Inventing Reality Editing Service Blog

Rhinoceros in the room

January 23, 2009

Often the setting of a story contains some item that later plays a role in the story’s plot. A strange looking statue on the mantle, for example, may hold some clue or jog a memory, allowing for the story’s mystery to be solved.


When describing the setting, however, be careful not to place a “rhinoceros in the room”. This term is some item or attribute that is obvious to everyone except the people closest to it. It was coined at the Cambridge Science Fiction Workshop.


A common example of a “rhinoceros in the room” would be some missing item that is sitting in clear view of all looking for it. Like a rhinoceros, you couldn’t miss it.

But the “rhinoceros in the room” isn’t just limited to items that form the story’s landscape. It can refer to cliché plot lines (such as splitting up in a dark mansion to look for clues), recurring tropes, tics and fetishes. Each of these plot devices and character attributes ultimately cheapen the story because they are contrived. Like that missing item that is sitting in clear site of all looking for it, the notion that someone can’t see it comes off as an artificial plot device.

Having some important item or characteristic sitting in clear view for all to see does make sense in a story – just don’t make the item or attribute so big that its importance should be obvious to all.

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: cambridge science fiction workshop, plot, rhinoceros in the room, setting


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Stakes

January 16, 2009

The plot of a story is more interesting and exciting if the characters have something to gain or lose.


Because of this, the characters in your story should something at stake, or some personal interest or involvement in solving the story’s conflict. Establishing what these personal interests or involvement are early in the story and then returning them through the rising action generates reader interest.


The “stakes” always revolve around two basic questions: “What does the protagonist want?” and “What if the protagonist fails to get it?” For example, in Isaac Asimov’s “Foundation,” the character Salvor Hardin wants to ensure his home planet of Terminus (one of two depositories of scientific knowledge and reason in which humanity’s future depends) survives the collapse of the Galactic Empire, which is fragmenting into several war-like kingdoms. If he fails, Terminus will be taken over by the warrior kingdoms – and humanity will fall into a dark ages that lasts thousands of years. Those are high stakes.

Remember that virtually all stories center on a character that possesses some want that if unfulfilled means some disaster. The plot of the story is little more than the obstacles that the character must overcome as trying to fulfill this want.

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: characters, conflict, plot, protagonist, rising action


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Dialogue

December 26, 2008

No doubt your novel will include dialogue in which characters speak to one another. Unfortunately, too many beginning writers drag their story into a furrow of tedium by poorly handling dialogue. The problem is that their characters’ dialogue mirrors actual conversations too closely.


Realistic dialogue in a story isn’t a copy of how we really speak in everyday life. Our daily conversations are filled with niceties, formalities, repetition and the mundane. They often are tedious and even banal.


Writers can’t afford to waste a word of their story on such dialogue. Instead, they should keep in mind that dialogue in a story – unlike real life – always must have a conversational goal. Dialogue is a means of characterization, a way for characters to push forward their agenda vital to the plot. Characters engage in competition and verbal combat via their dialogue.


Consider the following dialogue examples. This attempts to mimic real life conversation:

“You know, Upir, I’ve changed. I just can’t help you.” 

 

The alien raised his hands. “But what of Ala and I? It took all three of us to lure the human spacecraft to that asteroid.”

 

“But two of the humans died when the spacecraft crashed! I was the test subject for us; I volunteered so you would not die if it didn’t work!”

 

“Well then, why did you leave us there?”

 

“It was the jump, it made me mad, you know. I did not know what I was doing!”

 

“You do now, right?”

 

“Yeah, I do. But I am powerless. You see, once human, you no longer can jump.”

 

“Yeah, I know.”

 

“You do? How?”

 

“The humans sent a rescue craft. Ala was near death, so he jumped.”

 

“Oh, I see.”

The following example, however, indicates the characters have goals to achieve. They use their conversation to further their personal agendas:

“I’ve changed, Upir. I can’t help you.”

 

“You know what will happen if you don’t do as I say.”

 

“I’m not cold anymore, Upir.”

 

The alien raised his hand like a cat ready to strike. “Yes, Raphaelie, I can see that. You’ve got what you wanted. But what of Ala and I? It took all three of us to lure the human spacecraft to that asteroid. You will make amends for what you did.”

 

But two of the humans died when the spacecraft crashed! I was the test subject for us; I volunteered so you would not die if it didn’t work!”

 

“Then why did you leave us there?”

 

“It was the jump, it made me mad. I did not know what I was doing!”

 

“But you do now.”

 

“I am powerless. Once human, you no longer can jump.”

 

I know.”

 

“How?”

 

“The humans sent a rescue craft. Ala was near death. He jumped.”

 

“Why didn’t you?”

 

“Because I wanted you.”

Which one was more interesting to read?
 

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: characters, dialogue, plot


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Avoiding exposition

November 7, 2008

Why avoid exposition? Three good reasons:

n It slows the forward movement of plot – As exposition amounts to straightforward information, some novice writers believe it speeds up the story. In truth, it robs story of conflict and tension. Showing rather than telling what happens allows the reader to see incrementally how a character is pulled and dragged into feeling a certain way or making a specific decision.

n It amounts to lecturing the reader or forcing him to read an encyclopedia entry – A lot of times exposition is background information that the author deems is important to understanding some concept, such as the history of the Clone Wars, the physics behind hyperdrive and the ethical dilemmas of using metagenic weapons. It’s better to sprinkle these matters as bits into the characters’ normal conversation rather than give a long lecture.

n It can violate viewpoint – A first-person story suddenly interrupted with an objective, third-person telling of exposition can be jarring to the tale’s flow. At the very least, it is awkward-sounding.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: exposition, info dump, plot, setting, show vs. tell


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Creating a technological novum

October 11, 2008

Creating a novum for your science fiction story isn’t as simple as making up a cool name and then giving the device some interesting function. As a writer, you should understand the device inside and out. This will allow you to more fully incorporate it into your plot and to more fully explore its implications for the world.


There are several questions you should ask and answer when creating a new invention, sometimes referred to as a technological novum (We’ll discuss the aliens and extrasolar landscapes in future entries):

n Why did this change occur? No technological advancement occurs without reason. Cars were faster than horses, the atomic bomb allowed a country to win a war, computers improved office productivity. Any technological novum should address some need that exists in the world you’ve created.

n What are some uses for the novum beyond its intended one? Often people find unintended uses for new devices. The computer, for example, originally was thought of as an enormous calculator for scientists and the military. Video games, Internet-based businesses and chat rooms are all unintended uses of the computer.

n What are some ways this technology can be abused? There’s always a scam artist or someone with designs on power out there. The inventors of the Internet didn’t envision phishing or spam.

n Who benefits from this change? Nanotechnology obviously will make some corporations rich. But will it allow firefighters to wear suits that mend themselves when burned or to remain cool when placed in flames, saving lives?

n Who suffers from/disapproves of this change? For every winner there are dozens of losers. If fusion technology became a reality in personal transportation, for example, the fossil fuel industry would collapse. That would plunge parts of Texas and Louisiana into economic ruin. Refineries and gas stations across the United States would close, leaving many out of work.

n What are some professions this novum will alter? How would the medical profession change if nanomeds became widespread? Would there be new specialists in the field or could a family doctor now replace the cardiologist and urologist? Would lab techs and nurses at hospitals need to learn new skills so they could monitor the progress of the nanobots?

n How does this change affect “official” public life? If we become a spacefaring civilization, will the regulating of spacecraft be left to each nation or will an international body oversee it? If the latter, how do people of once powerful nations feel about an outside government establishing rules that govern them? Or would the powerful nations establish standards that ultimately exclude poorer nations from participating in space industries?

n How does this change affect the average person’s daily life? Video games result in obese children and many of us now take telephone calls in the park, on the street or at restaurants, a world quite different from one that existed before the 1980s. Each new invention subtly affects our lives so that several new inventions leaves in a world greatly different than one lived in by our grandparents (or even parents).

n How does this change affect personal behavior? In the 1980s, you’d get strange looks if you walked down the street talking to no one there with an electronic device stuck in your ear. Today, it’s normal. Each new invention can alter our sense of etiquette and relationships with others.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: invention, novum, plot, setting, technology


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Organ music

September 7, 2008

Sometimes when attempting to create tension and suspense in a story, writers can undercut their own efforts by adding “organ music.” A term coined at the Cambridge Science Fiction Workshop, organ music us providing “details that countersink an emotional response before anything happens.” An example is crackling lightning before a character is murdered. Avoid foreshadowing as a way of creating suspense, however; foreshadowing actually gives away what is about to happen. It’s akin to the villain telling the hero, “And now I will shoot you.” Just have the villain fire his atom blaster.

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: foreshadowing, plot, rising action, suspense, tension


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Ticking clock

September 6, 2008

Many science fiction and action-adventure tales give their main character a finite amount of time to solve a problem. The ever-accelerating starship has only so many minutes before its structural integrity will fail. The terrorists’ nuclear bomb will explode in so many hours. Only a few days remain before the asteroid strikes the Earth. These time limits are called “ticking clocks.”

 

To some degree, all stories employ a ticking clock as part of their plot. If they didn’t, the tale would careen aimlessly. Because the story must end, it must reach a breaking point, or climax, where the problem either is or isn’t solved. That climax is when the ticking clock strikes twelve.

 

To increase dramatic tension, the main character should recognize throughout the rising action that time is running out for him. His sense of urgency should increase as the time available to him diminishes.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: climax, main character, plot, rising action


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Space opera - Part II

September 5, 2008

Space opera is characterized by a number of conventions:

n Good guys - The two-fisted hero, the brilliant but eccentric scientist and his beautiful daughter all inhabit this genre.

n Bad guys - Our good guys invariably must confront invaders from space, space pirates, interplanetary smugglers, space dictator and his henchmen or other evil-doers.

n Dazzling new invention - To resolve conflict, good guys usually have to devise a dazzling new invention and then fight the bad guy in hand-to-hand or ship-to-ship battle with the dazzling new invention playing a key role in the victory.

n Heaps of non-explained technology - Space opera isn’t about science. It’s about good guys defeating bad guys and the neat gizmos they use to do it. How the gizmos work is irrelevant.

Given these characteristics, space opera isn’t concerned about internal conflicts among the characters, or at least none of worth. As there are no incompatible desires and aims to drive the story, the story typically becomes no more than mindless, pointless violence. It’s the kind of story we love as kids – and really only love as adults either because we fall in a nostalgic mood or because we haven’t quite yet grown up.

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: genre, plot, space opera, space western


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Space opera - Part I

September 4, 2008

When the general public thinks of science fiction, they most often think of one kind of SF – space opera. In such a story, action forms the plot, usually in a space battle or on another planet. It’s the Buck Rogers of 1930s and 1940s radio and Saturday matinee dramas.

 

This type of science fiction also is known as a “space western” because it largely adapts the conventions of the Western genre to space: horses become spaceships and Indians become aliens. To a large degree, it utilizes “used furniture” and in part because of it is rarely critically acclaimed.

 

This is not say that all space operas are bad. “A Mote in God’s Eye” by Larry Niven and James Pournelle, for example, stands out as a worthy work in this genre.

 

Tags: getting started, plot, space opera, space western, used furniture


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Guidelines for writing your story's conclusion

September 2, 2008

When writing the conclusion of your story, be sure to follow a few simple guidelines:

n The conclusion must complete the action of the story - At this point in the story, the main character clearly has either overcome the central problem or has so failed that there is no hope of him ever overcoming it. If the conclusion isn’t connected to the story’s action, it will appear tacked on.

n Reaching the ritual ending must always be in doubt - If you do use a ritual ending, generate enough dramatic tension that the reader remains uncertain if the crime will be solved or that order will be restored so that a humorous ending is possible. Simply following a plot structure without dramatic tension is akin to creating a “cookie-cutter” story. The story would be the same as any other and lack any unique flavor.

n Your ending must surprise and delight - Often what is most memorable about a story is its conclusion. A conclusion does mark the last words that are read, after all. Make them count.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: conclusion, denouement, plot, resolution, ritual ending


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Ritual endings

September 1, 2008

Genre stories often have expected endings, called “ritual endings”. Mysteries, for example, include the main character reciting how he made the connections that that led him to solve the crime. “Star Trek” episodes typically end with the exchange of a joke that relates to the story’s theme. Part of the fun of such stories is seeing how the characters reach this ritual ending.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: conclusion, denouement, genre, plot, resolution, ritual ending


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Denouement

August 31, 2008

After the story’s falling action comes another brief section that wraps up the story. This conclusion is known as the denouement (pronounced day-noo-mon).


During the denouement – which usually is only a few paragraphs and sometimes as short as a single sentence long – the loose ends of the story are tied up. Usually there are minor questions, often not directly involving the main character, that need to be solved. In addition, this part of the story can serve as a catharsis for readers, relieving tension created in the story by offering a humor or revealing the story’s theme.


A good example of a denouement is the final scene of the “Star Trek: The Original Series” episode “The Trouble with Tribbles”. The episode involved Captain Kirk and crew using tribbles to uncover a Klingon plot to prevent the Federation from colonizing Sherman’s Planet. During the episode, the number of tribbles (which are born pregnant) threaten to overrun Kirk’s ship and the space station containing the wheat the Federation needs to develop the planet. In a humorous concluding scene, two small yet nagging questions are answered: Will the Federation be able to colonize the planet and what happened to all of the tribbles aboard the Enterprise? A dispatch from Starfleet quickly answers the first question and then Scotty reluctantly reveals he beamed the tribbles aboard the Klingon ship just before it warped out of orbit.


Sometimes the denouement is known as the “resolution”. It also is casually referred to as the “conclusion” or the “ending”.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: conclusion, denouement, ending, plot, resolution, ritual ending


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Falling action

August 30, 2008

Though your story may have reached its climax, the tale isn’t over yet. The author also should briefly describe the effects that the climax has on the characters. This section of the story is known as the “falling action.” It’s what happens to the main character as he descends the mountain that he has spent the entire story climbing.


When Luke Skywalker is given a medal during the celebration held in his and Han Solo’s honor at the end of “Star Wars IV: A New Hope,” we are watching the falling action.


Though the story’s central problem is solved in the climax, without the falling action the tale feels incomplete. The author typically needs to show that there is some payoff for the main character that underwent the change allowing him to emerge victorious during the climax. This payoff needs to be larger than simply defeating the antagonist. Restoration of order and some reward for the main character often needs to be described.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: climax, falling action, main character, plot


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Guidelines for writing the climatic scene

August 29, 2008

When writing a climatic scene, writers should follow a couple of simple guidelines:

n The climax must be the largest obstacle facing the main character and test him in the most significant ways - In the climax of “Star Wars IV: A New Hope”, not only Luke Skywalker’s piloting skills but also his faith in the Force are tested. Without the mastering of both, he cannot destroy the Death Star.

n The outcome heading into the climax should be uncertain - Often the antagonist holds the upper hand as the rising action ends. In “Star Wars IV:A New Hope”, an operational Death Star is bearing down on the rebel base, and the rebellion appears to be outgunned and outmatched. However, the reader’s understanding of Western storytelling techniques tells him that the main character should emerge victorious. This balance creates dramatic tension as the reader wonders how the rebels might overcome the Death Star when the odds are against them.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: central problem, climax, dramatic tension, main character, plot


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False ending

August 28, 2008

Sometimes for dramatic effect, writers employ a “false ending.” In this technique, after readers think the climax has been reached, the villain comes back one last time for a confrontation. An example is the first “Terminator” movie in which Sarah O’Connor apparently has destroyed the robot from the future in a steel factory. The Terminator’s metal skeleton rises from the flames, however, to pursue Sarah. The false ending actually is the last scene of the rising action.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: climax, false ending, main character, plot, rising action, villain


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Climax

August 26, 2008

In every story, there comes a turning point or an ultimate moment in which the situation has become so intolerable that the main character must take a decisive step and emerge victorious. This scene is known as the climax.


Also called a “final obstacle,” the climax comes at the end of the story’s rising action. The main character metaphorically has reached the mountain top and either must push off the antagonist or be pushed off. Because of this, the climax is a scene of escalated action. It is that part of the story when the main character resolves the story’s central problem.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: climax, final obstacle, main character, plot, rising action


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Guidelines for rising action

August 25, 2008

When developing the rising action section of your story, there a few simple guidelines to follow. Ensuring these guidelines aren’t violated will help keep the story moving forward and increase the dramatic tension:

n Our hero never can give up – If he stops trying to overcome the central problem, the story would end. There may be moments where he doubts his abilities or the solution, but he cannot stop his counterthrusts against the protagonist until overcoming the central problem.

n The plot must thicken - With each level of rising action (or each effort to overcome the antagonist) ultimately solving the problem should become more difficult. This is known as a “thickening” of the plot. If each level or effort becomes less complicated, then the reader will know the story’s outcome and become less invested in the main character. Facing the biggest, most powerful monster first then a less powerful dog-sized monster and finally a virtually powerless bug-sized creature is anti-climatic.

n Good plotting involves “planting” - As developing the rising action, the author should reveal certain facts that later allow for plot twists. If this isn’t done, then the twist probably will appear artificial or forced. The trick to planting is ensuring that the upcoming twist doesn’t become so obvious that the reader knows it’s coming. It wouldn’t be a twist then.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: central problem, planting, plot, rising action, thickening


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Your main character must fail

August 24, 2008

As writing the rising action portion of your story, be aware that the main character must attempt to resolve his central problem yet always fail. There are several ways this failure can occur:

n Barrier - In this case, the main character’s solution is inadequate to the task at hand. For example, he may try to blow up a bioweapons, facility but his explosives are unable to penetrate an undetected force field.

n Misjudgment - The main character may misjudge what the problem is to be resolved. For example, the main character may give his girlfriend flowers in an attempt to make up after a fight, but she doesn’t accept them because she no longer has feelings for him so the gesture is meaningless. When the main character is guilty of misjudgment, often the problem moves even farther away from his solution and becomes more difficult to resolve.

n Partial solution - Sometimes the main character only solves elements of the problem. For example, when sent to assassinate a pair of scientists working on a biogenic weapon, he kills one but the other escapes.

n Temporary triumph - On occasion, the main character’s solution may only be a temporary fix. For example, the main character may succeed in destroying an invading alien race’s scout ship. Then a larger, more powerful scout ship arrives.

n Complication - The main character’s solution may work but has no immediate payoff. For example, to determine how to get home when lost, one needs to know where he is. The main character may discover that information, but he still needs to make the journey home.

n Reversal - There are instances when the main character’s solution actually makes the situation worse. For example, while destroying an enemy’s bioweapons lab, he accidentally releases deadly bacteria into the atmosphere - and the winds are carrying the germs right toward his nation.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: central problem, counterthrust, main character, plot, rising action


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Thrust and counterthrust

August 23, 2008

When the main character attempts to take charge of a situation and overcome his central problem, the author has created a scene in the rising action. This effort by the main character is called a “counterthrust.” In many ways, a story’s rising action is a series of thrusts and counterthrusts – the antagonist attempts to create an intolerable situation, or makes a thrust, and the protagonist (the main character) counters to restore a tolerable order.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: antagonist, counterthrust, plot, protagonist, rising action, thrust


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An example of rising action

August 22, 2008

To better understand rising action, consider the “Star Trek: The Original Series” episode “Mirror, Mirror” in which Captain Kirk and his landing party are transported into a mirror universe where the Federation is an empire and people behave more like pirates than civilized men. The opening few minutes of the episode in which Kirk and landing party, as being beamed aboard during an ion storm until realizing they’re no longer on their own Enterprise, marks the inciting incident. The rising action immediately begins as they try to resolve the problem of how to get home. First they must figure out where they are. Then Kirk must avoid an attempt on his life. Next his landing party must jury rig the transporter so they can be returned to their own universe. A race against time begins as they have a window of only a few hours to make the return beam out and as the mirror Spock has orders to kill Kirk by dawn. Then the mirror Spock and the mirror Sulu each try to kill Kirk. We reach the climax of the story when the mirror Spock cuts off their transporter power with only moments to go before their beam out window closes.


Kirk and his landing party face a number of obstacles that prevent them from resolving their central problem. Twists and turns, such as the attempt on Kirk’s life, add dramatic tension to the story. This tension grows until our heroes are faced with only two possibilities: either they will solve the central problem or utterly fail. At that point, the story enters its climax, usually near the story’s end.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: central problem, climax, dramatic tension, inciting incident, plot, rising action


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Rising action

August 21, 2008

In a sense, every story is a race against time. The main character ultimately must reach a point where the situation he finds himself in is unbearable, where a turning point or a final decision must be reached. The space between when this situation or crisis is introduced (the inciting incident) until when the turning point or final decision is reached (the climax) is known as rising action. Sometimes this part of the story is referred to as “complications.”


During the rising action, the main character tries to resolve his central problem but is unable to. The rising action includes the twist and turns of the story. In many ways, for the man character the rising action is like going up a hill - hence the “rising” – but he faces obstacles as doing so – hence the “action.” Each instance of the main character attempting to solve the central problem but failing is known as a “dark moment.”


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: central problem, climax, complications, dark moment, inciting incident, plot, rising action


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Emotional disturbance

August 20, 2008

Often a story is not about defending the world from some outside menace (see out-of-whack event) or about obtaining some item (see macguffin) but is about overcoming some internal, man vs. himself struggle. In science fiction workshops, this type of storyline is called an emotional disturbance.


The Science Fiction and Fantasy Writers of America, Inc. define an “emotional disturbance” as “when a character’s inner state is unstable and he must do something to restore equilibrium.” In short, to solve the main problem of the story, the main character must undergo an inner journey of self-discovery and change.


A common example of an emotional disturbance is Luke Skywalker’s journey from self-doubting farm boy to a confident Jedi knight, as seen in “Star Wars IV-VI.” Skywalker garners skills and a deeper understanding of the universe – and himself along the way – through the mentoring of Obi-wan Kenobi and Yoda. These experiences cause him to grow intellectually and spiritually.


Often stories that center on an emotional disturbance include an out-of-whack event or a macguffin. Skywalker wouldn’t have experienced an emotional disturbance if not for an out-of-whack event – the rebel theft of the Death Star blueprints – that set the movie series into motion. In quest novels, such as “The Lord of the Rings”, the seeking of an object often sends the main character on a journey that parallels his internal struggle and growth. Usually the main character must overcome some internal flaw in order for the out-of-whack event to be resolved or for the object to be recovered.

Sometimes, however, the emotional disturbance is the reason the out-of-whack event occurs. This typically occurs in stories where he main character falls, and we learn through his descent about the nature of good and evil. Such is the case in “Star Wars III” in which Anakin Skywalker’s gradually shift to the dark side helps cause the collapse of the Republic.

You Do It
Look back at the story openers you wrote for that involved an out-of-whack event and a macguffin. Now add to one of the openers (or rewrite it if necessary) to incorporate and emotional disturbance.

Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: inciting incident, macguffin, main character, out-of-whack event, plot


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Macguffin

August 19, 2008

Not all stories are about restoring order in the universe or overcoming some personal conflict. Sometimes the plot revolves around the search for an item that will elevate the main character’s position in the world or will prevent an evil force from gaining the upper hand. This item is called a macguffin, a term coined by Alfred Hitchcock.


The macguffin could be a chalice that promises immortality (King Arthur’s holy grail stories), the One Ring (“Lord of the Rings”), a valuable piece of art (“The Maltese Falcon”), a magic jewel, a secret formula – anything that is so highly desired that it creates obstacles and challenges for the main character who tries to obtain it.


If using a macguffin in your story, two questions must be answered. First, why is the object valuable? If the importance (and usually the exoticness) of the object is explained, the reader will quickly lose interest as the story has little point. After all, every one of us spends time looking for mundane objects. A second question to answer is why are the characters motivated to obtain the macguffin? To say the object is valuable is not enough, for one man’s treasure often is another man’s junk. Usually a character needs some overwhelming reason to desire an object, such as the thirst for immortality or a desperate need for money.


You Do It
Create a macguffin. Why is this object valuable? What are a protagonist’s and an antagonist’s reasons for possessing this object? Now write a 100-word opening to a story that establishes the plot hinges around obtaining the macguffin.

Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: inciting incident, main character, opening, plot, rising action


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Out-of-whack event

August 12, 2008

Often the opening of a story involves some incident that upsets the status quo. In doing so, the main character faces the challenge of restoring order in the world.


This incident is known as an “out-of-whack event,” which is “when the story concerns a character who stable life is knocked out of whack by an external event,” as the Science Fiction and Fantasy Writers of America, Inc., defines it.


Consider this example of a story opener that employs an out-of-whack event:

Peter Hanswurst sniffed indignantly. A gray circle of withered plants lay in the middle of his field, an otherwise perfect patch of green soybeans alternating with black dirt that ran into the horizon. The hot Midwestern sun beat down on him, and he wiped sweat from his forehead. Hanswurst figured the circle was no more six feet across, a miniscule fraction of the entire field, and one he decided that was small enough to eradicate.

In this story, farmer Peter Hanswurst finds his world out-of-whack: a strange circle of dead plants sits in the middle of his otherwise perfect field. He now will spend the story trying to rid the field of the circle – and face a number of obstacles in doing so.

Starting a story with an out-of-whack event is a time-honored tradition in Western storytelling. Indeed, Aristotle touted it.

Usually the out-of-whack event happens at the story’s beginning. Sometimes it even occurs before the story begins, as the tale starts with the main character already engaged in the struggle to get his life back in order. If the excerpt above started with Peter Hanswurst plowing under the dead plants in the gray circle, the out-of-whack event would have occurred before the story began.

If using an out-of-whack event, don’t wait too long to introduce the incident. If you do, you risk having the story move too slowly and missing out on a great opportunity for a narrative hook.

You Do It
Write a 100-word opening to a story that begins with an out-of-whack event. Describe how the main character’s world is thrown into disarray by some event imposed upon him.

Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: main character, narrative hook, opening line, plot


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Narrative hook

August 11, 2008

One sign of a good opener is that it makes the reader want to continue with the story. Using a fishing metaphor, a good opener “hooks” the reader.


Writers who catch the reader have employed a successful narrative hook. A narrative hook involves dangling elements of the story before the reader so he can’t help but bite. This is done by making the reader want to know more - the who, what, where, when, how and why of the story.


Consider this story opener:

Jord ducked around the corner, pressed himself hard against the damp wall, wishing he could fade into it. His eyes darted toward the wall’s edge, hoping to catch the shift of a shadow, a movement of brush, any sign at all that they were close.

Notice how it dangles elements of the story. The reader wants to know why Jord is running and who is chasing him. The reader wants to know if Jord will get caught.

Successful narrative hooks usually begin the story in the middle of the action. Conflict already is underway. Beginning a story this way immediately creates dramatic tension, which for most readers is the delight of the narrative.

You Do It
Write a 50-word opening to a story in which you leave the reader asking “What will happen next?” and “Why is this happening?”

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: dramatic tension, inciting incident, opener, opening line, plot


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Fictional dream

August 10, 2008

When writing any story, your goal ought to be to create and maintain a fictional dream, or an “illusion that there is no filter between reader and events that the reader is actually experiencing what he is reading,” as the Science Fiction and Fantasy Writers of America, Inc. defines it.


For the reader, one of the joys of literature is to be immersed in the fictional dream. As a writer, there may be no greater disservice to your reader than to break this illusion. As science fiction author and editor Stanley Schmidt once wrote, “Your job as a writer is to make your reader forget that he or she is reading …”


The stronger the fictional dream, the more immediate the story and its characters are to the reader. The payoff for the author is that his story’s message will stick longer with the reader – never mind that the author’s stature (and sales) correspondingly will rise.


Readers pick up a novel or turn to a short story in a magazine ready to enter a fictional dream. Like a football team that can score at will over an opponent, the author gives away the victory when he repeatedly fumbles.

To maintain the fictional dream, avoid committing these errors when writing:

n Pointless digressions - The reader expects that every sentence will move the story forward. Taking a side trip that serves no purpose in the tale delays this forward momentum, which should only increase until the story reaches its climax.

n Expository lumps - Explanations of procedures, how devices operate and future history often run too long and again break the story’s forward momentum. The best way to explain something is to show it in action and have characters give brief, partial hints so readers through their own thinking can figure out it out for themselves.

n Lists - Even worse than a lump is a list. The items in the list usually are superfluous to the story. If they aren’t, then their importance ought to be incorporated into the action.

n Turgid prose - Bombastic or pompous phrasing sounds unnatural. Authors should write as if holding a conversation with the reader, not lecturing and talking down to him.

n Unrealistic characters - If a character appears false, then the reader won’t identify with him or will find his actions unbelievable. Premise with holes in it – Stories make arguments and draw conclusions. If the argument is satisfactorily supported or steps skipped to reach a conclusion, the reader will questions about the story rather than enjoy it.

n Shifts in viewpoint - Changing the perspective from which a story is told can be jarring to the reader.

n Telling rather than showing - By telling what happens, as if giving stage directions, the reader is distanced from the action and the characters.


You Do It
Review your writings for content that might break the fictional dream. Rewrite one of those sections.

Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell

Tags: fictional dream, getting started, plot, show vs. tell, style


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Chekhov’s gun

July 27, 2008

You’ve probably read several stories in which upon reading their climax in which the hero uses some object to help him achieve victory, thought to yourself, “Hey, that object was mentioned earlier in the story.” The object in question probably was mentioned in passing so that it did not distract you from the tale. But if the object hadn’t been noted, upon reaching the conclusion you’d probably find yourself saying, “How convenient that it was there!”


Mentioning early in a story some object – or even a character, prize or challenge – that later helps the main character resolve his central problem is a ploy known as “Chekhov’s gun”. It comes from playwright Anton Chekhov’s advice that if you put a gun on the in Act I, you must use it by Act III. Otherwise, the gun is just a distraction that is out of place.


Of course, if your science fiction story is a murder mystery set in space, such distractions are necessary to the plot and enjoyment of the story. Like a labyrinth, a mystery’s plot must contain wrong turns and dead ends for the main character.


But in tales that aren’t murder mysteries or detective stories, forcing the reader to invest time in an object or character that doesn’t offer some plot payoff later in the tale is downright annoying, not to mention poor craftsmanship.

Using Chekhov’s gun also avoids the inconvenient plot problem of a deus ex machine – an improbable contrivance that allows the central problem to be solved.
 

H.G. Wells uses such a strategy in “The War of the Worlds”. In the novel’s opening lines, he writes:

No one would have believed in the last years of the nineteenth century that this world was being watched keenly and closely by intelligences greater than man’s and yet as mortal as his own; that as men busied themselves about their various concerns they were scrutinised and studied, perhaps almost as narrowly as a man with a microscope might scrutinise the transient creatures that swarm and multiply in a drop of water. With infinite complacency men went to and fro over this globe about their little affairs, serene in their assurance of their empire over matter. It is possible that the infusoria under the microscope do the same.

Bacteria seen under a microscope aren’t mentioned again in the novel until the story’s climax: As humanity appears doomed to defeat, bacteria infects and kills the Martian invaders, saving us from extinction.
 
You Do It
Look back at some of the lists of central problems you’ve created for your main character to solve. Select one of those problems. Next, write a 100-word description of a location, set early in the story. Choose one object or character mentioned in the scene. Outline how that one object or character later will help the main character overcome his central problem.
 

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: chekhovs gun, climax, description, main character, plot, setting


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Man vs. himself

July 25, 2008

Perhaps the most profound conflict a character can face is when he is at odds with himself. Conflicts in which the protagonist faces off against other individuals or society often result in characters that represent ideals and concepts. But the character that first must deal with his own foibles in order to overcome a villain or oppressive values has learned something. He has grown as a character and become a better human being. Ideally, your readers will grow with this character, making his triumph over others more lasting in the readers’ minds.


An example of man vs. himself conflict is Anakin Skywalker’s internal struggle in “Star Wars III: Revenge of the Sith” in which the young jedi must decide if he will serve the powers of good or turn to the Dark Side. In this case, Skywalker makes the wrong choices and becomes the villain Darth Vader.


If handled correctly, a man vs. himself conflict can raise a story to high art. The “Star Trek: The Original Series” episode “The City on the Edge of Forever” in which Captain Kirk must decide between his love for a woman and his responsibility to the future of humanity is modern tragedy. In Stanslaw Lem’s “Solaris”, a psychologist is reunited with what appears to be his wife but in reality is an amalgam of his memories of her. The result is an intense psychological struggle worthy of the best contemporary literature.


Arguably, your story gains sophistication when your main character must do overcome a challenge other than defeating the forces of nature or a straight villain. To survive being marooned on a desert world or succeed in taking down an alien menace, your main character ought to first have to overcome some internal conflict that in turn allows him to be victorious over nature or invader. For example, in Anne McCaffrey’s short story “The Smallest Dragonboy,” the main character Keevan must learn self-discipline and gain self-confidence to achieve his goal of becoming a dragonrider. In doing so, he overcomes the story’s wider challenge of being ridiculed by the other older and stronger boys.


Your story almost always is better when a man vs. himself conflict rests at its core.


You Do It

Develop a list of potential man vs. himself conflicts that you could incorporate into stories. For example, your main character may struggle between the decision to maintain his autonomy vs. following another to stay alive. Think about what motivates the character to refuse to change (for example, he wants to remain autonomous because once before he trusted someone who let him down). Also think about what pulls him to change his position (possibly he learns to trust the person he must follow because they inadvertently cooperate to overcome some minor challenge).


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell


Tags: conflict, main character, plot


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Man vs. God(s)

July 24, 2008

One type of conflict your characters could engage in is against God or the gods. In this conflict, the main character opposes a supernatural being that claims to be (or even is) the creator of everything.


Such conflicts were common in ancient literature when gods were believed to play a greater role in the day-to-day life. Often the gods tested the main character or the story’s protagonist challenged them to benefit humanity. One of the most popular of such stories is the myth of Prometheus, who stole fire from the gods and against their express wishes gave it to mankind.


Science fiction stories often pit characters against false gods. “Star Trek: The Original Series” is fond of this theme, with Captain Kirk traveling to alien planets and overthrowing an oppressive false god, which usually turns out to be a computer or machine. This most notably occurs in the episodes “The Return of the Archons” and “The Apple”. 

Today’s treatment of man vs. God in stories typically is a type of man vs. himself conflict. The main character doesn’t face off against God per se but undergoes an internal struggle in which his faith in God or belief in holy works is questioned. Sometimes this occurs because of contact with alien beings. This occurs in James Blish’s “A Case of Conscience” when a Jesuit priest investigates an alien race with no concept of God or original sin.

You Do It
Write a 200-word piece in which your main character undergoes an internal man vs. God conflict. What causes your main character to question his faith in God? What keeps him from entirely turning his back on his religious beliefs?

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: conflict, main character, man vs. himself, plot


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Man vs. society

July 22, 2008

Rather than take on another individual, the main character could find himself in conflict with an entire society. When the main character or small group of characters take on the greater culture – who usually are represented by a group of authority figures or “upstanding” citizens – the author is using a man vs. society conflict.


An example of this occurs in the “Star Trek: The Original Series” episode “The Apple”. When Captain Kirk and his landing party beam down to a planet with an ideal climate, they soon discover a machine mind controls the planet and that the natives worship this machine. Kirk sets out to destroy this machine, named Baal, after it attacks the Enterprise. The native aliens try to stop Kirk, however, and are disappointed when our mighty captain succeeds. Through the episode, Kirk and crew find themselves in conflict with the native’s society’s customs and beliefs.


Indeed, such a conflict is good way to show the illogic of a society’s values. The moral of “The Apple” is that intelligent beings need to be free, even if it means suffering (indeed, the planet’s inhabitants now will have to live in a harsh climate, break their backs farming by hand to feed themselves and suffer the psychological loss of faith in a god that provided for and cared for them). Of course, Baal is a false god, so a system in which intelligent beings worship and serve a false god is illogical.

Two problems can arise with man vs. society conflicts, however. First, when readers can focus on a specific individual as the antagonist, relating to and identifying with the main character can be easier. The challenge for the writer is to make the society a living being itself. Otherwise, the main character simply is defending himself against minor characters and obstacles throughout the story. Another problem is that often society is too monolithic for a single character to overcome. The story problem shouldn’t end with the collapse of society but instead the main character escaping it or achieving some success that creates a new hope for the culture’s eventual fall.
 
You Do It
Create notes about a society that for a character to oppose. What are the society’s prevailing beliefs, laws and mores? Why would this motivate the character to oppose it? In what ways would the society come into conflict with the character? What might the character do to sidestep or challenge these conflicts with society?

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: conflict, main character, plot


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Man vs. man

July 14, 2008

When developing your story, you’ll want your characters to face a number of challenges or conflicts. One of the most basic of them is man vs. man. In this conflict, the main characters find his goals jeopardized by another individual: a stormtrooper shooting at them, a Klingon arguing with them in a space station cantina, a lowly human turning our astronauts in to the sadistic ape overlords.


At its basest, man vs. man conflict is just two people taking on one another, with our hero usually winning. At its best, this conflict can symbolically test competing ideas and ethical solutions. A character represents one approach to a problem while the other represents an alternative path. All too often, these representations are reduced to simplistic views of good and evil. But by showing each characters’ motivations and needs, the story’s theme gains depth while the dramatic tension soars. 


A good example of man vs. man conflict is “Star Trek II: The Wrath of Khan.” The story clearly revolves around two people: Khan and Admiral Kirk. The motivations of each are given: Khan wants revenge upon Kirk for marooning him on a planet that then underwent an ecological disaster and that killed his wife. Kirk feels a responsibility to protect the civilized world from Kahn, a disposed dictator and product of genetic engineering who he had defeated several years before. They play an extensive game of cat and mouse with one another in an effort to win. In the end, Kirk wins because his motivations are not based on revenge but doing what his right by others.

You Do It
Write a 250-word piece in which your main character, to achieve his goal, must overcome another character. Make clear that each has worthy motivations in wanting to defeat the other.

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

Tags: character, conflict, man vs. man, plot, villain


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Pace

July 10, 2008

As developing your story, maintaining a sense of tension is vital. Without dramatic tension – a feeling of uncertainty in the reader about how the main character will solve (or even if he will resolve) the central problem – the story will be flat and vanilla.


Creating tension involves controlling the story’s pace. Pace is the timing by which the major events in the plot unfold and in which the big scenes are shown.


The “better” the story, then the better that the author handled the pace. “Star Wars IV: A New Hope”, the “Star Trek: The Next Generation” episode “Yesterday's Enterprise”, Douglas Adams’ comedic novel “The Hitchhiker’s Guide to the Galaxy” and Ray Bradbury’s short story “A Sound of Thunder” all are examples of masterful pacing.

Every story has a different pace. Those that are more introspective tend to move at a slower pace while those that are action-packed tend to be fast. Because of this, all stories run on a “story clock”. This is a measurement in which action is internally described. As with the wider universe, however, there is no objective clock. A true sign of craftsmanship is when an author sets the story clock winding at the right pace for an individual tale. 

Regardless of the story, however, good pacing always involves compression and expansion of time - In “real time,” events don’t unfold at the same rate as they do in a story. For example, a suborbital flight from New York to Tokyo in real time might take a hour, but in the story it’s handled in a phrase that takes a couple of seconds to read. Usually the authors speeds up or slows down the action to match the emotions he wants the reader to have. 

Another aspect of good pacing is “travel time”. Characters don’t change their personalities or their minds about important decisions overnight. A character must “travel” a certain emotional distance to arrive at such changes. The author’s wording and dramatic action must mirror that pace.


Of course, you have only so many words to tell a story, so reducing that “travel time” is important. There are a few ways you can accomplish that without cheating on the emotional distance that a character must traverse:

n Intercut a different story - Sometimes a parallel story or subplot can help lead the character to change more quickly because he realizes, through analogy, that he must change.

n Fill intervening time with straight action - A change often doesn’t occur because one has thought through a problem but because physical experiences test and uncover what one truly believes. Straight action can be a crucible that helps the character come to a new understanding.

n Develop other characters - As with a parallel story or subplot, other characters who undergo change can affect the protagonist. Their changes can test and alter the protagonist’s beliefs.

n Offer description -Changes in the landscape and climate can symbolically represent the emotional currents in the protagonist’s thinking.


You Do It

Select a problem for your main character to solve; to solve this problem, your character will have to undergo some change in personality or reverse a decision he made earlier. Outline three to five incremental steps that must occur in the story for this character to undergo that change. Are there any ways you can reduce this “travel time” through subplots or the development of other characters?


Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell


Tags: dramatic tension, main character, plot, setting, style


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Man vs. nature

July 5, 2008

When developing your story, you’ll want your characters to face a number of challenges or conflicts. One of the most basic of them is man vs. nature. In this conflict, the characters find their goals jeopardized by the natural forces of the universe: the cold of an ice age, dangerous plants and animals in an alien jungle, or the vacuum of space.


This conflict can truly test the characters’ stamina, and in a Darwinistic way, show who is the fittest. There’s virtually nothing that a character can do to change the weather or his environment, but he can through physical strength, willpower and intelligence survive it. Exactly how the character does survive – whether by forcing himself to stay awake for three days until he can march his out of the desert or by using his wits to kill a beast and sleeping in its belly to stay warm – says a lot about what characteristics the author values.


The man vs. nature conflict can takes on a thematic role in ecological disaster stories. A good example of this is Larry Niven’s novel "Legacy of Heorot". Set on a colony world, the story centers on how nature is “fighting back” against the ecological changes that the colonists have engendered. It examines the issues of what happens when humans interfere with the natural order of a world and if the notion of “protecting nature” is rational.


You Do It
Write a 250-word piece in which your main character must overcome a force of nature to survive. Some possible forces could include a desert on an alien world, a spaceship caught in the grip of a black hole or total darkness caused by an eclipse on an exoplanet.

Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell


Tags: conflict, main character, plot, setting


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Tension

July 2, 2008

Any story you tell by definition has a plot, characters, setting point of view and theme. But to really make a story pop, an author has to interweave and play these elements against one another so that the story has tension.


Tension is the force behind the need to find resolution. It stems from the hook that caught the reader in the opening lines: there’s an interesting central problem to solve. The rest of the story needs to focus on solving that problem.

But the author shouldn’t make the outcome – the resolution of the problem – obvious to the reader. The author should always leave open the possibility that the problem won’t be resolved. Of course, most readers know (or at least expect) that the problem will be resolved. By creating doubt, the writer causes the reader to wonder how the problem will be resolved. The greater this tension, the more likely the reader will stick with you through the story.

Generally, the best way to create doubt is to make the problem increasingly more difficult to resolve as the story continues.

Consider the tension created in what is perhaps the best “Star Trek: The Next Generation” episode, “The Best of Both Worlds, Part I”. The show opens with what attacks on a Federation outpost and ship that appears to be a Borg invasion. Great anxiety ensues as Starfleet Command hastily organizes an armada as its own leaders admit they’re not ready for the Borg. The problem worsens as the Enterprise engages the Borg, begins to lose the battle and hides in a nebula. The Borg force the Enterprise out and abduct Captain Picard, leaving the crew in the hands of Commander Riker, who is doubtful of his own leadership abilities and finds himself at odds with the Borg expert, Lt. Cmdr. Shelby. Though the Enterprise is able to temporarily halt the Borg advance, an away team sent to retrieve Picard finds that he has been converted into a Borg. As the away team reports this Riker, Picard – as Locutus of Borg – orders the Enterprise to surrender, saying that everything Picard knows the Borg now know and that resistance is futile. Riker orders the Enterprise to fire, or for the crew to kill its beloved, former captain.

 

The story constantly leaves the viewer wondering how the Enterprise/Federation will overcome the Borg invasion as the situation for our heroes grows increasingly dire. By episode’s end (which was a season cliffhanger), apparently the only way to resolve the problem is for the crew to kill the series’ main character and hero, the man they are most loyal to.

 

Certainly the story’s settings – aboard the Borg ship, on a world where a colony has been decimated – are intriguing. Certainly the characters – Riker’s self-doubt, Picard’s transformation into Locutus – are fascinating. Certainly the plot – repelling an alien invasion – is interesting. But combining and playing these elements off against one another to create tension – now that’s spellbinding.

 

You Do It

Write an outline of a story in which your main character attempts to solve a problem, such as stopping an alien invasion or trying to stay alive after being marooned on an alien planet. In the outline, make sure the situation grows increasingly more dire and difficult to solve, so that as the story nears its end, the alien invasion appears likely to succeed to the interstellar castaway appears unlikely to survive.
 

Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell


Tags: central problem, narrative hook, opening lines, plot, style


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Elements of fiction

June 26, 2008

What is a story? An idea or a setting or a character alone do not make a story. A fictional story is all of those and more.


For the convenience of analysis and discussion, stories often are broken into parts. These parts typically are referred to as the five elements of fiction. They include:

n Plot - How the problem in the story is overcome, typically thought of as physical action

n Setting -Where and when this action occurs

n Character - Whoever attempts to solve the story’s problem as well as those who create the problem and those that appear incidentally

n Point of view -Perspective from which the story is narrated

n Theme - Purpose for which a story is told

It’s easy to think of the five elements of fiction as a matter of the 5 W’s and 1 H, or what, where, when who, why and how. Plot is what happens in the story. Setting is where and when the story happens. Character is who the story happens to. Point of view is how the story happens to be told. Theme is why the story happened to be told, or its message.

Each of these elements appears naturally in the story, whether you consciously intend them to or not. Consider the “Star Trek: The Next Generation” episode “The Best of Both Worlds”. The plot is about stopping a Borg invasion of the Federation. The setting is the 24th century (various stardates are given) in various star systems and aboard the starship enterprise and the invading Borg cube. The characters are the Enterprise’s crew, particularly Captain Jean-Luc Picard, Commander Will Riker and Lt. Cmdr. Shelby. The point of view largely is from an outside perspective, as if we were aboard the Enterprise. The theme is that individuality and self-determination triumphs over collectivism.

Virtually all of the problems with poorly written stories are that they in some way muddle one or more of these elements. In addition, you may perfectly nail each of these five elements but still tell the story poorly because it lacks flair; such problems are a matter of style, which is a part of understanding the craft of writing though not an element of fiction itself.

You Do It
Read a SF story. Jot down its plot, setting, characters, point of view and theme. You may find yourself writing more than a page of notes. If so, you can see how intricate even a short story can be. It also shows you’re thinking deeply and thoroughly about the elements of fiction, which will be a good carryover into your own writing.

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

 

Living with Star Trek: American Culture and the Star Trek Universe

Tags: character, plot, point of view, setting, style, theme


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Parts of a plot

June 11, 2008

Most stories unfold in the same way: the main character encounters a problem, he attempts in various ways to overcome the problem, and ultimately he succeeds.

 

For example, in the “Star Trek: The Original Series” episode “Devil in the Dark”, Captain Kirk faces the problem of stopping what appears to be a monster that is killing miners on the planet Janus VI. He attempts to solve the problem by hunting down the creature. He ultimately succeeds in stopping the murders by making contact with the creature and coming to an understanding of and agreement with it.


Of course, the plot of a story is more complicated than this. But the way action unfolds in most stories can be divided into distinct parts. Being aware of these parts can help you better develop a story.

 

There are five general parts of a plot:

n Opening - During the first paragraphs of a story, the main character, the problem he faces and the setting is introduced. This part sometimes is referred to as the “introduction”. In “Devil in the Dark,” we also learn that some of the miners doubt Kirk’s ability to solve the problem, which will complicate his efforts later in the episode.

n Rising action - The bulk of the story consists of the rising action, in which the main character attempts to solve his problem. He repeatedly fails, however, causing the situation becomes even more dire for him. This part also is known as the “complication”. During the hunt, Kirk loses a man, finds the station’s nuclear reactor pump has been stolen, almost dies during a cave-in and then is cornered by the creature.

n Climax - Ultimately, the main character solves the problem through some great, dramatic effort. Discovering the creature is intelligent, Kirk orders Spock to mind meld with the creature and Dr. McCoy to heal its wound; this allows Kirk and the creature (which calls itself a Horta) to come to an agreement: the miners will stop killing its young and it will stop killing the miners.

n Falling action - This extremely short section of the plot occurs immediately after the climax. It deals with the effects of the climax on the main character. Kirk now champions the Horta’s cause and stops the miners from attacking it.

n Denouement - The “conclusion” occurs in the last few sentences of the story. The loose ends of the story are tied up at this point. Back aboard their starship, Kirk, Spock and McCoy discuss (er, joke) about the philosophical implications of the Horta’s intelligence; we also learn that the miners and Horta are getting along fine.


You Do It

Look back at the piece you wrote for the "Main character" entry. Based on that problem that your main character faced, create an outline of a story that uses eachof the five parts of plot.


Visit my Web site about writing science fiction, Inventing Reality.

(c) 2008 Rob Bignell


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Tags: central problem, climax, plot, rising action


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Conflict

June 3, 2008

When telling a story, you’ve got to have conflict in it. If there’s no conflict, you have a wooden story that starts nowhere, leads nowhere and ends nowhere. As E.M. Forster noted, “’The king died, then the queen died’ is a plot. ‘The king died, then the queen died of grief’ is a story.”


Forster’s quotation is apt because a good plot is about at least one character under adversity. Conflict typically arises from the characters’ perceptions, needs and wants. As each character has an urgent personal agenda, your plot really is a synthesis of its individual characters’ efforts to achieve their agendas.


Consider the “Star Trek: The Original Series” episode “Errand of Mercy,” in which we are introduced to the Klingons. The agenda of our hero, Captain Kirk, is to persuade the Organians to join the Federation so that the world may be used as a base of operations against the Klingons. The agenda of our villain, Klingon Commander Kor, is to occupy Organia so that the planet may be used as a base of operations against the Federation. The Organian Council of Elders’ goal is to stay neutral.

As these conflicting agendas intersect, each character faces adversity. For Kirk, the Organians aren’t receptive to his idea, then finds himself in the middle of an occupation army and ultimately is captured by Kor. For Kor, an ammunition dump is blown up (by Kirk) and then the Organians are uncooperative when Kirk escapes his cell. For the Organians, they first feel the pressure of Kirk and Kor and then watch both sides become increasingly violent toward one another on their home turf.

There are five primary types of conflict that your characters can face:
n Man vs. nature - When the forces of nature, such as storms, deserts and volcanoes, that hinder a character from achieving his objective
n Man vs. man - When two individuals struggle against one another to achieve their objectives, such as Kirk and Kor
n Man vs. society - When a character or small group takes on the mores and values of their culture or its political institutions
n Man vs. God(s) - When an individual or a small group fight God or the gods
n Man vs. himself - When a character has an internal struggle because of conflicting desires, wants and needs
 
When developing conflict in your story, follow these guidelines:
n Maximize conflict by pit two forces against one another – This either can involve opposites facing off (as with Kirk and Kor) or involve an internal struggle.
n Every scene should present the main character with a problem - If this doesn’t happen, there probably isn’t much point to the scene.
n Conflict should allow the character an opportunity to change the course of events - Adversity alone rarely is enough to carry a story, though it may help create reader sympathy for your character

You Do It
Imagine that a character in your story discovers that some terrible fate awaits the Earth – and the time for humanity to prepare to confront it is running out. Your character must convince humanity that the threat is real. List several conflicts your character faces in achieving this goal. Try to come up with an example for each of the five primary types of conflict.

Visit my Web site about writing science fiction, Inventing Reality.
(c) 2008 Rob Bignell

  	 Buy Space Memorabilia, Flight Suits, Toys, Gam

Tags: conflict, man vs. man, plot


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What is plot?

May 26, 2008

In every story, something happens. These events form the structure of your tale. Plot, then, is the drama and action through which characters come to life.
 

Consider the plot of “Star Wars IV: A New Hope”. During the story, young Luke Skywalker finds his dreams and hopes of leaving a desert world quashed by his uncle. While looking for two runaway droids, Luke meets Obi-Wan Kenobi; one of the droids has a message for Obi-Wan pleading for him to help rebels against the oppressive Empire. When Luke returns home, he finds the farm ablaze and aunt and uncle dead. He decides to join Obi-Wan’s mission to help the rebels. The pair charter a flight with a smuggler, Han Solo. At their destination, they encounter the Death Star. Entering it, they rescue Princess Leia, who sent the earlier mentioned message to Obi-Wan. Returning Leia to the rebel base, they plan an attack to destroy the Death Star. In the end, Luke is the one who fires the shot that causes the Death Star's destruction.

Obviously, much more happens in the movie that those few events. But it is that storyline on which the rest of the story hangs.

A story at its most basic is plot. It’s why when junior high students write book reviews they almost invariably write about what occurs in the story, void of any references to the other elements of fiction except maybe a stray line about who the main characters were and where the story was set.

There are many metaphors about what plot is, most of which are equally apt. Some writers and academicians say it’s a structure that leads us somewhere, others a thread that pulls readers through a story. Using music as a metaphor, some refer to plot as “narrative melody.”


Plot is far more than a series of events, however. Events occur in a story because of cause and effect. Luke goes into space with Obi-Wan because once the farm is destroyed, nothing remains for him on a planet where he doesn’t want to be. Because of this cause and effect rule, most stories are told in chronological order. “A New Hope” doesn’t start with Luke rescuing Leia then jumps to the events that led him to the Death Star. In good stories, these events that occur also should involve conflict. Luke doesn’t just walk aboard the Death Star and take Leia. Stormtroopers chase him, and he is caught in a trash compactor with a sea monster.


There are some basic rules of plot that authors should follow:

n A plot should be logically consistent. Nothing should happen at random in a story. Random events slow the story and confuse the reader.

n A plot begins before the story does. “A New Hope” begins with the Empire’s forces firing on Princess Leia’s ship in orbit around Luke’s world. If the plot began at the chase’s beginning, the main story about Luke realizing his dreams of doing something important with his life would be delayed.

n Events in the plot should surprise the reader. That a sea monster is in the trash compactor waste and that it pulls Luke under into the muck are surprises.

n Keep your characters in trouble. So long as the characters have problems to overcome, the plot can remain interesting. For example, when Luke and his companions escape the stormtroopers by jumping into the trash chute, they find there is no way out – and then the walls of the trash compactor begins to close. In addition, come up with creative ways to get your characters out...

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Tags: conflict, plot, star wars


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