Difference between revisions of "Beating the Story by Robin D. Laws"
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Revision as of 03:59, 1 February 2021
Contents
- 1 How to Pretend You've Read This Book (introduction)
- 2 Foreword
- 3 Prologue
- 4 Conceiving Your Story
- 4.1 The Random Actor Method: An Idea Springboard
- 4.2 Turning Inspiration into Premise
- 4.2.1 Throughline
- 4.2.2 Core Question
- 4.2.3 Protagonist Type
- 4.2.4 Procedural Heroes
- 4.2.5 Dramatic Characters
- 4.2.6 Supporting Characters
- 4.2.7 Transformational Supporting Characters
- 4.2.8 Thematic Opposition
- 4.2.9 Genre and Expectation
- 5 The Building Blocks of Narrative
- 6 Laying the Groundwork
- 7 Mapping Your Story
- 7.1 Your Opener
- 7.2 And Now For The Map Part
- 7.3 Building Incidents As You Map
- 7.4 Noting Transitions
- 7.5 Your Sequence of Events
- 7.6 Placing Exposition
- 7.7 Goal Shifts and Wavering Protagonists
- 7.8 Your Closer
- 7.9 Reviewing Your Completed Map
- 7.10 Thread Mapping
- 7.11 From Map to Prose Outline
- 8 First Draft
- 9 Revision
- 10 Editing and Giving Notes
- 11 Now, Over To You
- 12 Inspiration to Premise Worksheet
- 13 Beat Mapping Quick Reference
How to Pretend You've Read This Book (introduction)
Foreword
Prologue
Six Essential Tips
- Sit Your Ass in the Chair and Write
- All the schematics in the world won't help if you're not fluent with writing words, you need the practice, like any art.
- Ideas are Worthless
- There are lots of cool ideas out there, many like yours - the thing that makes them work is the execution, not the concept, you have to do work to create a work
- Sit Your Ass in the Chair and Read
- The more works and styles you're familiar with, the more ingredients in your writer's cookbook, the better your style will taste.
- Don't just Read Books, Read Life
- Real life serves as both an inspiration for authentic interaction, and a way to break uniquely from tropes. Study what people do/say as if you were trying to learn how they work so as to be a person.
- If You Can See Yourself Doing Anything Else, Do That Instead
- The societal rewards for writing are largely mythical, write because you are drawn to or have to do it, not for money, validation, lifestyle.
- Seriously, Sit Your Ass in the Chair and Write
- If you still will be a writer, then write.
Making This Book Work For You
Take this method with a grain of salt - use only what works for you, don't force your work to conform to the method. Remember the Vilppu Rule.
Style Notes
reader(s), viewer(s), audience - these are the same people, just depending on medium.
Does This Sound Eerily Familiar?
Robin's previous book, "Hamlet's Hit Points" uses this beat analysis, applied to TTRPGs.
Conceiving Your Story
There are a zillion ways to come up with an idea. Big list of examples. See also The Creative Habit by Twyla Tharp Keep a document where you stash all your random ideas. Or you can use this:
The Random Actor Method: An Idea Springboard
- Visit IMDB's Random Popular Actor URL repeatedly to pick out two actors you are familiar with.
- Choose a genre you like
- What relationship would characters played by these actors have?
- Imagine a conflict that might arise between them
Actor + Actor + Genre + Connection + Conflict: basic generator for a writeable concept.
Turning Inspiration into Premise
Premise: Set of tightly interrelated elements you need to assemble before outlining/writing/editing using the beat analysis system
- Throughline
- Core question
- Protagonist(s)
- Supporting characters
- Thematic opposition
- Genre
- Stence if relevant
Throughline
- Throughline
- The movement of a story from one state to a contrasting one.
- What are the states?
- Circular Throughline
- there and back again
Core Question
Specific to your storyline - what is the suspense, what is the audience waiting to see the resolution to?
If the outcome is telegraphed (certain murder mysteries), then it changes from What will happen to How will it happen
Changing the core question mid-story can be done, but that is a twist you need to carry your audience through.
The Boil-Down
Story premise as a sentence, starting with "This is the story of" + character & question mentions. This is the story of a described character, who does or decides something.
Never changes mid-story.
Subsidiary Questions
In case of multiple protagonists, there's usually a collective question (Who will what happen to), and then each character has their own question.
Protagonist Type
- Protagonist
- narrative-central figure(s) your viewer wants to succeed.
What sort of story?
- Procedural hero
- action and external obstacles
- Dramatic character
- emotional interactions and internal transformation
Procedural Heroes
Serial heroes who go on ongoing adventures, or the main actor supporting a big singleton change in the world.
Iconic Hero
Repetition over a series of adventures, completes each adventure basically unchanged, the world-fixers. Order vs disorder, even if the disorder is a false/immoral order
Iconic Ethos
The core theme of the hero, the principles that serve them to address the problem. Ability + philosophy.
Inherently repetitive, trying to transform an iconic character results in two problems: rehashing their origin story, or brainwiping them after each adventure.
Iconic Hero Team-Ups
Combining multiple iconic heroes is difficult, as you have to have a problem each ethos applies to, and has a payoff from - needs a lot of planning!
Easier to have a bunch of side characters with one iconic characters.
Notably different in serial work, each episode can focus on a different character applying their ethos to the problem of the day.
Transformational Hero
Overcomes a series of external obstacles over a single story
Transformational Arc
Through their trials, the character moves to an opposite internal state.
Origin Stories
Using a transformational arc to begin an iconic hero.
Tactical Goal
There is an external goal associated with the internal transformation. The internal arc may be what sets up the success with the goal, it doesn't have to happen simultaneously!
Dramatic Characters
story moments where characters have emotional enteractions
Poles
Each character dealing with an internal conflict of opposites, usually a positive/negative. Or at least the character certainly sees it that way, or it wouldn't be so hard to flip!
Poles frequently connected to throughline.
Dramatic Resolution
The conflict between poles is resolved, either by picking one, or accepting being stuck between them.
Anti-Heroes
Protagonists who do things we think are bad but enjoy. Poles usually boring socially acceptable value vs interesting dark impulse
Ensemble Dramas
Ensembles can have equal weights for lots of characters until the climax, and then the ones whose resolutions signify the end of the story (rather than falling before/after/never), are the actual protagonists.
Supporting Characters
Additional characters other than protagonists
Antagonists
- iconic
- block restoration of order
- transformational
- block tactical goals
- dramatic
- prevent them from resolving their poles
Adversaries
Key role, lay down obstacles, and have clear reasons for their actions, a counter-goal to the heroes. Vague goals makes them uninteresting.
- Iconic
- counter the hero's ethos
- Transformational
- contradicts hero's identity
Generally don't occur in dramas
Alazons
Dramatic adversary - rather than defeated, must be won over. A gatekeeper.
Rivals
Same goal as the hero in a zero sum game.
Competing Antagonists
Often one major adversary with a network of other characters that assists them.
True multiple antagonists - conflict with each other as well, creates a sense of real-world political mess.
Foils
Illuminate the protagonists
Sidekicks
Pragmatic and moral assistance to primary procedural characters
Companions
Viewpoint character for the audience when the protagonist is alien/strange
Confidants
Esp for dramas. Contrasting friends and confidants. Can push in different directions!
Parallel Foils
cautionary parallels to the hero, to build suspense
Psychopomps
Experts, trainers, and wizards.
Functionaries and Rude Mechanicals
Minor characters that make the scenes work. Potentially to underscore a moral point (this gets cheesy fast tho)
Foils as Narrators
If the protagonist fails, or would never communicate what's going on.
Fleshing Out Underwritten Characters
Foils that are heavily featured should be elevated to minor protagonists by giving them:
- dramatic poles
- transformational arc
- iconic ethos
Give demographically minimized characters more than a flat identity!
Transformational Supporting Characters
Gives the sense that other characters have lives too
Arcs for Parallel Foils
minor character with a reverse arc from the main character.
minor characters that are "fixed" by the protagonist
Thematic Opposition
Questions exploring the theme/throughline if you have more to say on the subject.
Scenes exploring this have a place in the story, rework their relevance rather than deleting them.
Genre and Expectation
Be aware of what genre you've chosen, and what audience expectations come with it.
Even "no genre" is actually its own genre, with the expectation that it doesn't appear to concern itself with fitting in.
Seeking Variation
Present the familiar elements of your genre in an unexpected way, find an angle.
Seeking a Grounding
Familiarize yourself with the genre - if you're going to try branching out, you need to know which branches are actually old rote or someone else's signature.
Stance
Perspectives on the story's genre:
- Validatory
- You're doing a new story in the genre
- Revivalist
- Evoking the classic style of the genre
- Comedic
- Takes a funny slant on a serious genre
- Parodic
- Combining comedic and revivalist, makes jokes spoofing references to previous works. (making fun of the genre itself is called a travesty)
- Satirical
- Dark comedy for critiquing a subject
- Revisionist
- Serious, critiques or undermines the assumptions of the genre
- Meta-Fictional
- comment on the genre, spot the references stay aware of the genre
The Building Blocks of Narrative
Emotional Rhythm
Hope and Fear
Ups and Downs
The exit category of any given story beat, whether the overall tension arc goes up or down.
- Upbeat
- lightens the mood, lowers the tension

- Downbeat
- lowers the mood, raises the tension

- Lateral
- Doesn't affect hopes or fears, for mechanical reasons.
- Should be rare - many means either an experimental script, or more likely, a dull one.

- Crossed Arrows
- More interesting, mixed messages, viewers interests or expanded knowledge are at odds with the emotional tone of the scene

Beats
Foundation Beats
- Dramatic
- one character pursuing a need for emotional reward from another

- Procedural
- character confronts an external complication, even if it is a person

Finding Your Mix
Genre storytelling is mostly procedural beats.
Drama is mostly dramatic beats.
Information Beats
Engage your readers by providing information needed to understand the story.
- Pipe
- Establish facts that come to matter later in the narrative
- best embedded in a dramatic beat if it happens later, so you're not stopping the narrative for more info

- Question
- Introduces a question viewers want to know about - almost always a downbeat

- Reveal
- Provides information, usually to answer a previously established question beat - or as a surprise hidden by fridge-pipe beats

Flourish Beats
- Commentary
- Pause to directly offer thoughts on the matter

- Anticipation
- An emotional upbeat where the audience is given a sign of things to come

- Gratification
- Emotional up that doesn't advance the story, comic relief, fun and games

- Bringdown
- An emotional downbeat that doesn't arise from/advance the narrative, e.g. unrealized threats, bad things the characters don't see

Focus Characters
Sometimes you can have another character in the focus of a scene - e.g. a stand-in to demonstrate a threat
Between Procedural and Dramatic
Procedural and dramatic beats can spawn one another, either in unison or opposition.
Turning Commentary Beats into Foundation Beats
Engaging the commentary in a dramatic beat, especially one that depicts it, can liven up a flat scene
Transition Mapping
maintain and build momentum
Momentum
Keeping your audience on the edge of their seats
Scenes and Blocks
A scene - all action occurring in one time/place
A scene may have one or more beats.
Transition Types
- Outgrowth
- Strongest momentum - New scene develops from a consequence of the immediately previous scene

- Continuation
- Same character in pursuit of the same goal, but not events related to previous scene

- Turn
- 3rd smoothest transition - Same viewpoint character, clearly different goals

- Break
- Costs momentum - Different time, different place, entirely different plot thread.

- Viewpoint
- Extra cost for picking up new character POV - Shift to a character's viewpoint for the first time.

- Rhyme
- Break smoothed by a visual (or rarely auditory) commonality on each side.

- Meanwhile
- Shifts place but not time, not an outgrowth of the previous scene. Smooths a break with the connection in time, frequently some other association too.

- Flashback
- Moves from present, to a scene that functions as a reveal

- Return
- Concludes a flashback and returns to the present, resumes momentum

- Flash Forward
- A preview of future action. Record scratch. Freeze frame. You're probably wondering how I got here.
