The Calling Card Script

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The Calling Card Script Page 24

by Paul Ashton


  entic, naturalistic reality, then you set yourself a practical challenge with

  changing the setting from scene to scene. If not, then the freer you are with

  your proposed scene setting, the freer your storytelling can be.

  However, theatre also has the remarkable ability to take an audience

  into an enclosed, even claustrophobic space (Genet, Osborne, Pinter) in a way

  that you can never physicalise with such intensity for any other medium –

  because in theatre the audience can be up close with the actors and feel as

  though they are in the scene. In promenade theatre – where the audience

  literally is in the scene as the action moves around them – this can be even

  more sharply realised.

  168 THE CALLING CARD SCRIPT

  The choices you make about how you set the scene in your script will

  be inextricably linked to the kind of story you are telling, the kind of physi -

  cal experience you wish to create, and the kind of space in which you

  imagine your play will be performed. The question you need to ask yourself

  is: can the scene be produced and performed? Try not to be hemmed in by

  realism unless it is an integral part of your play; you will be amazed by

  what imaginative directors, designers, sound and lighting technicians, and

  actors can achieve.

  THE RADIO SCENE

  Some would argue that in radio there are no scenes – and formally, they

  would be right. You do not set a visual scene that an audience observes –

  you frame an audio experience that only has a setting as evoked by acoustic

  clues and signals, and that at its best will allow and inspire the audience

  to imagine the scene in their mind visually. (The exception to this is if you

  record on location rather than in studio, since you may well be recording in

  an actual place – for example, Jeff Young’s Carandiru was recorded on loca -

  tion in Carandiru prison in Brazil.)

  For this reason, radio potentially has a greater fluidity and fewer

  formal, technical and logistical hurdles to leap. In theatre, you physically

  demarcate a new scene. In film and TV, the camera will literally set up

  somewhere new for a new scene. In radio, you can to a large extent do what

  you like in production and editing; and you will be amazed by what

  producers and sound engineers can do.

  As a writer, however, you can’t really do what you like. Your script

  must still be usable and recordable for an actor and producer. You should

  indicate place /environment wherever possible in your script. And because

  the audience does not have their eyes to rely on – which can easily tell us,

  for example, when a character has aged – it is difficult to make non-linear

  scenes and narrative work clearly and coherently for an audience. Memento

  and The Singing Detective would be a nightmare to adapt for radio.

  One crucial benefit in radio is that locations and set-ups are essen -

  tially cheap. Big crowd or battle scenes are not necessarily easy to do well,

  but they are less expensive because you only need to provide sound. There -

  fore the scale and imaginative ambition of your scene setting can be

  unlimited – your character can be in a black hole in space, on top of the

  THE MIDDLE 169

  Eiffel Tower, at the centre of the earth, at the centre of a brain or even a

  dream. In radio, you can truly let your imagination fly – if, of course, it is

  right for your story.

  Radio can also be devastatingly simple. Two characters in one loca tion.

  Even one character alone in monologue. Don’t go wild with imagination for

  the sake of it. The crucial thing is to make clear and meaningful use of

  acoustic storytelling. Make your drama, conflict and scene setting work

  together to enhance what is at the heart of the story. Don’t rely on endless

  sound effects, think instead about acoustic environment. Be clear, simple

  and unfussy in your script. If the scene is set in a café or library or tube

  train, then simply say so at the start of the scene rather than attempt to

  detail exhaustively every small sound that contributes to that essential

  soundscape. Leave the producer and engineer something to play with.

  THE SCREEN SCENE

  In film and TV, setting a scene is extremely expensive. The cost of filming

  drama is so prohibitive that producers will need to feel convinced that the

  scene is absolutely and unequivocally indispensable to your story. It isn’t a

  writer’s primary job to worry about money and budgets – but it is the writer’s

  job to convince the reader that every scene is necessary in your story and

  therefore worth the expense.

  In film and TV, scenes can be as little as a moment in which the char -

  acter is present. However, a shot in which nothing really happens is not

  really a scene – it doesn’t frame action, it frames a static picture. So

  distinguish in your mind between shots and scenes. A scene is where some

  form of action or dramatic development occurs. It might be brief, small,

  almost imperceptible even – and this momentary, minute quality in some

  ways characterises precisely what a camera can uniquely achieve.

  TV is a more relentless medium for dramatic storytelling than film.

  The space you might carve out for your story in theatre, radio and even film

  will not be so readily available in TV. Concision, focus and a remorseless

  ability to pare down your work is key. Relentless doesn’t necessarily mean

  at a fast pace (though it might) – rather, it means that the domino effect

  will be given its ultimate and most streamlined expression on TV. But this

  is also true of certain genres of films – such as action-thrillers. There isn’t

  a great fundamental difference between the scenes you might see in 24 or

  170 THE CALLING CARD SCRIPT

  Children of Men. The narrative construction and shape will feel very dif -

  ferent, but the way the camera captures the story is essentially the same.

  The thing to remember is that you can go in close, pull back wide or

  be anywhere in between. Film and TV scenes are not just about what you

  show and what we see, but about how up close to the action we are and what

  angle or perspective we see it from. But remember, you shouldn’t direct the

  camera in scenes; direct the action, and the director will be able to work out

  the best way to capture it. What you can do, though, is give a sense of how

  intimately close or panoramically wide the scene is, and you should do that

  as simply and clearly as you possibly can.

  FROM PLAN TO ACTION

  ‘Most of my stuff has to come quite quickly, mostly as shorter plays

  that can become longer, otherwise I get stuck in over-thinking. In

  fact, any time I’ve ever tried to give myself “time” to write a “full-

  length play”, I’ve always – without fail – screwed it up. Scripting for

  film and TV is different, but with theatre all my plays have come

  from something shorter.’

  Jack Thorne

  There is a real danger in spending too long thinking about your idea rather

  than actually writing it. Some writers spend for ever researching and plan -

  ning and stewing and ruminating and ultimately prevaricating. Like Hamlet,
r />   you can spend for ever deciding what is the best and right way forward. At

  some point you just have to kill the king.

  With stage and radio plays, the actual script part can happen quickly

  once you are ready to write. But with TV and film, generally speaking, the

  complexity of narrative and the format of plotting that narrative for a

  camera to capture mean it’s easier to get tangled and knotted in plot, and

  harder to see the story forest for the narrative trees.

  But at this point, whatever the medium, you should be ready to write

  SOMETHING.

  THE MIDDLE 171

  READY TO WRITE

  Once you’ve got to the stage of working out how the middle will carry you

  through to the end, then you are ready to write something. If your char -

  acters have deepened and developed, and if your story is clear and coherent

  in your mind, your idea is already being realised. It is still in a state of

  becoming, but it is also taking real, tangible shape.

  Cast back to the start – idea and premise, putting distinct flesh on

  arche typal bones, starting out on a journey of movement and change, creat -

  ing characters that drive that journey. There’s no guarantee that your well-

  meaning hard work will get you to the point where your idea is being truly

  and successfully realised. But it will help – it really will. And without the

  legwork, you’ll most likely hit a wall soon, even if you come out of the start -

  ing blocks with what seems to be a cracking pace in the opening pages.

  Those first pages of draft one can be deceptive. They can come thick and

  fast and you will feel like you have got this thing sussed. Beware that feel -

  ing. Nobody ever has this thing sussed. They are just more prepared and

  more experienced than they once were.

  REFER TO THE BLUEPRINT

  Dig out the blueprint (or road map, or plan) you put together at the end of

  ‘the beginning’. (Strictly speaking, it should never have been put away . . . )

  And dig out the synopsis, if you wrote one. Look again at what you wrote.

  With everything you’ve since learned and created in the middle, do they still

  stand up? Is there anything about them that could /should change? Ask

  yourself the same questions about the big picture:

  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?

  172 THE CALLING CARD SCRIPT

  What is distinctive about it?

  Does it have strong characters and strength of character?

  Is it what you wanted it to be?

  And then ask some new ones:

  Does the middle take the characters inexorably towards the ending?

  Do the characters and story develop engagingly through the muddle

  in the middle?

  Is the approaching ending an as-yet-elusive but somehow utterly

  inevitable consequence of all that has gone before?

  DEVELOP THE BLUEPRINT

  If the plan of the beginning still works and you still feel confident about the

  ending all this has been leading towards, then set down your plan of the

  middle. Take the muddle and the consequential complexity of the middle,

  and plot the physical, emotional and psychological peaks and troughs that

  sequentially build towards the ending.

  What does it look like? Does it look and feel like the story should look

  and feel? Remember that your blueprint is a malleable, working document.

  It’s not there for posterity but to help you as you go. Use it to organise and

  clarify and shape and test the story.

  STEP OUTLINE

  If you think the big picture blueprint is working for you but want a more

  detailed template to work from, the next stage is a step outline. How detailed

  that next step will be is really up to you.

  In theatre and radio, it may well not be very detailed. Many don’t

  bother with one at all. The difference with theatre scripts in particular is

  that a step outline won’t detail all the many and various scenes, as in a

  screenplay, because they usually do not have anything like so many. Rather,

  it might detail the ‘steps’ (or sections, or sequences) within larger, longer

  scenes (or acts). So it’s still a step outline – but the steps will not look and

  roll out exactly like those in a screenplay.

  In film and TV, step outlines are more likely and common – not simply

  in heavily story-lined TV shows (where a script editor must keep an arch

  THE MIDDLE 173

  eye over how the narrative fits with what goes before and beyond the epi -

  sode), but in any script because the visual medium tends towards numerous

  scenes and is therefore a potential maze of complication. For some, a screen-

  play step outline is there to clarify the core actions and events of the scene

  and how these juxtapose across the narrative. For some, it also means a

  detailed version of the scene written more or less in screenplay format –

  almost like an overwritten script without dialogue.

  The thing about step outlines, as opposed to treatments and even blue-

  prints and maps, is that you can get a more detailed feel for how big and

  long or small and short any given scene might be and how they flow from

  the one to the other through sequences.

  It’s up to you to work out what works for you. If your instincts scream

  ‘No detailed step outline!’ then fine, don’t do one. But if so, make sure your

  blueprint is a really strong one. It’s better to get the story wrong (and then

  resolve the problem) in an outline than in the script. Once scenes and dia -

  logue are committed to a play format, whether for stage or radio or screen,

  you can get attached to them, and they become harder to trim down (or kill

  off altogether).

  WILD DRAFTS

  Even though nothing yet is set in stone and the ending isn’t necessarily

  worked out in full and fine detail, at this stage you are probably itching to

  just write the thing. If you really can’t bear to plan any more, a way of

  scratch ing that itch is to write a wild draft (rather than the first ‘proper’

  draft).

  However, wild drafts don’t work for everything or everybody. In theatre

  and radio, a wild draft is do-able and there’s a case to be made that too

  much time spent planning can be counter-productive and sap life and voice

  out of the process.

  Film and TV scripts are very different things. I think it’s likely to be

  counter-productive to do wild screenplay drafts. I’ve seen too many writers

  tie themselves in terrible narrative knots by writing a draft before the story

  (or the writer) are ready. So if your idea is for a 60-minute TV or 90-minute

  film then I’d advise against a wild draft – it’s something you could come to

  regret sorely when you find yourself lost and stuck trying to undo some -

  thing that is already committed to paper.

  174 THE CALLING CARD SCRIPT

  The point about a wild draft
is that you need to be prepared to ditch

  it altogether. Little might remain in the finished script. Or you might just

  find yourself with the bulk of what you need. It can go either way. What’s

  trickier is when it’s somewhere between these two extremes, because then

  you get into the knottier tangle of working out which bits to keep and which

  to cut. The choice, as they say, is yours.

  WRITE THE BEGINNING

  There is perhaps a better, more sane and more pragmatic option. Rather

  than commit to a full wild draft, write the beginning instead – and give your

  plans some concrete expression without necessarily getting bogged down

  with too much volume and complexity.

  It’s useful to see whether or not what you have planned does actually

  work in practice – to see whether or not the tone and feel and shape and

  choices you made for the beginning do what you hoped they would. But it’s

  important not to do this before you have a clear sense of how the middle

  will get to the ending. Don’t write the beginning too soon. Script depart -

  ments are littered with stories that start well but get lost in the middle.

  Hopefully this way the itch will be scratched without you breaking the

  skin, drawing blood and leaving a scar.

  4

  The End

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  AN ENDING IN SIGHT

  So here it is. This thing I’ve been going on about since the start: the ending.

  And these are the dualities that have become evident about endings.

  First:

  Great endings are utterly crucial in the story – integral and fun -

  damental to how it begins and how it develops through the middle.

  Yet great stories aren’t all about the ending, they are about how the

  characters get there – how they journey towards it, earn it, fight for

  it, struggle to avoid it, as a consequence of their desires and needs

  and decisions and actions.

 

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