Showing posts with label conflict. Show all posts
Showing posts with label conflict. Show all posts

Sunday, October 12, 2008

Bruise and Consequence


Guest Post by Author Teel James Glenn

Bruise and Consequence

based on the book “Them’s Fightin’ Words!” by Teel James Glenn (published by epress-Online.com)

Since the first storyteller sat around a campfire spinning tales of gods and heroes it has been a given that a little action makes a mildly interesting story into a real grabber. Put your hero or heroine in physical jeopardy and you can have a winner. Conflict is the key and physical conflict, i.e., a fight, is often the answer.

It is not the only answer, to be sure, and emotional conflict is the essence of real drama, but the line where drama ends and adventure or melodrama begins is an iffy one. Since the fight has to serve the purpose of the story you have to use the same criteria as any journalistic or dramatic story. Ask yourself, ‘is this fight necessary?’ If it is then you can use the old six questions: Why, Who, How, Where, What and When?

Why?

Why is this fight the solution to this moment of the story, instead of a dialogue scene? Being clear about the purpose the fight in the story is paramount. After all, Shakespeare put the fight at the end of Hamlet for two very strong reasons. It was the dramatic climax that brought together several plot threads, and it was used as a device to reveal the true personalities of the major participants.

Who?

Who is involved in the action; the principal? A secondary character? If so, what is their stake in the confrontation (their personal why)?

How?

How did the fight come about? How does it end? And in what state are the participants when it is all over? Will there be lingering effects? And will the effects be physical or mental or both? There is also the mechanical how of a fight; that is, how to plan it out. You can’t build a house without a plan and you must do the same thing with the ‘story’ of a fight.

One thing to do in building the fight is to put in a ‘kick the dog moment’, by which I mean, give your bad guys an action that makes it clear they are not just misunderstood and don't mean well. Let them ‘kick’ the metaphorical dog in the room, hurt an innocent with no remorse.

Where?

Where does the action take place? Is it an interesting enough place, i.e. a kitchen, a garage, a spaceship port? What makes that place of particular interest? Does it add color to the story, or is it just a drab background, a diorama in front of which the action takes place?

What?

What is involved, physically in the fight? A sword fight; if so, what style? Or styles. Do they use the objects at hand or did they bring the ‘death dealers’ with them. (Jackie Chan movies are especially good at finding clever things to do with found objects in action scenes—you don’t have to be ‘clever’ funny but you should clever smart.).

When?

When is it appropriate to have a fight instead of a non-physical solution? I know I keep stressing this, but that cuts to the heart of the situation of many literature snobs who will not deal with any ‘action’ because they feel it cheapens the purpose of a story

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About Author Teel James Glenn

Teel James Glenn is a native of Brooklyn though he has traveled the world for thirty years as a Stuntman/Coordinator/Swordmaster, Jouster, Book Illustrator, Storyteller, Bodyguard and Actor. You can keep up on Teel James Glenn’s adventures at theurbanswashbuckler.com.

His books in the Altiva fantasy series are: Tales of a Warrior Priest, Death at Dragonthroat, The Daemonhold Curse, and Sister Warrior all from ePress-Online as are Knight Errant :Death and Life at the Faire , Them’s Fightin Words :A Writers Guide to Writing Fight Scenes and the forthcoming: The Vision Quest Factor and A Hex of Shadows.

The Exceptionals: #1 Measure of a Man and #2 Across the Wasteland are out from Whiskey Creek Press with #3 due next year.

He has stories published in AfterburnSF, Blazing Adventures, AnotherRealm, Event Horizon, Fantasy Tales, Mad, Black Belt, Alternative Cinema, Classic Pulp Fiction Stories, Weird Stories, Double Danger Tales, Startling Science Stories, Shots Writer’s Village and others.

Monday, October 6, 2008

Magic Rules Part 2: Limitations of Magic – At What Cost?

by guest author P. June Diehl (used with permission)

Fiction is about conflict, and fantasy is no different. Magic cannot be an all-powerful force, or there would be no conflict: If anything and everything is a possibility, then nothing would be interesting in your fantasy world.

I’m not talking about rules, at least not yet. That’s the subject of the third article in this series. Setting limitations allows the author to focus on story elements: tension, conflict, plot, etc., whereas, rules are part of a worldbuilding system.

Magic vs. Intelligence and Strength

While magic can be used to get the heroine or hero out of a sticky situation, it’s not the only or always appropriate way out. The protagonist has intelligence, strength, and other non-magical abilities to be called into use. Use those first. Only use magic as an out when there’s no other way.

On the other side of the mirror, we have the antagonist, who might appear to have no limits to his or her magical power, but if that were true, our heroine or hero would lose in the end. The editor or agent reading your manuscript would be disappointed, and the author would not be offered a publishing contract.

Limitations of the Magical System

Any character who uses magic in a fantasy world has to deal with natural limitations of that magical system. Magic is a wonderful force in a fantasy story, but it’s also a dangerous force. This adds inherent conflict to the plot: not only is the antagonist trying to stop the heroine or hero, but those who love and support the protagonist might also not want her or him to use this dangerous power.

Magic can have limitations in other ways. Maybe it only works as desired 60% of the time. Perhaps the outcome is predictable half of the time. Possibly the side effects change over time.

Another aspect a fantasy author must remember is that if you take away the magic, the protagonist and antagonist are people, with their own limitations and flaws, their own strengths and salvations. Accent these and let magic play a secondary part in your plot.

A character’s current situation might also limit the use or outcome of his or her magical power. What happens when the hero has a cold or the antagonist didn’t get a good night’s sleep? How might this affect the ability to use magic effectively?

Fantasy characters make mistakes including mistakes with magic. This adds additional conflict and tension and shows the character dealing with an outcome not intended or expected. Maybe the character has to deal with guilt as a result of a mistake in using his or her magical power.

Develop Real Fantasy Characters

Fantasy characters are more than their magic. They feel, they think. They have dreams and fears. Your characters need to be well rounded people, with aspects of goodness and a pinch of the dark side. Focus on them as characters first, as magic users second.

Anyone who uses magic in a fantasy world must keep in mind the limitations, which make the story believable, and allow the author to develop tension and to create conflict. Remember: no conflict – no story.

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P. June Diehl is the author of The Magic & the Mundane: A Guide for the Writer’s Journey and working on a second book for writers. Her short stories, articles, and poetry have been published in print and online. June works as a writing teacher/mentor at Pearls of Writing and Writers Village University. She is the Editorial Director and a Senior Editor at Virtual Tales, and a Lead Editor with ePress-Online.