.

In Act-1 your job was to establish your character’s goal.

In Act 2.1, your job is to play keep away with that goal.

Just like in real life, adversity creates character.  The goal of the first half of Act 2 is to throw a series of try/fail obstacles into your character’s path. With each test your character’s commitment becomes apparant. Each time he fails, you deepen his character and reveal more about him… this is how readers find out what he wants and needs and especially how invested he is in his goal.

Not only will your character come alive through these challenges, but as you raise the stakes your reader will become more involved, intrigued and invested in your story.

Act 2

The length of the trial and error portion of your story is dictated by Three-Act structure. In the first half of Act 2 you are writing toward the mid-point, which is a mere 25% of your total story.

The Mid-point: It Changes Everything…

The Mid-point can be a down moment – the catastrophic end of your character’s goal. Or, it can be an up moment – a moment of shaky success that’s so tenuous and delicate your reader will be worried that this is just one more thing for the main character to lose.

Just remember, the purpose of the Mid-point is that it changes everything.

The Second Half of Act 2: Rebuild the Character’s Goal… 

Depending on your Mid-point you have either destroyed your main character’s goal or you have pushed it to such a pinnacle that it is in jeopardy. In either case, the second half of Act 2 asks “now what” or “what now.” This is where you begin to rebuild your main character’s goal. To keep the reader intrigued you must keep the pressure on your main character. Achieving his goals should be hard and take real grit and determination. This is what keeps a reader in their seat.

Act 2

You also want to begin to bring your storylines together in the last half of Act 2 so that you won’t crowd the climax and conclusion of your story with loose ends.

The End of Act 2: Your Character’s Darkest Moment

Pull out all the stops and really make this moment count. This is the low point your reader has been worried about for your entire novel. And now you must give it to them. Slam your story down on your main character with all the brutality you can muster and I guarantee your reader won’t be able to stop reading.

If you have built your story to this moment, the hopes and dreams that your reader has for your main character will carry them over the end of Act 2 and straight into the climax and conclusion.  They won’t be able to put down your book.

Act 3: The Unexpected and Long-Anticipated…

“Act 3 begins with the unexpected and ends with the long-anticipated.“ 

                                                            Author, Ridley Pearson

What this means, is as you conclude your story, you want to make the ending as exciting and unexpected as possible… and yet you want to fulfill your promise to the reader and wrap up the story they expected you would tell. In most cases, your main character will achieve a satisfying goal – maybe not the goal he started out with, but one the reader will accept as a good conclusion to your story.

Example: staying with my Knight on a Quest theme, the end of my story should involve rescuing the Princess – or in my case – The Prince.

Act 3

But don’t forget to keep an element of surprise… your reader will be working with you to create a successful conclusion to your story.

Dragon

My surprise that my Knight was really my Princess will be all the more delicious to my reader.

Three-Act structure is writing with purpose!

For more information, check out some of these books that do a good job explaining Three-Act structure:
King, Vicki. How to Write a Movie in 21 Days. HarperCollins Publishers, 1993. Print.
McKee, Robert. Story: Substance, Structure, Style and the Principles of Screenwriting. New York: ReganBooks, 1997. Print.
Schmidt, Victoria. Story Structure Architect. Cincinnati, Ohio: Writer’s Digest;, 2005. Kindle Edition.
Snyder, Blake. Save the Cat!: the Last Book on Screenwriting You’ll Ever Need. Studio City, CA: M. Wiese Productions, 2005. Kindle edition.
Vogler, Christopher. The Writer’s Journey: Mythic Structure for Writers. 3rd ed. Studio City, CA: Michael Wiese Productions, 2007. Print.
Or, you can write to me at [email protected]

Sheryl Scarborough - Photo by Russell Gearhart PhotographySheryl Scarborough learned Three-Act structure during her 20 year stint as an Award-winning writer for children’s television. Now, a recent graduate of the Vermont College of Fine Arts MFA program in writing for children and young adults, Sheryl has turned her creative attention on writing young adult mystery/thrillers.

Follow Sheryl on Twitter: @scarabs

Read more by Sheryl on her blog: Sheryl Scarborough Blog

The blog post was brought to you as part of the March Dystropian Madness Series.


0 Comments on Three Act Structure: A Pair of Spanx for Your Novel as of 3/30/2013 2:25:00 AM
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41. The Home Improvement Guide to Story Structure

by Deren Hansen

[Several people who were unable to attend my presentation last week asked about the subject. What follows is one of the topics I covered.]

There is an eternal law, inscribed into the very essence of the universe before even the gods came on the scene, that any home improvement project will require at least three trips to the store.

Don't believe me?

Many creation myths show the gods making several attempts before we get the world in which we live. Even the book of Genesis has a do-over with Noah.

Why?

Many stories are basically a series of try/fail cycles.

Consider the archetypical home improvement project:

  1. Having decided to undertake some repair or improvement, you go to the store and get what you need.
  2. After working on the project for a while, you make another trip to the store to get all the things you didn't know you needed.
  3. Finally, a few injuries and explicatives later, you make a final trip to the store to get what you really need (as well as to replace the pieces you broke).
Of course, there are times when you make one trip because you know what you're doing and what you need. The point is that you would rarely tell a story about that activity because, a, "This was the problem so I got that part I needed and fixed it," story is boring--in fact, it's not a story, it's a recipe.

For a story to be interesting, it must show how the protagonist triangulated on a solution to a difficult problem. It's like the process of artillerymen finding the range to a target: the first shot falls short so they increase the elevation; the second shot lands behind so they dial back, but not as much as the first setting; the third shot is much more likely to hit.

And suddenly, without trying, we've discovered the three-act story structure: try/fail (act 1), try/fail (act 2), try/succeed (act 3). Each try is a possible solution and each fail shows why the solution falls short as well as ratcheting up the scope of the problem. In the realm of DIY, for example, you fail to reattach the loose tile in the bathroom because the wallboard behind has water damage, but you can't just replace the wallboard because the pipe inside is leaking.

If you scrape away all the formal baggage around, "The Three Act Structure," it really is that simple.

[That said, like any good DIY project, there's a big gap between the theory and actually putting it into practice in the form of a finished novel.]

Deren Hansen is the author of the Dunlith Hill Writers Guides. Learn more at dunlithhill.com.

0 Comments on The Home Improvement Guide to Story Structure as of 1/23/2013 9:32:00 AM
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42. 5 Wrong Ways to Start A Story

how to write fiction | hooked on fiction writingYour story’s opener is your one opportunity to capture an editor’s or agent’s attention. Learn how to avoid the critical mistakes (such as providing too much backstory) that lead to rejection and write a great beginning for your story. Today’s tip of the day, taken from Hooked: Write Fiction That Grabs Readers At Page One by Les Edgerton, illustrates the five wrong ways to start a story.

Opening With a Dream

Never, ever, ever begin a narrative with action and then reveal the character’s merely dreaming it all. Not unless you’d like your manuscript hurled across the room, accompanied by a series of curses. Followed by the insertion of a form rejection letter into your SASE and delivered by the minions of our illustrious postal service. Even though we’re dealing with beginnings here, it bears mentioning that you should never–and I never neverend a story by revealing that all that has gone on before was just a dream. Not unless you enjoy the prospect of strangers hunting you down and doing you bodily harm should such a story somehow find print.

Opening With an Alarm Clock Buzzing

Don’t open with your protagonist waking to an alarm clock ringing, or to someone shaking her awake, or to a cute little birdie chirping from her bedroom window, or to a blazing sun shining through the window.

This is always a groaner for the agent or editor–a beginning in which she’s introduced to the character waking up to an alarm clock ringing or to a clock radio announcing something important, such as the Martians have landed. Such an opening signals clearly to the agent or editor that the writer is about to take her through a tedious and thoroughly dull journey of the character waking, eating breakfast, greeting all the numbingly boring children in the house, and so on. It’s going to be hours before she gets the actual story. Hours she’s probably not going to invest.

The only thing worse than a story opening with a ringing alarm clock is when the character reaches over to turn it off and then exclaims, “I’m late!” I actually saw a movie in which that happened–wish I could remember the title so I could give it its deserved props. An intelligent reader will root for a cruel and unusual death for someone so irredeemably stupid as to set her alarm clock so she’ll be late and is then surprised when it goes off at the time she set it for may actually meet a person of the opposite sex who is equally brain damaged, and the scary thing is that they may have offspring. Resulting in progeny from the shallow end of the gene pool. Now, that’s a terrifying thought!

Being Unintentionally Funny

Don’t write sentences like: “Was she going to come in or stay out on the porch, he thought to himself.” It’s been fairly well verified down through the annals of history that when a human being thinks, he almost always does so to himself, and scarce

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43. Storytelling on British and American Television

by Deren Hansen

I enjoy British sitcoms more than American ones.

There I said it. And I'm prepared to face accusations of a lack of patriotism or, worse, elitism.

Part of it is the cultural distance: it's easier to believe people across the pond are like the ones I see in the programs because I don't rub shoulders with many counter-examples. Cultural distance is, however, even more important on a structural level. The British programming with which I'm most familiar has come through the good offices of various PBS stations, who presumably have selected from among the best programs.

I also confess a weakness for the language. Between the accents and the slang, viewing British comedies is a more engaging experience because it requires effort on my part to follow along. Their writers seem to have a particular gift for articulate, literate, sarcasm.

But I think the most important reason is the format. Thanks to the commercial interruption, American sitcoms have two acts, where their British counterparts have only a single, longer act.

In addition to forcing the story into two acts, the American format requires the first act to end on a strong enough note to keep the viewer's interest during the commercials. Then the second act must bring down the tension in order to have enough runway to build to the climax of the story. In other words, the story has to have two high points: a false climax at the end of the first act and the narrative climax at the end of the second.

In contrast, British sitcoms can spend the entire half-hour developing the characters and building the narrative tension toward a natural (in the sense of having only one climax) resolution.

This is why there's some truth to the generalization that British comedies are driven by character, while American comedies are driven by caricature.

Of course my point here is not to argue for English superiority but to show how structure effects storytelling.

If you haven't seen any British sitcoms, you owe it to yourself as a writer to compare and contrast. It's an eye-opening exercise.

2 Comments on Storytelling on British and American Television, last added: 5/2/2012
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44. 7 Tools For Pacing A Novel & Keeping Your Story Moving At The Right Pace

how to pace a novel | crafting novels and short stories

Pacing is a crucial component of fiction writing. After all, it’s important to keep your readers “hooked” throughout your story. Whether you are just getting started in writing or looking to break into fiction writing, you’ll need to know the basics of how to pace a novel. Read today’s tip of the day from Crafting Novels & Short Stories. In this excerpt written by Jessica Page Morrell, she explains what pacing is and seven ways to keep your story moving at the right pace.

What is Pacing in Fiction?

Pacing is a tool that controls the speed and rhythm at which a story is told and the readers are pulled through the events. It refers to how fast or slow events in a piece unfold and how much time elapses in a scene or story. Pacing can also be used to show characters aging and the effects of time on story events.

Pacing differs with the specific needs of a story. A far-reaching epic will often be told at a leisurely pace, though it will speed up from time to time during the most intense events. A short story or adventure novel might quickly jump into action and deliver drama.

Pacing is part structural choices and part word choices, and uses a variety of devices to control how fast the story unfolds. When driving a manual transmission car, you choose the most effective gear needed for driving uphill, maneuvering city streets, or cruising down a freeway. Similarly, when pacing your story, you need to choose the devices that move each scene along at the right speed.

Seven Literary Devices For Pacing Your Story

You need speed in the opening, middle, and climax of your story. Sure, you’ll slow down from time to time, especially to pause for significance and to express characters’ emotions, but those times will usually appear just before or aft er a joyride of skin-tightening speed.

There are lots of tools to hasten your story. Some are better suited for micropacing—that is, line by line—and some are better suited for macropacing—pacing the story as a whole. Let’s take a closer look at each device.

  • ACTION. Action scenes are where you “show” what happens in a story, and, when written in short- and medium-length sentences, they move the story along. Action scenes contain few distractions, little description, and limited transitions. Omit or limit character thoughts, especially in the midst of danger or crisis, since during a crisis people focus solely on survival. To create poignancy, forgo long, descriptive passages and choose a few details that serve as emotionally charged props instead.
  • CLIFF HANGERS. When the outcome of a scene or chapter is left hanging, the pace naturally picks up because the reader will turn the page to find out what happens next. Readers both love and hate uncertainty, and your job is to deliver plenty of unfinished actions, unfilled needs, and interruptions. Remember, cliff hangers don’t necessarily mean that you’re literally dangling your character from a rooftop as the scene ends. If your characters are in the midst of a conversation, end  the scene with a revelation, threat, or challenge.
  • DIALOGUE. Rapid-fire dialogue with little or no extraneous information is swift and captivating, and will invigorate any scene. The best dialogue for velocity is pared down, an abbreviated copy of real-life conversation that snaps and crackles with tension. It

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45. Writing Is Impossible

“Every book has an intrinsic impossibility.” ~ Annie Dillard.

I don’t mean to ruin your day.  Quite the opposite. 

As a reader, I’m drawn to the impossible dilemma.  As a writer, I’m pumped by the prospect of accomplishing the impossible.  In her little book, “The Writing Life”, Ms. Dillard suggests that every novelist asks two questions: Can it be done? and Can I do it?

The appropriate answer is ‘no’.

At the level of “story”, it’s the hero who confronts the impossible.  The powers of antagonism compel us if they appear insurmountable.  Writers generally understand this.  But Dillard is more concerned with a worse impossibility facing the writer. 

The problem of story structure:

“…it is insoluble,” says Dillard, “it is why no one can ever write this book.”

Ernest Hemingway acknowledged that “writing well is impossibly difficult.”  His advice for the would-be writer was to “go out and hang himself”.  Then…

“…he should be cut down without mercy and forced by his own self to write as well as he can for the rest of his life.  At least he will have the story of the hanging to commence with.”

Launching a tale is rarely the writer’s problem.  But soon the plot sags for want of a protagonist with momentum—to say nothing of her reaching a meaningful conclusion.  The writer swears that the original idea literally oozed meaning.

So, what went wrong? 

In her beloved little book, Dillard suggests that the writer typically discovers the “structural defect” and then “wishes he had never noticed”. 

“He finds ways to minimize the difficulty; he strengthens other virtues; he cantilevers the whole narrative out into thin air, and it holds.  And if it can be done, he can do it, and only he.” 

Dillard loves the notion of the writer doggedly intuiting his way toward

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46. “The Artist”: a case for killing George

SPOILER ALERT!

I’m talking about the Oscar-studded film, The Artist.  If you’d rather not know…

  • why it won “Best Film”
  • why it didn’t deserve to win    and…
  • why it would have been better if George Valentin had blown his head off…

then get back to work on your novel and we’ll see you next week.

The Artist, an overview

Silent movie star, George Valentin, makes a stand against the coming of talking pictures.  George believes passionately in silent movies, and it’s a belief system that refuses to die.

Good characters have belief systems that refuse to die.  But die they must! 

Who wants to watch a movie about a hero whose philosophies (dogmas, principles, whatever you call them) out-muscle his will to live?  Imagine being dictated to by strategies that are outmoded yet fatally entrenched.  This happens.  People’s minds prevail over their evolution as more omnipotent beings.  How depressing. 

How tragic! 

George Valentin presents a classic case of a belief system under attack.  He’s a silent movie god—then along come the talkies.  He digs in his heels because silent movies are… well… they’re Art.  Sound ruins everything.  But sound sells tickets.  Alas, George isn’t buying it at all. 

Why The Artist won

The Artist presents a rare and graphic example of a character struggling against his habitual belief system.  Half way through the film, George Valentin would appear to have nothing to live for—no job, no girl, no money, no fans.  Yet he refuses to believe that silent movies are dead. 

With half a movie left, what else can the script writer take away from George?  Lots.

His comb, his razor.  His self-discipline, self-respect, self-esteem.  From the look of that gun barrel in his mouth, George hates himself. 

This is why The Artist won—the film devotes half its length to stripping George down to self-loathing.  You can’t do better than that.  A gun in his mouth—Wow—that’s the dead-end of all dead-end

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47. A Writer Never Knows

If you risked downloading my eBook, “Story Structure to Die for”, you’re not alone.  Almost a thousand writers have e-grabbed their free copy this week.  

I’m gratified to hear back from people I don’t know, people who owe me nothing and yet have taken a moment to leave words of thanks:

“It’s truly a wonderful gift, and anyone who reads it should consider themselves lucky indeed.”

Writers never know! 

We don’t how far our words might travel; neither do we know if those words make sense; if the ideas add up.  Part of this eBook experiment has been to float this theory of structure out there to see if it sinks.  Maybe I’ve been deluding myself. 

“Thank you for this amazing book, ‘Story Structure to Die For’…it most certainly is.  I feel like I have been given the keys to the kingdom!  Thank you and thank you again!!”

“The keys to the kingdom.”  Wow.  I want to thank that commenter for putting it so poetically.  I might have said something about a key to “understanding how fiction works”.  I have to be careful not to oversell this thing.  But I welcome all the embellishments that come my way beause a writer never knows if his concepts are unlocking any doors. 

“What an encouraging, simplified method to writing a story—a good story, an award winning one!”

Those are original exc!amation marks, I swear.  I didn’t add them.  A writer never knows if his love for stories is being transmitted one heart to another.  So it’s a joy to see the excitement radiating back.   

“I am very excited.  I am lucky to have read it, and it made me think.”

A writer sits alone in his writing hut—how is he or she to know? 

I was fortunate this week to have been a guest blogger on a popular writers blog called The Write Practice.  I presented my super-simple overview to the readers of that popular blog and spent the day fielding comments.  It proved an excellent way for me to find out how I was doing. 

Readers of the blog, writers in their own right, sought advice on problems of structure with their own works-in-progress.  A week later, we’re still e-chatting.  Who would’ve thought?

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48. Story Structure to Die for

The wait has been excruciating.  For me!  But finally…

STORY STRUCTURE TO DIE FOR is available as an eBook. 

There’s a link somewhere on this page, so go ahead and click it.  It’s FREE.  Free to download, free to pass on to your friends, and of course you’re more than free to tell me what you think of it.

My manifesto is short enough to skim in fifteen minutes.  I’ll be disappointed, though, if you don’t slow down, occasionally, to better understand…

  • What are a story’s most basic building blocks?  (Not what you’ve been taught.) 
  • What and where is the heart of your story?  (Writing manuals don’t even mention such a thing.)
  • What makes a hero truly heroic?  (You’ll be surprised.)

One of my advance readers, a writing coach, wants to use STORY STRUCTURE TO DIE FOR as a resource with her clients.  She also said:

“Maybe I can finally find my way into the heart of my screenplay that has eluded me for years.”

I was so glad to hear that because a writer never knows if he’s making sense.  So you can imagine my relief at hearing such feedback.  Another writer loved its “simplicity and applicability”.  He said:

“[PJ] has managed to find a way of showing us what really counts in a work of fiction: that it has two stories and a heart.”

Another author with two novels under her belt said:

“Yesterday, my clouds cleared and the sun is shining in my head.  I know exactly what to do now to make my story better.  Thank you.”

I had no idea.

I sent my little manifesto off to UCLA.  The Screenwriting Department is run by Dr. Richard Walter, who kindly responded thus:

“I’ve looked over the pages. They’re great! Breezy and engaging but at the same time profound in their insights into the nature not merely of screenwriting but narrative expression in any and all forms, formats, and media.”<

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49. Crying for a Good Story

I was surprised to find myself in tears at a local sidewalk café.  It was embarrassing because we were supposed to be having an intellectual discussion.  From whence those tears?  Well, I’ll tell you.

We were discussing story structure, this first-time novelist and I: “Your protagonist IS your story,” that sort of thing.  “Your character doesn’t wander around the plot, no, he or she IS the plot.” 

I was using Good Will Hunting as an example.  The story develops to where young Will struggles against the urge to deploy what’s left of the belief system he’s been living by (self-destructively so).  A belief system which, by this point in the story, is in shreds. 

Will (Matt Damon) is meeting with his psychiatrist (Robin Williams), remember?  The shrink would appear to be the only friend Will has left.  If Will stomps out on him, Will misses the only chance he’ll ever get to heal himself. 

Sean sees an opportunity to get Will to accept that his childhood of abuse was no fault of his own.  Problem is, Will has his black-belt in humiliating anyone who shows affection for him.  Will has begun to see how counter-productive his defense mechanisms are, but you can’t just willy-nilly drop who you are.

But you have to. 

The rational mind considers it impossible, but Will is starting to hate that mind of his.

The story has arrived where every good story must—at the moment that swallows up everything that has come before it. 

“There’s a hole in my story, and everything’s flowing into it!”  (I love saying that.)

Here at the “Act II crisis”, every scene proves to have been in service of this moment.

This is the essence of story structure—scenes serving meaning. 

And there I was, caught in the heart of the story, living Will’s anguish at not knowing who he is in that moment.  If he hangs on for a few more heartbeats, he will be cured.

It’s not sadness, no, not at all.  Will’s tears (my tears, damn!) have become a release of all his pain and s

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50. Storytelling & Literary Techniques

Author Nancy Lamb explains the writing process including how to start a story, what storytelling is, and provides examples of writing styles to encourage your creative spirit. Read more

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