Showing posts with label step outline. Show all posts
Showing posts with label step outline. Show all posts

Friday, 15 April 2022

Your Script's First Draft Will Suck... and that's fine

They call it the vomit draft for a reason. Like it or not, you will never get everything right on the first try with a script. Heck, it's unlikely you will, even on the second or third. A good writer gives themselves the breathing room to not only create, but to make mistakes and learn from them. You have to develop a critical eye and know what makes a compelling story tick. How do you find three-dimensional and complex characters? 

Cracking dialogue? 

Deep and resonant themes, raised through engaging conflict?  

Rewrites. 

Understandably this can be a hard pill to swallow for newer writers: if you're trying to juggle a day job, the thought of your ticket to fame and fortune being a long haul is unappealing. You want success and you want it now, so why can't your script be gold the first time?

Because writing, like art and science, is an experiment. 

IS THERE A WAY TO SPEED IT UP?

Depends on what you mean - if you want to write quicker, be more of a free wheeler (or pantser, as in 'by the seat of your pants') in your method. 

If what you mean is 'can I cut crap sooner?', that's a tougher question. There are some things you can try, but so much of writing is, as stated, trial and error. You'll never be able to get everything fixed the first time through, because it's the first time. Something that looks great in an outline can utterly collapse in script form. I speak from experience. It's not worth becoming one of these paranoid 'I must get it all done now now now' writers because you will never get work out there with that mindset.

SO WHAT THEN?

Here are some things you can do to help your first draft writing be less painful and speedier.

  • Read lots of scripts: The more you read, the quicker you'll be able to sniff out crap in your own material. In fact, I'd argue these will help you more than watching the movies, as you will see how their tricks were done. Like a magician, you can't do a trick if you don't know how it was done. Furthermore, don't just read the Oscar winners: read junk! You'd be surprised how much you can gleam from reading the three terrible scripts for Tim Burton's Superman Lives, or two different drafts of the Will Smith (topical reference?) bomb Wild Wild West.
  • Get a proofread and break down: whether it's from a writer's group or a script editing service (as always, shop around and get a good deal), get a second pair of eyeballs on your treatment or beat sheet. They will give you notes, and from there, develop a more detailed feedback breakdown.
  • Scene by scene brainstorm: A handy tip from William M. Akers (New Adventures of Superman) in his book Your Screenplay Sucks!: 100 Ways to Make it Great. Take each scene in your outline and give them a whole page, write a basic description of what it does and then the rest of the page is just brainstorming ideas to make it better. Don't worry about spelling or grammar or anything, just splurge everything and anything.
  • Space it out: A classic tip I've shared before, but one I will bring up again. Don't do too many rewrites on the same project back-to-back, and try to shake up the genres you write in. You might find some inspiration in working on a horror and then a comedy versus two horrors consecutively. With a treatment, because it's not a script and so you're looking at it from an 'outside' perspective, I think this reset is important to help clear your thoughts and see the weak points.

Also, attitude is important: acting bigheaded and defensive when people do comment on your work, or even when you yourself go over the idea and dismiss any possible issue, is unhelpful. There's a time to defend your work, and there's a time to be open and experiment. If you want a first draft that will be worth anything in the long run, the latter is what you need to do.

SHOULD I GAMBLE ANYWAY ON A SUBMISSION?

It's not worth it - yes there are those one-in-a-million stories like John Hughes writing Ferris Bueller in days, or how fast Stallone wrote Rocky, but those films were in constant refinement and had the advantadge of, y'know, money and studio support. You're on your own so you have to adjust your expectations. It's not worth blowing a potentially great contact or contest shot by submitting something that's not ready.

WHAT IF IT DOESN'T WORK AFTER I'M DONE DRAFTING? LIKE AT ALL?

It happens, and it's nothing to be ashamed of. 

It's not.

Sometimes, ideas don't generate the stories we think they can and that's fine. So as long as you're not promising it to anyone, this isn't a big worry. You didn't fail, it just means that idea wasn't right or you didn't think through or break it down enough. Don't let one mistake throw you off - you can always get back up and start fresh. That's what is so great about writing: you can always start over. Making a mistake isn't the problem: not learning from it is.

Thursday, 13 February 2020

Diary of a Spec Script Day 35-38 (Feb 4th-7th)

And well, as to be expected with any creative journey, we come to the first major roadblock. I don't view these as negatives - annoyances, but not terrible things. Instead, they are challenges, obstacles to force you to interrogate your process and beliefs in a story.


So, I got to work, rejigging the step outline, following a round of reading and notes. All going well - expanding the teaser, clarifying the action and what each specific character was doing. I was looking to recreate a style and vibe reminiscent of Secret of the Unicorn - nice, creppy house, mobsters and quick wits. All very nice and dandy... until I came to the first big scene in my first act. This is where things started to spin out: I was trying to effectively introduce the core family and give the audience a sense of who they are and what their respective conflicts are. The mum's an overworked nurse struggling to hold the family afloat; the older child is on bad terms with Dad owing to life choices; the younger child is disabled and wants to gain some kind of approval, and Dad's a deadbeat whos given up his real life goals.

At first, I simply streamlined and reordered the scene - it was a before-school/breakfast scene, so just shifted up the arrival of the bus and tightened the time to make it more of a rush. Nothing like a bit of time pressure to get people to reveal themselves. But then, as I progressed from there, more started to come undone from the treatment - the conflict with Dad made less and less sense. Why was he a deadbeat in this way? How did the reason given provide enough justification? What's stopping him from going away or being a workaholic to get away from that reason? This has bigger knock-on effects as the tension between him and the older kid was the backbone of the story - their coming back together again gave the story a heart, beyond the adventuring and treasure seeking shenangians.

I tried to just power through it (in line with past strategies I had used) and, well, it only got worse: the mum had less and less agency in the plot; the disabled child got lost in the shuffle of everyone else; the treasure clues became more archetypical and less inventive. Slowly, the whole thing was falling to pieces and no amount of raw gut determination could change that.

Something author and writing instructor Lucy V. Hay has discussed came to light here: I hadn't interrogated my concept enough and, worse, hadn't pushed my characters enough. It was eitehr too generic, driven more by nostalgia, or too disjointed to make sense or be emotionally gripping. The family are the key to this story: if they don't add up or do enough, what's the point? Treasure and history are nice and all, but what's the glue? What's the reason to care? Why watch/read this and not someone else's adventure?


Naturally, as a fellow writer (possibly a newer one), you might wonder: how did you not notice this in the treatment? In fact, what's the point of any outlining if you can't see mistakes ahead? A valid question, but one which is a bit simple: creativity is not a scientific formula. You cannot just plug in a and b and get c - it can change and vary alot, depending on what you're writing about. Plus, writing about something in broad overviews and prose can create a presentation of events that, when put into a more action-y format don't work. Like I said before: it's easy to tart up weak treatments.

So, I put on the breaks for a few days. I need time away from the project, make notes, brainstrom, and just reconfigure my approach. I have some notions rattling around in my head, but I need space to properly crack it. Rest assured, the fight ain't over...


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Sunday, 9 September 2018

Why One Pagers are handy for screenwriters

One of the hardest things about writing is pitching. Let's be frank: most of us are pretty nervous about it, and would rather eat burning coals than have to sell someone our story. How can you tell someone your compelling saga of emotional heartache or exciting adventure within a minute or two?


And what about when you're starting a project? Naturally, give yourself the freedom to experiment: Just plugging in for the formula won't yield interesting results, usually. However, with that always comes the peril of losing focus and forgetting why you ever bothered in the first place. Wouldn't having some kind of mission statement help keep you on track with what your intent is? What is your story about, at its core, when you strip away all the bells and whistles of snappy action or whimsical dialogue?

Enter one pagers: a succinct and tidy summation of the project and what you want. For me, they've proven to be rather handy and helped keep me on the course to story nirvana. No, you don't have to obey them as gospel or refuse to change them: consider them more as roadmaps on the creative journey.

So, how do you actually write one? Well, there's three steps:
  1. Start with your logline, the super basic distilation of your film. Who is it about, what the threat/problem is, and what will happen if they do or don't get it. IMPORTANT: Loglines are not taglines. ''In space, no one can hear you scream'' ain't a logline. Neither is ''why so serious''. Need help? Try this video.
  2. Then, write three or four paragraphs that cover the major beats of your film or pilot. Broad, arch and not usually invoking dialogue, it's your cliffnotes but is also, in a sense, why you want to write this specific story with these specific parts. Also, like in a script, use strong words that evoke clear images in the reader's eye.
  3. This is capped off by a paragraph devoted to explaning why it matters, what's special about it and why it could work. This is where your awareness of the market place, what it has and what it doesn't, will come into play. You have been reading the trades, haven't you? Haven't you?
From this, you can then graft and expand into a treatment or even a step outline. Again, gospel is not what you're writing, merely a friendly reminder. What's more, this can help narrow down your brainstorms and early research, as well assist email pitching, as it's a much easier document to hand over than a whole script. It can, also, very succintly tell someone how good you are, and if the script is right for them. I should know: I've used it to not half-bad effect before and gotten some reads for one of my kids show pilots.

Monday, 28 May 2018

Screenwriting is Rewriting: Don't Be Precious. Yes, really.

Rocky was written in three days.
John Hughes wrote Ferris Bueller in four.
Bone Tomahawk had only one draft.

Now, the smart screenwriter looks at these and realizes that these are just cogs in a bigger machine. Films are seldom all there in just the writing. A lot changes through development and then, hopefully, production and release. Rocky, Ferris and Bone all changed as they saw the light of day, having input from dozens of people, ranging from the top brass to people on set to even friendly advice. Ferris had lots of improv, and several key moments and scenes in Rocky were overhauled due to location and budget issues. Bone Tomahawk was also not S. Craig Zahler's first script.


The less-smart screenwriter looks at this as the perfect excuse: See? See? I can create genius in mere days! Screw the rules! Sod the treatment! Frack the rewrite, I'm Captain Goddamn Invincible!

And thus is born years of whining on forums, hawking the same script about gangsters over and over and over again. The sort who always lash out at 'hacks' writing the next TransformJoeManBegins, believing they're the ones entitled to such gigs. Sad, but anyone familiar with the online community has seen this diet Shakesperean tragedy play out over and over and yadda yadda yadda.

Here's the thing: you want to write something good? Get ready to do a whole lot of work, and for a long time. Masters of their crafts sink many years into being the best. Even an 'overnight success' like Evan Daugherty had to do tons of writing before he sold Snow White and The Huntsman and got franchise jobs. He'll tell you so himself here.

A component of this is, of course, rewriting. Like it or nor, you will never get everything right on the first try, or even the second. A good writer gives themselves the breathing room to not only create, but to make mistakes and learn from them. You have to develop a critical eye and know what makes a compelling story tick. How do you find three-dimensional and complex characters? Rewrites. Cracking dialogue? Rewrite. Deep and resonant themes, raised through engaging conflict? Rewrite too. Regardless if you believe in saving cats or twenty two steps, you have to be able to properly assess why something isn't landing, and that takes trial and error.

Some things you can do to help your rewriting be less painful and speedier? How about:
  • Read lots of scripts: an oldie but a goodie of writing advice. The more you read, the quicker you'll be able to sniff out crap. In fact, I'd argue these will help you more than watching the movies, as you will see how their tricks were done. Like a magician, you can't do a trick if you don't know how it was done. Furthermore, don't just read the Oscar winners: read junk! You'd be surprised how much you can gleam from reading the three terrible scripts for Tim Burton's Superman Lives, or two different drafts of Wild Wild West.
  • Read and watch criticism: movie and TV reviews, video essays, media criticism of any type, all can show you how to take a critical approach to your work. This is especially handy if you're not used to being analytical with how you consume and interact with media.
  • Develop a list, and then a plan: A wonderful little tip from Jack Epps Jr. (Top Gun) in his book Screenwriting Is Rewriting. You compile a list of your script's pros and cons, and break them down into a table. What Works, What Needs Work, Big Picture Issues, Character, Structure, Theme etc. This will help you formulate an efficient action plan that clearly lays out what needs doing.
  • Get a read and break it down: whether it's from a writer's group or a service (as always, shop around and get a good deal), get a second pair of eyeballs on your script. They will give you notes, and from there, do the same as the above and develop a breakdown. Indeed, a combo of both a personal and outside breakdown will be a real boon in deducing problems.
  • Back to the Outline: A neat tip from Martie Cook (Full House), in her television bible Write to TV, argues that to solve deeper problems in your story, you have to go back to the outline and examine what your scenes did and didn't do, now with the context of the notes. You'd be surprised how much you missed on the first go around, even after rewriting pre-first draft. No point charging back into the mountain of the script if your roadmap's all wonky.
  • Scene by scene brainstorm: A handy tip from William M. Akers (New Adventures of Superman) in his book Your Screenplay Sucks!: 100 Ways to Make it Great. Take each scene in your outline and give them a whole page, write a basic description of what it does and then the rest of the page is just brainstorming ideas to make it better. Don't worry about spelling or grammar or anything, just splurge everything and anything.
  • Space it out: While less a direct writing tip, keeping an eye on your schedule can be very useful. Don't do too many rewrites on the same project back-to-back and try to shake up the genres. You might find some inspiration in working on a horror and then a comedy versus two horrors consecutively. It'll also stop you from getting into the dangerous 'magic ticket' mindset of working on one script only for ages and ages.
Also, attitude is important: acting bigheaded and defensive when people try to help and offer suggestions will not do you any favours. In fact, it'll arguably be more destructive than any bad screenplay. Humility and patience are vital qualities in any career, especially one as team-based as filmmaking. Being prickly or butting in while someone is explaining something will mess with your ability to take meaningful hints and improve yourself.

Will every note be gold? No, but a smart writer will take it in, give themselves some breathing room and interrogate it. If a note isn't making sense, ask yourself why? Have you botched something in communication, leading to confusion on what you were trying to convey? Does a character say or do something contradictory? Is the subtext nonsensical in the context of your scene? A great tip I had from a film when discussing story and meaning: 'What's it about and what is it REALLY about?' Example? Rocky: About - a good-hearted bum who gets to fight the heavyweight boxing champ. REALLY - A downtrodden underdog learning his self-worth.

Now look, I get the annoyance: you get a high when you write something you're passionate about and you just want to keep trucking. Keeping pumping out new and exciting works! I'd be lying if I said I didn't get that feeling and relish the high. Unfortunately, like any human being, too much of a good thing never ends well, especially if it messes with your focus and objectivity. Persistance and dedication is what weeds out the amateurs and gold diggers from the real storytellers.

If you really believe in a script, you'll go the long haul with it, even when it looks like a complete train crash. Stories and writing them are like odysesseys, long journeys of discovery filled with pitfalls. However well you think you know your story when you start out, you will always learn things about your characters and their world as you keep digging deeper and deeper in. To counterpoint the first three examples on speed of writing great stories:

Steve Martin took 25 drafts to write Roxanne.
Matthew Graham and Tony Jordan rewrote Life on Mars many times before Kudos picked it up.
Matt Weiner wrote the first draft of Mad Men all the way back in 2000.