The Calling Card Script
Page 14
FILM CHARACTER
A great film character need never actually speak words, as in the greatest
silent movies. So too in theatre or TV – but in film, the cinematic canvas
speaks character action from the minutiae of extreme close-up to the pano -
rama of the long, wide shot. Walkabout has very little script and dialogue –
it is primarily visual storytelling, and powerfully so. Film need only have
one character – as in Moon (though that one-ness is strange and complex).
So too theatre, radio and TV – but film has the ability to follow a character,
observe them, detail them without them explaining anything to us. In radio,
theatre and TV, a single character almost certainly means a monologue –
in film, it means visual storytelling. Not many films do this in such an
extreme way, but it’s worth remembering that it’s something that films can
do uniquely.
TV CHARACTER
On the smaller screen, in the corner of the room, characters need to be big.
We don’t have physical presence, visual scope and breadth, or (usually) a
short cut into their mind /voice. Instead, they need to stand out, be writ
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large, bully their way into our living rooms and our attention. Soaps can be
quite Dickensian, upfront, immediately appreciable. Extreme subtlety does
not necessarily play as well or as successfully on TV, though this of course
depends on the genre, format and what an audience demands from a par -
ticular slot and channel at a particular time. But being ‘big’ is always
essential.
HITTING THE GROUND RUNNING
PAGE ONE
So you have developed your characters, explored the form, world, idea,
story, theme, genre, focus, POV, and you know where you are trying to go by
the end of the story. If you have set about this work well, and by virtue of
knowing the ending, you should have a sense deep in your gut or brain
about where to begin. But the writing process is never so logical and simple
– beginnings are notoriously difficult to get right and a great many scripts
don’t manage to hit the ground running on page one, scene one, line one.
When I say ‘hit the ground running’, I do not mean an action chase or
a literal interpretation of speed – unless of course your story is in the action
or thriller genre. I mean that the story should be under way straightaway.
Page one, scene one, line one, is where the audience touches down. The last
thing you want them to do is then collapse in a heap of confusion, tedium
or emotional disconnection. It is extremely easy to lose an audience. In TV
and radio, this can literally mean them turning off, turning over or surfing
back and forth in prevarication. In film and theatre, it’s unlikely they will
actually leave unless they believe it is truly awful – but you can still lose
your hold on their attention, engagement and enjoyment. And once you have
lost the audience, you face a hard climb up a sheer rock face to get them back.
KNOW YOUR STORY
As I have already said, it’s hard to tell a story well and to know where a
story is going if you don’t know what you think it is about. It is even harder
to know how, where and when to set a story rolling if you don’t really know
what it is and you don’t really know it thoroughly. You can’t ultimately fake
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this thoroughness and you can waste a lot of time doing, undoing and
redoing your script because you have leapt into it before you know what
kind of story it is, what kind of effect you hope to have, what is original
about it, who the characters are and why we would go on their journey with
them. I’m not talking about knowledge of plot details and narrative minu -
tiae; I’m talking about what the story fundamentally is at its heart. With
this knowledge should come the instinct and the clarity to clear the decks of
clutter and find the right beginning for the story, characters and audience.
HOOK THE ATTENTION
Reel the audience in straight away – don’t wait. The kind and genre of story
you are telling will greatly influence the style and manner in which you do
this – Bond movies always start with a bang, whereas My Summer of Love
started with a teenage girl freewheeling an engineless moped through
remote roads and fields – but you still need to identify what is the intrigue,
or mystery, the conflict or tension, the sense of captivation and compulsion
that will exist and develop throughout.
Jack Thorne’s play When You Cure Me begins with a teenage boy and
girl in a bedroom. The girl is bedridden, though it is unclear why. The boy
appears to be her boyfriend but their close proximity is very awkward. He
is trying very hard (too hard) to help and care for her; she is finding this
uncomfortable but it quickly becomes clear that she doesn’t want her
mother to take over, she wants him to be there with and for her. In the
opening moments, we see him awkwardly help her use a toilet in a bedpan
and this simple action effectively allows the themes and emotional relation -
ships to come immediately into play.
But it isn’t just miserable or depressing – the scene has a tender,
gently comic awkwardness as well. In the play, we will never leave this
girl’s bedroom and she will never leave her bed, even though it isn’t evident
on medical grounds why she is incapable of doing so. The boy will try to stay
with her as much as possible and their relationship – which has only really
just begun but has instantly been turned upside down by a stranger raping
her – will be put through the kind of pressure that no teenage relation ship
should have to endure.
Shane Meadows’ film A Room for Romeo Brass begins with an un -
assuming but lovely sequence in which Romeo is taking home bags of chips
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for his family’s tea. His friend Knocks tags along. But Romeo can’t resist
starting to eat his chips on the way. He then decides to ‘balance out’ the
three bags by eating from the other two bags, until all three bags are
depleted. All the while, he refuses to let his pleading friend have a single chip.
This is a film about a simple but strong relationship between neigh bouring
teenage boys that is turned inside out when an older man appears on the
scene and events look like they will take a sinister turn for the worse.
The opening doesn’t give away this change and turn, but it does hook
us straight away into the relationship between the two boys and does hint
that the bond is vulnerable in Romeo’s insistence on not giving his friend a
single chip while he gobbles them up himself. And it does show that Romeo
has the capacity to make very wrong decisions about the consequences of
his actions (when he gets home, Romeo gets a deserving bollocking from his
mum and sister). The moment is both endearing and revealing. This sequ -
ence sets the central characters, relationship, world and theme of the film
from the start.
In Matthew Graham’s opening episode in series one of Life on Mars,
we begin with the turning wheels of a police car on the way
to apprehend a
murder suspect. It is immediately clear that this is a cop show. Sam Tyler,
a young, clean-cut, besuited copper knocks on the door of Colin Raimes and
gives chase when Raimes takes to his heels. Sam catches up with him and,
in a back alley of a Manchester red-brick estate, it seems for a split second
that Sam is perhaps out of his depth and not cut out for a hand-to-hand
fight. That is until he floors Raimes using a textbook manoeuvre with his
retractable baton, and without breaking a sweat or scuffing his suit.
Then we cut to the interview room where it looks as if Sam has the
evidence neatly stacked up against Raimes. That is until a very big hole
that Sam had missed in the evidence is pointed out and Raimes is set free.
So our expectations are neatly upturned twice in quick succession – as we
would hope in a crime show. The twenty-first century police practices that
will soon disappear as we travel back to 1973, along with Sam’s personality
and his reliance upon those practices, are set out at once in brilliantly
economic television scriptwriting.
In Dennis Kelly’s radio drama The Colony, we are drawn into the
apparently curious place of Paul Henry’s inner world and a moment in time
after which nothing will ever be the same again. He tells us in monologue
the tale of how as a boy in 1975 he came to call John Noakes from Blue
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Peter a ‘prick’ live on television. The tale is in a sense a complete diversion
from the magnitude of what we will come to see in this story. But it’s one
that tells us a huge amount about the character, and not simply because the
character is ‘telling’ us – but because he is telling us in the middle of a
moment, in his flat, with the noise of a loud party in a flat opposite (he
occasionally breaks off from his monologue to scream at them to turn the
music down), moments before a tragic accident changes the lives of every -
one who witnesses it or is close by. Clearly a tragic death is in a sense not
comparable to a youthful moment of indiscretion on live TV; but to Paul
Henry, it is on the same life-changing scale from his POV.
THE MIDST OF A MOMENT
Cut straight into the action. Open in the middle of an event, conflict or
moment. In the above four examples, we begin mid-moment – using a bed -
pan, failing to deliver supper, apprehending a suspect and screaming at the
neighbours to turn the noise down.
The best way to do this is to show characters in action. Again, not an
action sequence – rather characters actively being themselves, making
decisions, doing things. These things can be monumental. In the first scene
of King Lear, the hero divides up his kingdom between his least favourite
daughters, falls out spectacularly with his once-favoured daughter, displays
his vanity and sets in motion events that will lead to terrible tragedy for
himself, his family and his kingdom. But doing very small things is ‘action’
so long as they are things that express the character and feed into the story
that follows. Making a cock-up of buying chips is a very, very small action,
but one that tells us a huge amount about the wilfulness and naivety of
Romeo Brass that will get him into such trouble later.
A FOCUSED WAY IN
Multi-stranded stories do pose a particular problem for the writer, and the
larger the cast of characters the harder it will be to hook the audience. The
temptation can be to give the audience a snapshot of all major aspects of
the world at the start. Five Days is a good example, where a TV serial opens
very quietly but surely and deliberately draws you in through seemingly
insignificant but in fact very precisely chosen and important moments that
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glimpse at most of the main players in the drama to come. But in episode
one of Shameless, a gang show about a wild family squashed into a small
house (or ‘the Waltons on acid’, as the creator Paul Abbott pitched it), we
are given a neatly focused way into the world and series.
After the opening credits, episode one could have spent the first ten
minutes giving us various glimpses of the whole family in action, or even a
chaotic breakfast table tableau that would throw us into the melee of their
world. However, the episode is focused through Fiona’s POV (the lynchpin,
elder-sister, substitute-mother in that first series) and is filtered through
her meeting Steve for the first time at a nightclub in Manchester, away from
the Chatsworth estate – where Steve spots his ideal girl across the dance
floor, gives chase to the thief who steals her handbag, and punches the
bouncer who refuses to let them back into the club afterwards. Then they go
back to the Gallagher house, where they find Frank comatose on the floor –
an auspicious first meeting if ever there was one. Then they spend the night
together. And then, next morning, we meet the rest of the family . . .
‘GETTING TO KNOW’ THE CHARACTERS
Try not to consciously preface, set up or introduce the characters and world.
If you are showing your characters in engaging action then we are getting
to know them and the world they inhabit in the best way possible. But if
you are trying to ‘ease’ us into the characters and world before or outside
the action of the main story, you just won’t hook our attention anything like
so well. We get to know the characters by seeing them doing meaningful
things, not by seeing them go through meaningless routines. If they are
going to do an everyday thing (the son buying chips for the family), show
them doing something meaningful or unusual with it (eating half of every -
one’s chips before even making it back through the front door in the know -
ledge, surely, that it will get him into trouble).
EXPOSITION
Beware the obvious exposition of backstory at the start. This is, of course,
easier said than done. The opening scene of King Lear might set rolling all
the main events of the play, but Shakespeare isn’t averse to crowbarring us
in with an expository exchange between Kent and Gloucester (although in
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truth he wrote worse dialogue than this in his time). Audiences are much
more capable of piecing together information and going with the flow than
we usually think – what they struggle to do is stick with a story if they are
immediately laden with static information and explanation in undramatic
scenes.
If you have chosen to start the story in a particular place for a mean -
ingful dramatic reason, then do you need to throw in lots of detail about
how the characters got there? If information is important in the story, then
it should come out in the story. Don’t shoehorn information in at the start
– find an action, conflict or incident that shows it. Ask yourself how much
an audi ence really needs to know to orient themselves and be interested
enough to want to find out more. The more your genre relies on intrigue and
withholding information – as in detective, mystery, psychological thriller –
the more manipulative and playful you will need to be with
information.
But blunt opening exposition which is there purely for the benefit of ‘set -
ting up’ the story for the audience, as opposed to being there for a dramatic
story-driven reason, is never good writing.
THE CAPTIVE AUDIENCE
Some say that in theatre in particular, but also in film, once the audience
has bought their ticket and taken their seat, you have them captive and you
can do what you want. I agree that in these mediums you are afforded some
space with the audience. It would have to be pretty bad for you to get up
and leave before the end, surely? That’s true. But audiences can also form
quick and lasting impressions at the beginning and, as I’ve said, once you
have lost them and they have lost faith in your story, you face an uphill
struggle to get them back on side.
The other thing is – the reader of your script can put it down, can
choose not to bother reading to the end, can make an instant judgement and
decide that’s enough for them to make a decision. The reader is not a cap -
tive audience. If they are busy, even less so. And if they have a steady
stream of other scripts to plough through, less so again.
So if you think you can get away with not hooking the attention in
your stage play or art-house film, think again.
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STRUCTURE AND THE BEGINNING
Structure is not an add-on to story. It is not something you ‘apply’ to story.
It is intrinsic, essential, fundamental – indivisible from story, inseparable
from storytelling. Much of what I have discussed regarding medium, form,
format, archetypes, genre, idea, premise, beginnings and endings, direction,
focus, POV and character is another way of exploring structure – the kind
of story you choose to tell, the way in which you choose to tell it. Without an
engagement with these other elements, all you will have is plot – a route
that you take. But with them, what you will have is meaningful story struc -
ture – a journey that we make.
‘ACT ONE’
This term was filched from theatre quite some time ago and has become the
standard language of Hollywood movie-speak. I’m using the term loosely to