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- From: Crawford_Kilian@mindlink.bc.ca (Crawford Kilian)
- Subject: Fiction Advice 6: Plotting
- Organization: MIND LINK! - British Columbia, Canada
- Date: Fri, 6 Nov 1992 04:20:59 GMT
- Message-ID: <17176@mindlink.bc.ca>
- Sender: news@deep.rsoft.bc.ca (Usenet)
- Lines: 96
-
-
- TEN POINTS ON PLOTTING
-
- 1. Nothing should happen at random. Every element in a story should have
- significance, whether for verisimilitude, symbolism, or the intended climax.
- Names, places, actions and events should all be purposeful. To test the
- significance of an element, ask: Why this place and not another? Why this
- name and not another? Why this action, this speech, and not others--or none
- at all? The answers should be: To persuade the reader of the story's
- plausibility; to convey a message about the theme of the story; to prepare
- the reader for the climax so that it seems both plausible and in keeping with
- the theme.
-
- 2. Plot stems from character under adversity. A mild-mannered person cannot
- achieve his goals by an out-of-character action like a violent assault,
- unless we have prepared the reader for it by revealing a glimpse of some
- suppressed aspect of his personality that can be plausibly released by
- stress. And the stress itself must also be plausible, given the circumstances
- of the story.
-
- 3. Each character has an urgent personal agenda. Too much is at stake to
- abandon that agenda without good reason. We may not share the character's
- urgency, but we should be able to see why he cares so much about what he's
- doing. A character who acts without real motivation is by definition
- melodramatic, doing outrageous things for the sake of the thrill it gives the
- reader--not because it makes sense for the character to do so.
-
- 4. The plot of a story is the synthesis of the plots of its individual
- characters. Each character has a personal agenda, modified by conflict or
- concordance with the agendas of others. The villain doesn't get everything
- his way, any more than the hero does; each keeps thwarting the other, who
- must then improvise under pressure. If the hero is moving northwest, and the
- villain is moving northeast, the plot carries them both more or less due
- north--at least until one or the other gains some advantage.
-
- 5. The plot "begins" long before the story. The story itself should begin at
- the latest possible moment before the climax, at a point when events take a
- decisive and irreversible turn. We may learn later, through flashbacks,
- exposition, or inference, about events occurring before the beginning of the
- story.
-
- 6. Foreshadow all important elements. The first part of a story is a kind of
- prophecy; the second part fulfills the prophecy. Any important character,
- location, object should be foreshadowed early in the story. The deus ex
- machina is unacceptable; you can't pull a rabbit out of your hat to rescue
- your hero. But you can't telegraph your punch either--your readers don't want
- to see what's coming, especially if your characters seem too dumb to see it.
- The trick is to put the plot element into your story without making the
- reader excessively aware of its importance. Chance and coincidence, in
- particular, require careful preparation if they are going to influence the
- plot.
-
- 7. Keep in mind the kind of story you're telling. Any story is about the
- relationship of an individual to society. A *comic* story describes an
- isolated individual achieving social integration either by being accepted
- into an existing society or by forming his own. This integration is often
- symbolized by a wedding or feast. A *tragic* story describes an integrated
- individual who becomes isolated; death is simply a symbol of this isolation.
- The plot should keep us in some degree of suspense about what kind of story
- we're reading. Even if we know it's a comedy, the precise nature of the comic
- climax should come as a surprise. If we know the hero is doomed, his downfall
- should stem from a factor we know about but have not given sufficient weight
- to.
-
- 8. Ironic plots subvert their surface meanings. Here, an ordinarily desirable
- goal appears very unattractive to us: the hero marries, but chooses the wrong
- girl and turns his story into a tragedy. Or the hero may die, but gains some
- improvement in social acceptance as a result--by becoming a martyr or social
- savior, for example.
-
- 9. The hero must eventually take charge of events. In any plot the hero is
- passive for a time, reacting to events. At some point he must try to take
- charge. This is the *counterthrust,* when the story goes into high gear. In
- some cases we may have a series of thrusts and counterthrusts; in the opening
- stages of the plot, the counterthrust helps define the hero's character and
- puts him in position for more serious conflicts (and counterthrusts) later in
- the story. You could even say that every scene presents the hero with a
- problem; his response is his counterthrust. In the larger structure of the
- plot, the counterthrust often comes after the hero's original plan of action
- has failed; he has learned some hard lessons and now he will apply them as he
- approaches the climax of the story.
-
- 10. Plot dramatizes character. If all literature is the story of the quest
- for identity, then plot is the roadmap of that quest. Every event, every
- response, should reveal (to us if not to them) some aspect of the characters'
- identities. Plot elements dramatize characters' identities by providing
- opportunities to be brave or cowardly, stupid or brilliant, generous or mean.
- These opportunities come in the form of severe stress, appropriate to the
- kind of story you're telling. A plot element used for its own sake--a
- fistfight, a sexual encounter, an ominous warning--is a needless burden to
- the story if it does not illuminate the characters involved. Conversely, the
- reader will not believe any character trait that you have not dramatized
- through a plot device.
-
-
-
-