The Calling Card Script

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The Calling Card Script Page 10

by Paul Ashton


  and theft. But there is one thing to say that’s worth remembering: YOU

  CAN’T COPYRIGHT PROTECT A BASIC IDEA OR PREMISE. You can copyright

  specific detail – such as that which goes into a synopsis, outline, treatment

  THE BEGINNING 65

  or script. But you can’t claim someone has stolen your idea about setting a

  drama series in a postal sorting office, or a comedy series in the world of

  film extras or an office smoking room. I saw versions of all these basic ideas

  before Sorted, Extras and The Smoking Room appeared on the BBC. The only real similarities between the unproduced and the produced versions

  were in the basic set-up and idea, which anyone could have come up with.

  The point is that writers will independently come up with extremely

  similar ideas all the time. Ideas are cheap. It is the delivery of a singular

  vision, the wholly distinct take or version of an idea, that is coveted by

  producers. The big idea is what you make of it, and you alone could ever

  make of it. Don’t ape something else or try to second-guess what you think

  people want. It never really works. What works is when you hit on an idea

  or theme that has taken hold of you, and therefore takes hold of character,

  story, script and audience.

  THEME

  A ‘theme park’ is pretty much the lowest common denominator of what ‘theme’

  signifies: taking a successful idea and franchising it in fairground rides,

  cuddly toys and out-of-work actors dressed ‘in character’. However:

  Theme is not subject. Subject is the thing you choose to write about

  and explore. Theme is the thing you have to say about that subject – the

  thing that no one else has to say in quite the same way that you do.

  Theme is your central message – even if it is complex and

  contradictory.

  Theme is your attitude – even if it is divided, or hypocritical.

  Theme is your passion – even if you don’t exactly know why you feel

  the way you do.

  Theme is the thing you are trying to say – even if what you are

  trying to say cannot be reduced to anything smaller than the

  entirety of your script.

  Theme is the big idea. Your big idea.

  Theme is voice. Your voice.

  66 THE CALLING CARD SCRIPT

  UNIVERSAL

  The problem with a ‘theme’ is that it can easily seem very vague, universal

  – conceptual. It’s all well and good to want to write a state-of-the-nation,

  contemporary tale about politics and the media. But this in itself doesn’t

  say much about the story or the writer. However, a post-watershed TV

  serial about an ambitious and idealistic investigative newspaper journalist

  whose dogged enquiry into the death of the young political aide to an equally

  ambitious and idealistic ‘new generation’ MP (of whom the journalist is an

  old friend) is a brilliant foray into an emotionally and politically gripping

  world of people trying to square their ideals both with their work and with

  their fail ings and weaknesses.

  The former idea is by nobody; the latter is by Paul Abbott. The basic

  idea could be done a hundred ways; State of Play could only have been writ -

  ten by Abbott.

  The other big problem with theme is that writers don’t necessarily

  know what it is they are trying to say when they begin and may never be

  able to lock it down neatly. You don’t need to be able to boil down your

  theme into a handy platitude – you just need to feel and know that it is in

  there somewhere.

  If a story, idea, characters are bugging you and keeping you up at

  night, demanding to be written, then theme will be in there somewhere. So

  learn to recognise when a story has taken hold of your instincts to com -

  municate something to an audience – even if you’re never sure exactly what

  it is you mean to say.

  CONCEPT AND WORLD

  Most stories don’t really have a ‘concept’ – most stories approximate to

  perceived and received human reality and history; therefore there’s no need

  to conceptualise them. They are tales of people being people in the world.

  Concepts are dangerous things in that it is easy to get stuck and lost in

  them – stuck because every element of story and plot has to fit, lost because

  in order to make them fit you can dig yourself in deeper and deeper with

  rules, sub-rules and micro-rules that justify the concept to the n th degree.

  ‘High’ concepts work best when they are kept fairly simple, such as

  the time-travel in Life on Mars, the supernatural flatshare in Being Human,

  THE BEGINNING 67

  the cloning in A Number, the end of fertility in Children of Men. Or when

  they are turned inside out, such as the completely and strange realities of

  Being John Malkovich and Lost Highways. Generally speaking, the more

  time you spend conceptualising the rules and regula tions of your fictional

  world, the less useful time you spend on character, story, drama, emotional

  depth.

  Remember, if you are inventing a universe not quite like or very

  unlike this one, then the rules can be what you want them to be – but they

  must cohere and make sense with one another. Weird places are fine –

  jumbled ones are not. Set your perameters clearly and simply, then concen -

  trate on making what your characters do ring true within them.

  The world you create must be coherent with itself and on its own

  terms. It must hang together, even if what it constitutes looks very weird.

  The world of Being John Malkovich is pretty bonkers, but it doesn’t feel

  incoherent – just very strange indeed.

  PREMISE

  The premise is essentially the dramatic starting point of the story in your

  idea. It isn’t: ‘Imagine a vampire, werewolf and ghost share a house.’ It is:

  ‘What if a vampire and werewolf were helping one another to not kill people

  while sharing a house with a ghost who doesn’t yet understand why she

  isn’t dead.’ The former is an idea. The latter is a dramatic premise – with

  desires and needs, journeys to go on, obstacles to surmount, drama, conflict.

  A good premise asks a dramatic question about the characters. Why

  are the werewolf and vampire helping one another to not kill people? What

  brought them to this, despite their killing instinct? Is it only their instinct

  they must fight against? Are they the only vampire and werewolf who live

  this way in this curious but familiar universe? Why is the ghost here? What

  is it she doesn’t understand about her death (or life) that has made her a

  ghost, bound to the house in which she died? How will finding out the truth

  change her? How will this strangest of house-shares impact on the three

  characters? How will they keep their extraordinary secret in a normal street,

  in a normal city, on any given, normal day?

  68 THE CALLING CARD SCRIPT

  PREMISE AND CHARACTER

  A good premise isn’t just about asking dramatic questions of characters. It

  is about creating the kinds of personalities for whom dramatic questions

  arise – whether once in their life or every day of it. For Willy Russell’s

  Shirley Valentine or Rita, it’s a fundamental question that arises once: isr />
  this it for me and my life? Can I aspire to something more? Dare I aspire?

  Dare I live with the consequences, bad and good?

  For others the question returns and /or develops. For James Bond, film

  by film, it is: how do I avert the disaster posed by the villain and come

  through it unscathed and fundamentally unchanged at the end? For The

  Doctor, incarnation by incarnation, it is: why do my travels across the uni -

  verse always bring me back to earth and humanity? What is it that makes

  humanity worth saving? For Jane Tennison, crime by crime, it is: can I keep

  on catching the criminal on behalf of society without it ruining me as a

  person and a woman in the end?

  PREMISE AND EMOTION

  A character premise is only as strong as the emotional engagement an

  audience has with their story. If we don’t care whether or not Shirley, Rita,

  James, the Doctor or Jane will succeed, then the premise has no meaning

  and no legs. The writer can’t anticipate who will or won’t engage with any

  given character. But you can invest your characters and the traits that pro -

  pel them into a dramatic journey with the potential to connect with us – to

  make us fearful, hopeful, relieved.

  You need to home in on what is universal about that emotion. We need

  not know intimately the details of unemployed ex-steel workers in Sheffield

  in order to understand and share the pain of disenfranchised, emasculated

  men deprived of a wage, a vocation and self-worth. Most cultures will under -

  stand the story of hope winning out over hopelessness in The Full Monty.

  Without emotion, a premise is just a story option.

  With emotion, a premise can become compulsive viewing.

  Without emotion, you have: how does a Mafia gangster keep his friends,

  enemies, partners, competition, family and lovers on his side?

  With emotion, you have: how does a contemporary Mafia gangster

  keep everyone on his side when his kids are going off the rails, his wife is

  THE BEGINNING 69

  distant, his mother despises him, his uncle craves his power, his friends and

  ‘employees’ are a mixed bag of thuggish fools and foolish thugs, his own

  violent temper is his greatest enemy, and therapy with a smart female

  psychiatrist creates as many problems as the low self-esteem that sent him

  there seeking help in the first place?

  On the face of it, it should not be easy to engage with a dangerous

  Mafia boss. But in practice Tony Soprano pulls you in because he is human,

  flawed, recognisable, and never stops raising emotional questions wherever

  he goes and whatever he does. He may be the unlikely lord of a criminal

  empire, but he’s also a man who starts out feeling like a failure to his kids,

  wife, mother – and himself. Each of these relationships has potentially end -

  less dramatic possibilities – they hooked a big audience for a long, long time

  and The Sopranos is regularly voted the best-ever TV drama.

  THE BIG IDEA

  The big idea, ultimately, is what you say about the world through what your

  characters do in every moment we see them. It is the expression of the

  universal and the essential in the minutiae of human want, need, desire,

  love, hate, anger, hurt, hope, despair – and, most importantly, action.

  IDEA AND MEDIUM

  What is it that makes an idea better for one medium than another?

  It depends what you want to do with your idea. The complexity of

  State of Play and The Singing Detective lent themselves perfectly to TV

  serial drama over a number of hours and weeks. Both have since been

  adapted by Hollywood as feature films and they necessarily had to change.

  What Abbott and Potter wanted to do on the small screen was ultimately

  different to what Hollywood wanted to do with the same ideas on the big

  screen. You must match the scale, experience and volume of material you

  have to what works in a given medium. (For what it’s worth, both were

  much, much better in their original TV form.)

  Some stories will work (for better or worse) in every medium – includ -

  ing novels, many of which adapt into theatre, TV and radio alike. Other

  stories don’t necessarily work in every medium, and are perfect in only one.

  The beauty of great adaptation from one medium to another is not that you

  70 THE CALLING CARD SCRIPT

  wrench an idea into a new form, but that you breathe a new life, expression

  and form into it.

  THEATRE

  Theatre is the place where the physical, spatial dialectics of two (or more)

  characters in a scenario and the conflict or tension between them can be

  enough to make a play – which has been increasingly the case in new writ -

  ing in and since the twentieth century (from Mamet’s Oleanna to Enda

  Walsh’s Disco Pigs to Mike Bartlett’s Contractions). Revolutionary Road is a lovely film (adapted from a book) but it could work well on stage because it

  is so focused on a limited number of characters in mostly stageable ‘scenes’,

  where dialogue and emotional dialectic are the primary driving forces.

  Dead Man’s Shoes, however, would not work in the theatre – the flashbacks,

  the visual backdrop, the loan avenger, are all pure cinema.

  RADIO

  Radio is where you can create a singular relationship with a listener that

  has the potential fluidity that only sound, audio and voice can bring. If you

  want to express your characters in ways that seem strange anywhere else,

  then radio is the place where all voices – even those that are not human,

  animal or alien – can be justified and made real. A good radio idea is one

  that will come to true life in the listener’s head.

  FILM

  Film is the medium where visual scope is key and where you can use the

  canvas of a huge screen to zoom in close and zoom out wide to tell the story

  through images. It is hard to imagine how one might evoke the true scale

  of Lawrence of Arabia emerging alone from the desert, a shimmering speck

  on the horizon slowly coming into focus in the foreground, in any medium

  other than film. You could tell a different version of his story elsewhere, but

  the desert and ‘Arabia’ will never receive so bold an expression of their

  overwhelming scale.

  THE BEGINNING 71

  TELEVISION

  TV is where stories can develop an ongoing relationship with an audience

  that exists in the privacy and heart of their living room – of their family

  and home life. You can do continuing series on radio ( The Archers is the

  world’s longest-running soap of all time, having started in 1951), but TV is

  where they find their most intensive, audience-pulling expression and life.

  A great TV idea is usually one that will reach out to and grab hold of an

  audience in their home on a regular basis, whether for a few days, a few

  weeks, or for life.

  WHAT’S THE STORY?

  As I have said, the need to engage an audience through character is

  fundamental. Story is what you do with that character, that engagement,

  and that need to say something.

  Story isn’t: what scrapes can I make up for a character who travels

  through time and space in a telephone box? Or: what 1970s crimes can
I

  throw at a twenty-first century policeman who has gone back in time?

  Story is: why does a Time Lord care so much about the human race

  and what lengths will he go to in order to help it save itself? Or: how can a

  strait-laced twenty-first century DCI solve crimes in the corrupt 1970s

  without twenty-first century technology and techniques, knowing that he

  must solve them in order to get back home?

  The former is a basic idea. The latter is story – an engaging character

  focus with conflicts, problems, tensions and obstacles to achieving the things

  that con firm who they are and why we stick with them.

  The plot is the order in which you structure the events of a story to

  reach a particular end and have a particular effect on character and audi -

  ence. The story is why we should care, why we stick with it – the effect and

  meaning you seek to have.

  The plot is the route that we take.

  The story is the journey that we make.

  72 THE CALLING CARD SCRIPT

  BEGINNINGS AND ENDINGS

  Getting lost and distracted by plot is very easy. Don’t be disheartened. It’s

  easy to mistake the detail of plot for the fundaments of the story. Plot is

  where so and so happens, and then they do this, and then that happens, and

  then they say this or feel the other. Story is where things happen as a

  consequence of what a character says, thinks, believes, feels, and – most

  crucially – does.

  I have read many scripts – probably thousands – where the story does

  not work because the beginning and ending are not absolutely, necessarily,

  essentially and inextricably connected. In strong stories, the end is a neces -

  sary outcome of the beginning, and the beginning is the necessary starting

  point for the end you wish to reach for the characters you have created.

  Many inexperienced writers say they don’t like to know what the end -

  ing will be because it spoils the writing process and they get bored. Well,

  people don’t commission writers to have fun, but to tell stories that have an

  impact. And if you get bored that easily, then perhaps your characters just

 

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