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Search Results for: outline

The Unnecessary General

June 11, 2007 QandA, Screenwriting Software, Software

questionmarkIn Final Draft, what do you use the “General” element for? The manual describes its function negatively, saying only that it’s for whatever doesn’t fit into the other elements. Personally, I haven’t found a use for it yet and was wondering what the pros use it for.

— Richard Budd

As far as I know, nothin’. I bitch about Final Draft a lot, but one good thing it can do is create new styles (er, elements) for unanticipated needs. I created one called “singing” for dialogue that is part of a song (11pt Verdana italic). So why would I need to re-appropriate “General?”

Perhaps if I were writing a treatment, or some sort of other non-screenplay document, and didn’t feel like putting everything in “Action.” It’s conceivable, I guess. I recently had to write an extended outline for Shazam!, but I used [Pages](http://www.apple.com/iwork/pages/) for its footnoting ability. The only advantage I could see to using Final Draft for an outline is its frustrating-but-consistent revision marks.

If any readers have a better explanation for the existence of “General,” I’d love to hear it.

The perils of coincidence

May 6, 2007 Genres, How-To, Treatments

Like several million people worldwide, I saw [Spider-Man 3](http://www.imdb.com/title/tt0413300/) this past weekend. And like a substantial percentage of these viewers, I got frustrated by the number of unlikely coincidences in the movie.

There’s nothing wrong with coincidence, per se. Almost every movie is going to have some incidents where one character just happens to be in the right place at the right time. In fact, many movies are built around a “premise coincidence.” In [Die Hard](http://www.imdb.com/title/tt0095016/), John McClane just happens to be in the building when the villains attack. That’s okay. McClane’s being there is part of the premise. Likewise, in the original [Spider-Man](http://www.imdb.com/title/tt0145487/), Peter Parker just happens to get bitten by the radioactive spider. No problem: it wouldn’t be Spider-Man otherwise.

The premise coincidence is one flavor of what I’ll call a Fundamental Coincidence: an accidental confluence of time, place and motivation which greatly impacts the story.

In a romantic comedy, when The Guy would have proposed to The Girl except that he just happened to overhear a conversation he interpreted the wrong way, that’s a Fundamental Coincidence. In the first Spider-Man, Norman Osborn just happens to be transformed into The Goblin just as Peter is becoming Spider-Man. That’s a Fundamental Coincidence, but we accept it because it feels true to the genre.

WARNING: MINOR SPOILERS FOLLOW. (Mostly things you’d glean the trailers or ads, but still.)

Let’s look at the Fundamental Coincidences in Spider-Man 3:

  • The asteroid carrying the symbiote (utlimately, Venom) happens to land near Peter Parker. Peter doesn’t hear it, doesn’t investigate.
  • The symbiote happens to attach itself to Peter’s scooter.
  • Flint Marko happens to fall into the sand pit at exactly the moment the scientists test their billion-dollar Dyson vacuum.It’s never clear what they’re supposedly doing, or why they wouldn’t have, say, a lid on the pit. Or a videocamera to monitor the experiment.
  • Flint Marko happens to have been the man who killed Uncle Ben. (A retcon.)
  • Eddie Brock happens to be the only person in the church at the moment Peter tries to get rid of the black suit.

Any one (or two) of these Fundamental Coincidences would probably go unnoticed, particularly in a superhero movie, where credibility takes a back seat to spectacle. But put together, they make the plot feel rickety, particularly when you factor in the large number of what I’ll call Minor Coincidences — things that don’t fundamentally change the story, but feel convenient all the same.

  1. The police chief decides to tell Peter about Marko now, even though he’s known the details for some time, apparently.
  2. Sandman’s first attack just happens to coincide with Spider-Man getting the key to the city.
  3. Eddie Brock is newly arrived at the Daily Bugle, and wants Peter’s job.
  4. Gwen Stacy happens to be Peter’s lab partner.
  5. Gwen Stacy happens to be in the skyscraper during the crane accident.
  6. And she’s the police chief’s daughter.
  7. And she’s Eddie Brock’s love interest.Revealing both of these points of information in one piece of dialogue was a particularly bold choice.
  8. And Gwen happens to be at the fancy restaurant on the night Peter wants to propose.

Again, you could have several of these coincidences in any movie and no one would mind. It’s largely expected that familiar faces will become imperiled in a summer action movie, so #5 feels right. Likewise, the eventual discovery of Venom’s weakness is accidental, but that plays into the genre. No foul there.

My point is not to rip on Spider-Man 3, but to urge readers to look at their own scripts with an eye towards coincidence. If you’ve written a treatment, search for the following phrases: “at the same time,” “accidentally,” “luckily,” “unfortunately,” and “meanwhile.” They’re often a tip-off that you have events happening by coincidence. There’s almost always a better alternative.

Causality trumps everything
=====
Given a choice, try to find cause and effect. One event happens because of something else we’ve seen — ideally, something the hero himself has done.

Instead of having the hero accidentally overhear a key conversation, get him actively trying to listen. Or have an interested third party steer him in that direction — perhaps for his own reasons. At every juncture where a reader could ask “Why did that happen?”, try to have an answer that isn’t, “just because.”

Although there are some convenient twists in the Harry Osborn plot (amnesia, for starters), the causality is clear: the New Goblin wants revenge on Spider-Man for killing his daddy in the first movie.I kept waiting for Peter to point out that Harry’s dad was a psychopath, but oh well. It doesn’t feel like coincidence that Harry is flying around on his hoverboard. With two other villains desperate for scenes, the timing might not be opportune, but it’s clear why it’s happening.

Look for correlation
====
Rather than ask an audience to swallow a bunch of little implausibilities, try bundling them together.

In [Heroes](http://www.imdb.com/title/tt0813715/), imagine if each character had a completely unique origin story: Claire got her powers from a shaman; Sylar is an alien; Peter has a magic ring. You’d get frustrated pretty quickly, because a lot of screen time would go towards explaining why and how. Instead, the creators wisely decided the characters all had some mysterious gene mutation activated by an environmental change. The audience is willing to make that one big leap,And a familiar leap, frankly, because of X-Men. because they’re not asked to make similar leaps each time a new character is introduced.Note that both the D.C. and Marvel universes do have multiple, often conflicting means of empowering their heroes and villains. This is good and fascinating, but I suspect it’s one reason it can be harder for a casual reader to pick up these titles. The time investment needed to get up to speed is significant. Quick: Is Scarlet Witch a witch? Ummm…[Sort of](http://en.wikipedia.org/wiki/Scarlet_Witch).

For Spider-Man 3, I don’t have any magic answers on how to correlate these disparate threads — other than trimming one out, which wouldn’t be a bad place to start. But had the script dropped on my desk a month before shooting, here are a few thoughts I would have put out there in terms of the many coincidences:

* Both Venom and Sandman are forms of disembodied consciousness that control their host subjects — people and sand, respectively. That seems thematically promising.
* One asteroid feels random, while a meteor shower feels like an event that needs a superhero.
* Could this meteor shower overlap with Marko’s transformation or escape? Even if it’s just in the background, it makes them feel more united.
* Could Spider-Man be pursuing Marko at the start?
* Could we see the symbiote choosing Peter, because he’s the strongest creature around?

Chop it out
====
Often, the best answer when faced with a nagging coincidence is just to remove it.

* Do we really need the Uncle Ben retcon? It doesn’t have a lot to do with Marko’s sick-daughter motivation.
* Couldn’t Eddie Brock already be a stringer for the Daily Bugle? If he and Peter already have history, great.
* Does Gwen Stacy need to be Peter’s lab partner?
* Do we even need the police chief?

Again, my point isn’t to rag on Spidey, but to urge reader-writers take a hard look at the role of coincidence in their own scripts.

Some coincidence feels genuine. In real life, we do accidentally bump into old friends at the mall. And surprise in general is a good thing — catching your reader off-balance is a worthy goal. But if a significant portion of your plot depends on chance, that’s a good indicator something’s not fully baked. The best time to tackle these problems is in the outline, asking yourself not only what happens next, but why.

Seven Things I Learned from World of Warcraft

February 14, 2007 Geek Alert, Videogames

Those who’ve seen my movie, The Nines, can infer that I had a bit of a World of Warcraft problem back in the day. “The day” being a period of about four months in which most of my waking hours were spent either playing the game or wanting to. The luxury and danger of being a screenwriter is an abundance of unstructured time. WoW can eat hours in a gulp.

Moderation just didn’t work. I had to give it up cold-turkey, canceling my account and throwing out the install disks. With my newfound time, I had a kid, wrote a couple of movies and directed one of my own.

I have few regrets about giving up Warcraft. But in retrospect, I did learn some valuable things from my time in Azeroth, lessons that have stuck with me. So I thought I’d share a few.

1. Kill injured monsters first
====
W __When facing multiple bad guys, the temptation is to go after the one who’s hitting you hardest. This is often a mistake. That injured razorback, the one who is running away? He’ll be back in 15 seconds, likely with other baddies in tow. So take a few clicks to kill him now. Once he’s dead, you can focus completely on the guy who’s smacking you.__

The real world may not have druids and paladins, but it’s chock full of monsters. They’re called “term papers” and “errands” and “mysterious car problems.” At any given moment, there may be one monster that looms larger than all of the others, who clearly needs to be attacked. But before you do, look around for injured monsters — the half-finished tasks that probably need only a few more minutes to complete. If you don’t deal with them now, they’ll be a constant distraction, and may eventually come back stronger.

This “injured monster theory” is why I try to return every phone call the day I receive it, and respond to every email within 24 hours. If a warning light comes on in my car, I go to the mechanic that day. Whenever I find myself thinking, “I need to remember to…” then I know I’ve failed. I don’t need to remember. I need to do. I need to finish.

2. Grinding is part of the game…
====
W __In WoW parlance, “grinding” is the process of killing a bunch of fairly easy monsters, one after the other, strictly to rack up loot and experience. There’s no adventure to it, no real challenge. It’s tedious and mindless, but it’s often the fastest way to level up, which is why everyone does it.__

Daily life is full of mindless tedium, but there’s an important distinction: grinding has a point. While the task may be dull and carpal tunnel-aggravating, there’s a clear goal. You’re doing X in order to get Y. You’re xeroxing scripts in the William Morris mailroom in order to get a job as an assistant. You’re proofreading your script for the seventh time in order to send it to your friend, who works for that producer. You have to be willing to do serious grunt work in order to move ahead.

3. …But grinding is not the game
====
W __It’s easy to confuse what you’re doing with why you’re doing it. Just remember: you’re not paying $15 a month to kill the same set of spawning critters. Grinding is a means of achieving a specific goal, whereas the game itself is supposed to be entertaining. So once you level (or get enough deer skins to fabricate that armor), stop grinding and start exploring.__

I worked for a year as a reader at Tri-Star, writing coverage on 10 scripts or books a week. It was good money, $65 a shot, but it was wearying. Most of the scripts were terrible. Apart from offering lessons-to-avoid, there wasn’t any point in reading them other than the money. But I convinced myself I was “working in the industry,” so I kept reading them, one after the other, dutifully writing up my synopses and comments. Executives would congratulate me on my witty notes, and there was some suggestion that I could get a job in development. So I quit.

In place of reading, I got a mindless internship in physical production at Universal: filing, copying, researching clearances. I didn’t use my brain once. That left me with abundant energy when I got home from work, and with it I finished two scripts.

Both jobs were quintessential “day jobs.” In theory, writing coverage should have been the better job, because it was closer to screenwriting. And truthfully, I did learn some valuable things–for the first month or two. After that, it was a whole lotta more of the same. The second job was a better fit because there was no confusing it with my true ambitions.

4. Give away stuff to newbies
====
W __You start the game with almost nothing: a weapon and the shirt on your back. Each new piece of gear you accumulate is tremendously exciting. Cloth armor seems luxurious. But as you level up, that early gear becomes increasingly irrelevant and basically worthless. It’s not worth the trip to the store to sell it. So don’t. Instead, run back to the newbie lands, find the first character of your class, and hand him all the stuff you don’t want. It will take two minutes of your time, but give the newbie a tremendous head start. (Not to mention building your karma.)__

This site, johnaugust.com, is really just me running back to the newbie lands and giving away what I can. There’s no financial incentive in it for me. I could certainly put my advice in a book and charge $15.95 for it. But I see it as the take-a-penny, leave-a-penny flow of information. On a daily basis, I find myself searching the web for answers on topics in which I’m a newbie (Flash programming, DC mythology, teaching toddlers to swim) and leaving thankful that someone out there took the time to write a tutorial on exactly what I needed. So in exchange, I write up what I know about screenwriting.

If everyone took the time to build a site about the areas of their expertise, the world would be significantly cooler.

5. Keep track of your quests
====
W WoW is refreshingly open-ended–you could spend all your time skinning bears, if you felt like it. In order to provide a sense of structure, the game helpfully provides quests: multi-step missions, generally to collect, kill or deliver something. While the system does a solid job tracking these official endeavors (“13 out of 25 tusks”), most of the time what you’re really trying to do (“find a better shield”) is frustratingly amorphous. The trick is to identify these unofficial quests and break them down into distinct steps:

* browse the auctions to compare prices
* pick preferred shield
* sell off unneeded linen to raise needed cash
* bid

At any given point, you may have 10 of these pseudo-quests, and unless you take charge of them, you’re liable keep running around, cursing your stupid shield.

[GTD](http://davidco.com) enthusiasts would label these WoW quests “projects,” and each of the bullet points “next actions.” That’s geekery, but it’s an acknowledgment that most of life’s work consists of a bunch of little activities in the service of a larger goal. You don’t write a script; you write a scene. You don’t design a website; you tweak the CSS so the navigation looks better. No matter what the project is, you can’t finish until you get started, and you can’t get started until you figure out the steps.

6. Storage is costly
====
W __Perhaps sensing that messy teenage boys are a key demographic, World of Warcraft won’t let you leave something on the ground. If you don’t pick up that fallen warhammer, it will vanish, never to return. So one quickly learns the importance of storage: belts, bags, backpacks and chests. Unfortunately, there’s never nearly enough space, and adding more becomes ridiculously expensive. (That’s by design, clearly. The developers want to minimize hoarding.) So always keep in mind the carrying costs. If you never use that second bow, get rid of it, and use those slots for something you need.__

Unlike World of Warcraft (or hard drives in the 90’s), digital storage is now cheap. Crazy cheap. I remember having to carefully comb through my hard drive, trying to figure out exactly what I could purge in order to install the newest version of Quark XPress. Today, I have 80 gigs available on my startup drive, and this was the first time I checked in over a year.

But while the cost of bit storage has plummeted, the cost of storing atoms is still huge. My neighbors just had a [POD](http://www.pods.com/) delivered, essentially a cargo container that gets trucked off. I’ve watched as they’ve filled it with furniture and boxes, all the time wondering, “Is all that stuff really worth keeping?” It’s like paying rent on things you already own.

Last year, we cleaned out our garage. Instead of a traditional yard sale, we did a virtual version. We took pictures of everything we were getting rid of, built a page in [Backpack](http://backpackit.com), and sent the link to all our friends. Whoever wanted something could email us and take it. They got a free desk, and we got a free garage.

7. Overthinking takes the fun out of it
====
W __Remember, the game is supposed to be fun. Yes, you can spend hours pouring through the forums, finding exactly the right talent tree. Or you could wing it: explore some new lands and kill some big monsters. Obsessive planning won’t make the game more enjoyable. It will just make it more like work.__

I’m often asked about outlines and treatments, and whether they’re necessary before sitting down to write a script. They’re not. Like a map, they can help you figure out where you’re going, but when you follow them too closely, you’re apt to miss a lot of amazing scenery along the way.

On a bigger level, as you look back at any period of your life, you don’t remember what a solid plan you had. You remember what you did. You remember the adventures, the scrapes, the unanticipated detours that turned out to fascinating. So don’t plan your way out of an exciting life.

If you agree, feel free to [digg it](http://digg.com/submit?phase=2&url=http%3A%2F%2Fjohnaugust.com%2F%3Fp%3D718&title=Seven+Things+I+Learned+from+World+of+Warcraft).

How to write a scene

January 9, 2007 Words on the page, Writing Process

One of the thing I admire most about [Jane Espenson’s blog](http://www.janeespenson.com/) is that she talks very directly about the words on the page, giving names to techniques I use but never really think about. The [two-percenter](http://www.janeespenson.com/archives/00000251.php), for example.

So one of my goals for 2007 is to get a little more granular in my advice-giving, and talk less about Screenwriting and more about screenwriting — in particular, scene writing.

Spend a few years as a screenwriter, and writing a scene becomes an almost unconscious process. It’s like driving a car. Most of us don’t think about the ignition and the pedals and the turn signals — but we used to, back when we were learning. It used to flummox the hell out of us. Every intersection was unbelievably stressful, with worries of stalling the car and/or killing everyone on board.

It’s the same with writing a scene. The first few are brutal and clumsy. But once you’ve written (and rewritten) say, 500 scenes, the individual steps sort of vanish. But they’re still there, under the surface. It’s just that your instinct is making a lot of the decisions your conscious brain used to handle.

So here’s my attempt to introspect and describe what I’m doing that I’m not even aware I’m doing. Here’s How to Write a Scene.

1. Ask: What needs to happen in this scene?
===
Many screenwriting books will tell you to focus on what the characters want. This is wrong. The characters are not responsible for the story. You are. If characters were allowed to control their scenes, most characters would chose to avoid conflict, and movies would be crushingly boring.

The question is not, “What could happen?” or “What should happen?” It is only, “What needs to happen?” If you wrote an outline, this is the time to look at it.I’m neither pro nor anti-outline. They can be a useful way of figuring out how the pieces might fit together. They’re nearly essential in television, where many minds need to coordinate. But sticking too closely to an outline is dangerous. It’s like following Google Maps when it tells you to take Wilshire. If you didn’t, just come up one or two sentences that explain what absolutely must happen in the scene.

2. Ask: What’s the worst that would happen if this scene were omitted?
===
Imagine the projectionist screwed up and accidentally lopped off this scene. Would the movie still make sense? If the answer is “yes,” then you don’t really need the scene, and shouldn’t bother writing it.

But it’s so dramatic! you say. But it’s so funny!

Tough. Put that drama or that comedy into scenes that are crucial to the movie.Do my own scripts hold up to this (admittedly harsh) standard? Yes, largely, but feel free to correct me where you disagree. Big Fish has quite a few meanders and detours, but that’s very much on-topic — it’s the reason the son is so frustrated. One thing you learn after a few produced movies is that anything that can be cut will be cut, so put your best material into moments that will absolutely be there when it’s done.

3. Ask: Who needs to be in the scene?
===
Scripts are often clogged with characters who have no business being there. But because words are small, it’s easy to overlook that “Haversmith” hasn’t said or done anything for five pages. And sadly, sometimes that’s not realized until after filming.As an example: Kal Penn in Superman Returns. He’s basically an extra.

4. Ask: Where could the scene take place?
===
The most obvious setting for a scene is generally the least interesting, so don’t be too quick to set your scene in the police bullpen, a living room, or a parking garage. Always consider what the characters could be doing, even if it’s not directly related to the focus of the scene. A father-and-son bonding moment at a slaughter house will play differently than the same dialogue at a lawn bowling tournament.

5. Ask: What’s the most surprising thing that could happen in the scene?
===
Give yourself permission to step away from your outline and consider some wild possibilities. What if a car smashed through the wall? What if your hero choked and died? What if a young boy vomited up a finger?

Most of your scenes won’t have one of these out-of-nowhere aspects. But your movie needs to have a few moments that are completely unexpected, so always ask yourself, could this be one of them?

6. Ask: Is this a long scene or a short scene?
===
There’s nothing so dispiriting as writing a great three-page mega-scene and realizing that you could have accomplished just as much in two-eighths of a page.Scenes are measured in eighths. You really do say two-eighths, not one-quarter. So ask yourself up front: How much screen time am I willing to give to this scene?

7. Brainstorm three different ways it could begin.
===
The classic advice is to come into a scene as late as you possibly can. Of course, to do that, you really need to know how the previous scene ended. There’s often a natural momentum that suggests what first image or line of dialogue would be perfect to open the scene. But don’t stop at the first option. Find a couple, then…

8. Play it on the screen in your head.
===
At least 50% of screenwriting is simply sitting there with your eyes closed, watching the unwritten scene loop in your head. The first couple of times through, it’s really rough: a blocking rehearsal. But eventually, you start to hear the characters talk to each other, and the vague motions become distinct actions. Don’t worry if you can’t always get the scene to play through to the end — you’re more likely to find the exit in the writing than in the imagining.

Don’t rush this step. Let the scene percolate. Mumble the dialogue. Immerse yourself as fully into the moment as you can.

9. Write a scribble version.
===
A “scribble version” is essentially a cheat sheet so you’ll remember the great scene you just saw in your head. Don’t write sentences; don’t write full dialogue. It shouldn’t take more than five minutes. Just get the bare minimum down so that you won’t forget the scene in the next hour as you’re writing it.

I generally hand-write a scribble version in tiny print — sometimes literally on the back of an envelope — but you can also type. This is what a scribble version consists of for me:

  • DUNCAN waiting edge of seat
  • ITO
  • I was one of the doctors who worked on your wife
  • accident
  • injuries severe, trauma team, sorry, couldn’t save her
  • (sits, reflex)
  • nature of injuries, concern fetus wouldn’t survive in utero. paramedic able deliver caesarian boy healthy
  • (nodding not hearing)
  • nurse can take you to see him, know a lot to handle
  • what
  • a lot to handle
  • take me to see him?
  • yes
  • see who?
  • your son. paramedic was able to
  • (grabs clipboard)
  • I know this may seem
  • My wife wasn’t pregnant
  • Your wife didn’t tell you…
  • My wife has never been pregnant. been trying three years. fertility clinic last week
  • I examined the baby myself. nearly at term.
  • I don’t know whose baby, not hers.

It’s kind of a mess, and really wouldn’t make sense to anyone but me — and only shortly after I wrote it. But that doesn’t matter. The scribble version is only there so you don’t get lost or confused while writing the full version of the scene. Yes, it’s finally time to…

10. Write the full scene.
===
If you typed up the scribble version, don’t just try to fatten it out. Start clean. The scribble version is deliberately crappy, and rewritten crap is still crap.

The scribble version is your outline for the scene. Yes, allow yourself the chance to detour from your scribble version if a truly better idea comes along. But if you’ve really spent the time to play it through in your head (#8), it’s probably on the right track already.

Depending on the nature of the scene, getting the dialogue right may be most of the work. Regardless, focus on choosing the best words to describe the characters, the action and tone, so your readers will see the same scene in their heads.

11. Repeat 200 times.
===

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