In the first section of this discussion (Handling
a Cast of Thousands), we covered the concept of cast members and the
importance of correctly selecting the viewpoints for telling your story.
We covered some caveats about viewpoint and their effect on narrative.
Lastly, we touched on the concept of foils, group dynamics, and skimmed
the basic rules of character interaction and differentiation.
It's time to press on toward "virtual layers". If you look
up the word "virtual" you'll find that it means to
artificially create a semblance of something that has no actual reality.
Your first instinct at reading this might be that ALL writing is in
essence "virtual"—and you're right. That's where we get
into the mind-bender of group handling: the story WITHIN the story.
The Story Your Characters See
You might be thinking that you've always told the story EXACTLY as it
happened, right?
Freeze!
Why? Why must the story be exactly as you envisioned it?
Because you're God (of your fictional universe anyway) and dammit,
that's the way it happened. Don't deny it—you've thought something
similar. This is a VERY common fallacy amongst less experienced writers.
Integrity to the story "as it happened" is as
"virtual" as it gets. You are clinging to a historical
"truth" that never existed. Despite all thoughts to the
contrary, your concept of the "history" of your narrative is
an illusion. If you allow yourself to become fixated on that illusion,
you lose vital objectivity. You must be able to interact with that
illusion. You must think of it as real when you play the roles of your
cast—but beyond that you must be willing to LET GO. Let the cast tell
THEIR story—THEIR version. Bite your authorial tongue if they don't
tell the unvarnished truth. When you let go, you allow your cast's
individual narrative voices begin to shine through.
Your narrative has a life of its own. Story gives rise to story.
Characters within your narrative (to whom the tableau is real) are the
lens through which the course of events is related. We've all heard the
tale of the "one that got away". The fisherman brings home a
minnow, but in order to save face relates his epic struggle (and
subsequent failure) to land the scaly monster that swam off into the
sunset.
Like the empty-handed fisherman, your characters have ego and
motivation to tell the story as THEY see fit. You as the author know how
it REALLY happened, but resist the instinct to tell the story as only
you, the author, see it.
Adding Layers
What we are touching on is known by another name:
"layering". Consider the following twelve layers (Past, Present, Future):
PAST:
- History as you, the writer, conceived it.
- History as the CHARACTERS have heard it told.
- History as the CHARACTERS believe it to be.
- Historical perceptions developed by the READER.
PRESENT:
- The present as you, the writer, have constructed it.
- The present as the CHARACTERS see it.
- The present as the characters reveal it.
- The present as the READER experiences it.
FUTURE:
- The future the writer has plotted out.
- The future as a function of how the characters respond to the present.
- The future the READER predicts.
- The future as reconstructed by characters' reactions.
These layers can have a "perfect" and "imperfect"
sense. They also bear on what's called "fixed" or
"indeterminate" continuity.
These subtleties are a tightrope that you as a writer walk all the
time without necessarily being aware of it. Some authors deal with it
instinctively, others mechanically. These layers are the threads of that
elusive sense of total immersion we all shoot for and admire. It is a
conceptual symmetry between the reader's suspension of disbelief, the
character's relating of the tale, and the spell of imagination that you
as a writer are casting. A watchful eye toward balancing these levels of
indirection contributes to a sense of a living, breathing world
populated with characters we love and hate.
How to Do It: Authorial Filtering
Let's go one level higher and discuss some structuring that's always
taking place as you write: authorial "filtering".
Imagine yourself sitting next to the fire, pen in hand, while the
protagonist spills out everything that has happened to him. If you were
to write word-for-word what that character related, it would be what's
commonly called a stream of consciousness.
Some writers actually write their material this way. Others go
further, and "walk a league" in the other guy's boots. They
pretend to be the protagonist as the story is happening. What the
narrator relates or thinks in his own tongue gets translated by writer
and is "channeled" to the page for the reader.
While most of you may not think of writing as a two-step process of
dictation and transcription, this is the purest essence of
story-telling. As you impose structure and method on the transcribed
story, you are "filtering" the result.
As you filter, you decide how much or how little of the original
viewpoint's narrative voice to retain and how much or how little of your
own style to impose onto the words recorded. How you render or sensor
the result is the "voice" and "distance" in your
story.
Some sticklers might venture here that the fictional character
relating the story IS an aspect of the writer, and thus the same person.
Consider this alternative view: Try thinking of characters as split
personalities that you access within the bubble of your creative mind.
They are roles that you slip into and out of like masks or clothing. The
more separate and distinct you make their existence (and the less you
interfere with the words as they speak and think), the more alive on
paper they will become.
The strictures and dynamics you impose on the story are all author
"filtering". They are the "bones" of the supporting
framework and the nuts and bolts that hold it together. Never do you
want the reader to feel or sense these underpinnings. The moment the
reader scoffs or rolls their eyes at some too-obvious mechanism, you've
lost them.
When in doubt, understate the mechanics and overstate the dramatic.
Melodrama is much easier to defuse via rewrites than over-obvious plot
manipulation.
Use plot to evoke character rather than to create action. If you've
established the stakes, the cast should gravitate toward the plot
resolution and whatever action lays therein. If they aren't being drawn
toward the resolution, as opposed to being forced toward it by the
author, then you may need to re-evaluate the stakes that supposedly
motivate your characters.
Connecting the Dots: Pinning Points
By now, you should know the following about your cast. You should
know the threat posed to them, and most importantly, have a strong sense
of the stakes driving each member. You should know what each character
wants (their agenda), and also what they need (their personal epiphany).
You know where their goat is tied (metaphorically speaking), and the
person who holds the chain (their foil). You've also developed some
visual and sensory tags to make cast members distinct from one another.
If more than one cast member serves as a viewpoint character, their
perspectives are diverse and make the world more interesting through
their unique narrative voice.
At this point, some people sit down and plot out their story, scene
by scene, while others tell their story through action and reaction.
Whichever approach you choose, you still need "pinning
points", way-points in the plot that help you track the story arc
and whether or not your characters are showing development. Pinning
points are a loose plotting technique that is goal-oriented.
When we say "goal oriented", we're trying to make a
thematic or story statement or establish a visual idea or concept in the
reader's mind. For instance, if one of the characters has a history of
alcoholism and this detail bears on the story, then we find a place in
the story where this information can be revealed to best effect. If we
want to emphasize the stakes (as we should at least every three or four
chapters) then we set a pinning point for that.
You should have at least one pinning point for each cast member.
Actually, the more important a character is to the story, the more dots
in their character arc there should be. As in most good movies, there is
a time when each character will get a chance on center stage. This is
your best opportunity to reveal whatever hidden truth or secret this
character may be concealing. This is also the time when the other
characters experience an epiphany (however small) about him or her.
Viewpoint cast members should have at least eight pinning points in
the story. They should have a scene that in some way establishes what's
at stake for them. Another scene should reveal their greatest liability,
and another their greatest strength. Show a scene that establishes their
desire, and another hinting at their "need". They should mix
it up with their foil at least once. A "rising" (growing
entangled) encounter with whatever passes for a love or friendship
interest is a must, and so is a "falling" (pulling apart)
encounter with same. These are the bones of this protagonist's story
arc. They don't have to be in any particular order, but all of them
should take place somewhere during the course of the narrative. With
issues like the character's liability, the pinning point is most
effective when there's a matching scene later on that shows the
character overcoming or grappling with that liability.
Other pinning points include planned foreshadowing, contrasting, or
establishing scenes. A good example of a establishing pinning point is a
scene the demonstrates how bad one of your villains is. You use one
pinning scene where one of the cast demonstrates how devastating in
combat (or whatever) they are: they mop the floor with some cantankerous
walk-on whom you show as being a bad-ass. You've now shown their
strength. The next pinning point is when the villain and our mop meet.
The mop gets a drubbing like nobody's business, but manages to escape
with his (or her) tail between his legs. Now, you've established how
tough the opposition is. When we have a showdown, the reader has a
proper appreciation for the resistance the characters face. This also
has the benefit in that it generates tension: when the characters
confront this foe, we're anticipating and wondering how they'll win out.
Thinking in terms of these goals is by far the easiest way to think
about your story without micro-plotting everything. If you set down your
pinning goals, and then figure out where in time these events will
occur, it often becomes clear what kind of connecting material is
necessary to bridge the gaps. Because some scenes need establishing
shots to set them up, they help flesh out empty spots in your narrative.
If possible, work back to front, setting as many foreshadowing and
establishing points as you can. It's easier to put them in toward the
beginning and rip them out if they prove unnecessary later.
Next: In "Cast of Thousands, Part III," we'll tie up loose
ends and provide more plot and character dynamics tips to make that cast
spark fire in your story.