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The Calling Card Script

Page 17

by Paul Ashton


  statement of clarity and coherence:

  Does the story work?

  Is it the one you wanted to tell?

  Would someone else who doesn’t have access to your brain get it?

  Does it hang together as a coherent whole?

  Does it have the right form and shape?

  Is the tone unified?

  Are you trying to do too much in your story?

  Is it focused enough?

  Does it feel original?

  What is it that is distinctive about it?

  Does it have strong characters and strength of character?

  Is it what you wanted it to be?

  THE BEGINNING 115

  Don’t sidestep these questions. Try to resolve the apparent problems now

  before you weave yourself a tapestry that will prove impossible to unpick

  and stitch back together again in a different pattern. There will always be

  things that can, do and will change, things you get wrong, things you don’t

  notice, things you change your mind about – that is true for all writers. But

  if at this stage you do know there’s something major and crucial that doesn’t

  click, then don’t plough on hoping it will sort itself out. It won’t. Only you

  can sort it out. And that will be harder when you are already well and truly

  into an actual draft of the script.

  BUILDING A BLUEPRINT

  A section of spare wall. Scene cards. Colour-coded Post-it notes. Diagrams.

  Maps. PowerPoint presentation. Spreadsheet graph. Use whatever works

  best for you. Set your blueprint down in a malleable, movable, editable form.

  This is not final, definitive or right. It is adaptable, fluid, plastic. It’s a

  road map that should set you in the right direction and will hopefully help

  you when you get stuck. Don’t be tempted to keep holding it all in your head

  in a supreme effort of memorisation and information juggling. When infor -

  mation and material is broken down into separate parts, it means you can

  move it around and see whether another shape works better.

  The point of these blueprints, maps, charts, whatever you want to call

  them, is that they allow you to see the foundations clearly before the form

  that builds on them clouds your view of what the story fundamen tally is

  and whether it works. Detail is a devil. Begin to set down the big picture

  clearly before the devil starts trying to distract you from your purpose.

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  3

  The Middle

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  THE MUDDLE IN THE MIDDLE

  Philip Larkin once said that the joy of stories is in losing yourself in the

  ‘muddle in the middle’. He was describing great novels but his notion is a

  truism for all stories. This doesn’t mean all your work and effort should be

  concentrated in the middle. In this book, I advocate spending a dispropor -

  tionate amount of time to the beginning of story and process because it’s

  where everything that will subsequently unravel is set on course towards

  that muddling. But the middle is no less crucial, and it is certainly no easier

  to get right. In fact, I’d say the middle is where a great many stories and

  scripts unravel – in the wrong way.

  MANAGING THE MUDDLE

  The muddle is a double-edged sword. Your characters and audience must in

  an engaging, dramatic way get lost in the middle. But in order to do that

  effectively, you, the writer, must be in control of the muddle, knotting every

  strand, engineering hazards and hurdles in the way, leading characters

  towards the quicksand that threatens to suck them in.

  If the writer gets lost, audience and character will be lost for all the

  wrong reasons – because of incoherence and chaos, lack of clarity, lack of

  direction and purpose. Be careful you don’t mistake muddling the char ac-

  ters’ journeys with losing your own way with the story.

  A frequent complaint about the second act of a story – the middle – is

  that it sags, loses a sense of direction, gets complicated rather than com -

  plex, fails to follow through strands and creates new ones out of a loss as to

  what to do next – that it fails to take us meaningfully from beginning to end.

  The point about losing the way is that ‘the way’ is ultimately found

  again – whether that means a tragic outcome, a comic one, or something in

  between the two. ‘The way’ is not necessarily happiness and resolution –

  rather, it is the ending that the characters inevitably had to reach as a

  consequence of their desires, needs, actions, decisions through the story.

  120 THE CALLING CARD SCRIPT

  MUDDLED METAPHORS

  It’s good to have a metaphor or image or idea of what your middle is, means,

  looks like, feels like:

  The beginning and the end are the foothills – the middle is the

  mountain to climb.

  The beginning and the end are the winding path into and out of the

  trees – the middle is the increasingly dense, dark, foreboding and

  tangled forest through which it struggles to wend its way.

  The middle is a hole – the characters must dig deeper and deeper.

  The middle is a state of becoming – between two different states of

  being at the beginning and at the end.

  One reason why many middles sag and many writers lose their way is

  because the mountain/forest/hole is not of the character’s own volition and

  doing but a contrived hurdle they are traversing without a strong enough

  sense of consequence or causality from their actions at the beginning.

  In the middle, the plot thickens – the story of the beginning becomes

  more complex, more intriguing, more mysterious, more exciting, more terri -

  fying, more entertaining, more necessary.

  FAIL BETTER

  ‘Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.’

  This is a quote from one of Samuel Beckett’s last works, Worstward Ho, one

  of the most enigmatic expressions of the avante-garde existential ism for

  which he is so famous.

  Try again. Fail again. Fail better.

  If ever there were a mantra for your characters to pursue in the middle,

  then perhaps this is it. But there is also perhaps an alternative, even more

  tragic version of this:

  Try again. Fail again. Fail worse.

  ‘Try again’ is the basic way forward in the muddle that is the middle. The

  characters must try. They are bound at some points to fail. And whether

  they ultimately fail better or fail worse is a consequence of what they do as

  THE MIDDLE 121

  they keep trying again, and again, and again. You need this propulsion and

  momentum and dynamic. The momentum may take your characters into

  deep, dark pits from which it appears they may never escape but in the

  middle it is the trying that matters. The ending will show whether the result

  of that trial is a concluding failure or success – or something in between.

  DIG DEEPER

  In the middle, you must dig deeper into the conflict, the characters, and the

  complexity of both. You don’t want more of the same – you want what we have

  already seen to grow, change and deepen. Many writers panic and create new

  strands, new plotlines, bring in new characters. They comp
licate the story.

  Complication means overcrowding the picture with unnecessary material,

  ideas, plots, subplots, details. Complexity means giving the existing picture

  more depth, texture, layering – more meaning. It means develop ing the

  consequences of what we have already seen, not generating swathes of new

  ideas and directions that are not con sequential from what we have seen.

  STRETCH THE LINE

  You also need to develop the tension – stretch the line tauter and tighter.

  Whatever it is your characters want and need, the likelihood of them

  achiev ing this must seem less and less, and must be harder and harder to

  achieve. The trying must become more and more intense.

  The greater the danger, the greater the tension, the greater the muddle.

  ‘Danger’ doesn’t necessarily mean that in a thriller or tragedy or war film.

  If your story is a romantic comedy, the danger must still be there – will he/

  she get their girl/boy? When you’re in love, this is no throwaway ques tion –

  it is the epicentre of everything you feel. The danger is that characters will

  not get what they want or need. The tension is in not know ing what the

  outcome of their trying will be. The longer and tighter you stretch that line

  of not know ing, the more captivating the middle will be.

  DOMINOES

  The thing about the muddle in the middle is that it isn’t just a big swamp

  into which you just dump your characters after the beginning. It will come

  122 THE CALLING CARD SCRIPT

  about in increments, the line will stretch one notch at a time, the hole will

  get deeper one spadeful at a time. Each increment will have a causal,

  cumulative effect going forward. Each domino will knock forward and the

  line will fall one by one inevitably towards the end. And if you miss out any

  crucial dominoes, then the run will stop, the momentum will stall – and the

  final pattern of collapsed dominoes will not unfold before our eyes.

  The muddle is something that you must orchestrate with meticulous

  care, and yet will seem as chaotic as possible for the characters caught up

  in the middle of it. There will be false starts, short-lived successes, and un -

  expected failures along the way – but there will be a sense of inevitability

  in where they and we end up.

  The muddle is fraught with contradiction. The muddle will be diffi cult.

  The only option is to face up to this difficulty, not to avoid it, complicate it

  or seek to circumvent it. Without the difficulty, there is no journey. Without

  the difficulty, there is no story.

  DEEPER INTO CHARACTER

  THE ‘ARC’

  Great characters are not simply in what you create at the outset, but in

  where they go, where you take them, the way they develop and grow, the

  journey they go on. Characters that go nowhere aren’t worth spending time

  with.

  Through over-use, perhaps, ‘arc’ feels more like simplistic jargon than

  a useful term. If it feels too ‘Hollywood’ for you, then replace it with ‘jour -

  ney’. But both ‘arc’ and ‘journey’ can throw writers because they presume it

  means an exerting physical journey or a story spanning a significant length

  of time – both of which are mainstays of dramatic storytelling. Yet journeys

  can be as much emotional, psychological, religious, social, political, and so on.

  Story is not just who characters are but who they become and remain

  once they have undergone a journey that tests who they are, what they want,

  what they need, what they feel, what they understand, what they believe.

  An arc can span a lifetime at one extreme or run in pure real time at

  the other. In actuality, most character arcs are somewhere between the two.

  It’s difficult to select those necessary parts that represent an entire lifetime,

  THE MIDDLE 123

  and trying to do too much rarely works – Citizen Kane is an extremely un -

  usual achievement. It’s also difficult to take a character on a meaningful

  journey in real time because you necessarily push the bounds of how much

  they can realistically, convincingly, meaningfully change in a very short

  space of time – Abigail’s Party is likewise a rarity.

  The clearer you are about the timescale and span of your character

  journeys, the better. Whatever you choose, make a virtue of it. Each instal -

  ment of the Harry Potter saga represents a year in the school life of Harry.

  The whole series takes him through school from childhood to young adult -

  hood. The arc in each ‘episode’ and the arc across all episodes are both

  crystal clear.

  CHANGE

  Great stories dramatise times of change for a character. That’s why we see

  some things and not others. Some aspiring writers nobly set out to ‘tell it

  like it is’ and mistake realism (the interesting and extraordinary reality of

  a life) with tedium (the uninteresting and ordinary realities of an exist -

  ence). Audiences don’t want to see basic, boring existence – they want to see

  life. Some simply focus on the wrong parts of the life – the bits in which

  meaningful change doesn’t really happen. Great characters never stay utterly

  and exactly the same. Even if at the end they are a more or less extreme

  version of themselves, that still means change – that still means a journey.

  I once confidently said as much in a room full of aspiring writers and

  the reply that came back was ‘What about Schmidt?’ It was a good reply,

  because About Schmidt is a story in which the anti(ish)-hero doesn’t seem

  to go on any great arc or journey of change. I use the word ‘seem’ carefully –

  because there is change. Schmidt certainly doesn’t undergo a fundamental

  transformation of personality. But strong characters rarely do. Change is

  relative. For Schmidt, deciding to pee standing up – despite being trained

  by his recently deceased wife to do otherwise – is change. The anger he feels

  at uncovering his wife’s affair with his old friend is change. The decision to

  set off in the Winnebago by himself, even though it was really his wife’s

  dream, is change. Deciding not to say what he really thinks to a room full

  of people, microphone in hand, at his disappointment-of-a-daughter’s wed -

  ding is change. The changes are not earth shattering. But they are Schmidt’s.

  Because the story is about Schmidt.

  124 THE CALLING CARD SCRIPT

  STATE OF BECOMING

  Everyone is born and everyone dies. Whatever we may believe about what

  that signifies or what (if anything) might happen next, it’s a fundamental

  truth. It is the states and stages of becoming between the two that con -

  stitutes the story of everyone’s life.

  Great stories aren’t just about the outcome. We usually know some -

  where deep down how the story will turn out, especially if we know what

  the genre is (a romcom in which they don’t get it together is not really a

  romcom; a tragedy without the death of the hero is not really a tragedy).

  Great endings are crucial, necessary, inevitable. But what we love about the

  muddle in the middle is how the characters get there – what road they take,

  whether real or metaphorical, and how lost th
ey become in order to get

  where they need to end up. Whether it’s a single heroic tale or twenty-five

  years’ worth of strands and episodes for Ian Beale in EastEnders, both are

  states of becoming.

  MUDDIED WANTS AND NEEDS

  In the beginning there should be an identifiable set of wants and needs in

  your characters. If they remain simply the same, unchanging, then they run

  the risk of stalling, of not developing and growing and becoming more inter -

  esting and engaging the more we see of them.

  At the beginning of Star Wars, Luke Skywalker is perhaps not the

  most complex of characters. He wants excitement, escape, purpose, and he

  also needs all three – though he is perhaps as wary as he is desirous of them.

  But as the story develops in the middle, his wants and needs change. He

  needs to save Leia but he doesn’t know how. He wants to be the Jedi he is

  destined to be as fast as possible but he needs to be as patient as he is ambi -

  tious. He wants to be the hero, but he needs to think as well as act. He

  wants to grow up instantly but needs to learn through a wealth and depth

  of experience, which he cannot do overnight. He wants strength but he

  needs faith and control in order to gain it.

  When Obi-Wan Kenobi dies, Luke instinctively wants instant revenge,

  but he needs to accept his mentor’s act of sacrifice (which is also a major step

  in his maturity, patience, control) and channel his emotions for the ultimate

  revenge against the Death Star. And at the climax he wants and needs to

  THE MIDDLE 125

  use the ‘force’ rather than rely on a computer guidance system to fire the

  killer missile, but he also needs the help of the swaggering pirate Han Solo

  who has so often frustrated Luke’s pure, simple, heroic aims, beliefs and

  perspective with realism, pragmatism, sarcasm, cynicism and at times pure

  selfishness.

  The point is that Luke pursues each of these wants and so brings

 

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