Making It Worse: Why Awkward Characters Are The Best

So, is this a good time to tell you that your scabbard is in a REALLY awkward place?

Awkward characters are the most fun to write.*

Here’s why: you’ve got a situation. Because you’re a writer, it’s probably bad. Some shit’s about to go down and everything stands on the brink of disaster. One false move, one inappropriate word, and the whole thing comes crashing down.

Having an awkward character there is like having a match when you’re standing knee-deep in gunpowder.

It’s all about potential. Awkward characters—and by that I mean characters who say or do the wrong thing at the wrong time, just like real people—are endless sources of complication, hilarity, tragedy, and things going completely pear-shaped. They’re like machines designed to make chaos.

Which, as a writer, is fucking great.

See, the best thing about awkward characters is that you never have to look outside for sources of conflict. They make their own, which is far more compelling than anything I can impose on them. Comets falling from the sky and invasions of Mole-Things from under the earth are way less interesting than a rookie fighter who, because of some broken wiring, can’t stop herself from mouthing off to the biggest, baddest necromancer around.

This isn’t to say external conflict isn’t good and, sometimes, necessary. It can also be fun. But if you’re looking to create tension, most readers instinctively cringe when a protagonist does something stupid. Because we know what it’s like. We’ve done that. Okay, maybe not giving the finger to the five-storey-tall rampaging mech, but we’ve definitely said the wrong thing to our boss, or our partner, or a cop. We’ve done stupid shit and had to reap the consequences.

And knowing that a character can do something awkward is a great source of tension: “Oh, god, Jimmy’s stuck in the middle of the horde of Bob the Bleak-Hearted, he should just give up, give up, Jimmy, don’t start talking again, every time you talk it goes bad.”

Whether or not Jimmy says what’s on his mind to Bob, the tension is there. People will read just to see how bad he fucks it up. He might not fuck it up, especially if this is the Last Great Confrontation and Jimmy has to get his shit together or destroy time and space. But the potential for fuck-uppery permeates the scene, winching ever tighter around the heart of the reader, until the sheer tension makes them want to throw up.

Writers: we’re bastards. Get used to it.

*Though, for me, not always to read. When I’m reading I love those knife-edged, grey area bastards like Harlequin in Myke Cole’s Control Point.

The Ghosts of Past Drafts: Rewriting A Manuscript

“BITCH GET BACK DOWN THERE.”: St. Michael exorcising demons with the help of of his pretty floral bonnet.

Rewriting is harder than people think. I mean, you have the story down, in one form or another. You have the characters. Now it’s just a matter of taking out the bits that don’t work and replacing them with ones that do. Easy-peasy, right?

Imagine I’m pressing the world’s largest error buzzer right now.

See, it would be easy if the pieces you don’t want were happy to go away. If they would die, quietly and peacefully somewhere out of the way, like a gerbil that crawled into the wall and was never seen again.

But they don’t. They want to live. So they claw and scramble and pester, trying to get back into the story.

This is a problem I call the Haunting. Old drafts can haunt your current one, trying to warp it back to a mirror of themselves, flaws and all. 

Most of the problem is pure authorial laziness. Cutting and pasting without really—and I mean really—examining whether that scene works? Then get your bell, book, and candle, lads, because you’re going to have to exorcise something out of it in the future. 

Rewriting is like fighting the old draft for control. 

I was trying to rewrite a scene. A pivotal one, one that had been in the story since its very conception, when it was but a story fetus. I was fine with how it started and ended in the original, but the bits in the middle didn’t work with the changes I’d made. This will be easy, I thought. After all, the end points are the same. It’s just a matter of joining them up in a new way. Simple.

But every time I tried to rewrite it, the old scene wanted to intrude. Dialogue that I liked tried to work itself in, despite the fact that none of those characters were present any more. A fight kept trying to go a certain way when it had to go differently. Even setting details kept creeping in. The ghosts of those old drafts were doing their damnedest to hang on. 

When I realized what the problem was, I closed all other windows, including the old drafts I was working from, opened a new document, set my computer to block all incoming notifications, and started rewriting that scene again. With nothing to refer back to, it went easier. Not easy, mind you. I still had to claw for every sentence. But at the end of that day, I had a scene that was no longer haunted. 

A note for those of you embarking on the journey that is the rewrite: watch out for ghosts. Because they’ll drag you back every chance they get. 

Twist and Shout: How Not To Do Surprise Endings

…the fuck is this shit?

I read a story recently that had…well, let’s call it a twist ending.

Except that it wasn’t a twist. It was a thinly disguised deus ex machina that neatly got the protagonists out of danger without them actually having to do anything. But the feel was that I should have been so distracted by the sarcastic-quotes-twist that I shouldn’t have noticed. It was less “hey, that was a surprise” and more “here’s a wool hat, do you mind pulling it over your eyes real quick?” I was clear I was supposed to play along, but, frankly, the author hadn’t earned it.

It was the worst possible thing the ending to a piece of fiction could be*: it was unsatisfying.

Writers: don’t do that shit. We–meaning your readers–are not stupid. We know when we’re the target of authorial condescension. And we don’t like it.

This isn’t to say there can’t be surprises or twists. Obviously there should be, because otherwise there’s no suspense. But in retrospect, those twists have to seem like the organic outcome of who your character is and the choices she makes. It should come, not out of left field, but from the home plate, even if the reader isn’t entirely sure where it’s going to end up.

A twist isn’t introduced at the end. A proper twist is introduced in the beginning. Casually. So that we barely notice. Then, when it appears later, it’s not going to induce the WTFs in your readers.

If you can’t write your ending without an external force swooping in the save the day–especially an external force that hadn’t been so much as mentioned in the three hundred pages previous–then you need to rethink your ending. And possibly your beginning. Because, honey, you took a wrong turn somewhere and it landed you on a such a dead end road that you figured that was the only way to get out of it.

What comes next is…what comes next. It is inevitable. Every step should have led here. Even if we couldn’t see the road.

*To me, obviously, but if there’s one among you who claims a worse crime against narrative I can only assume you’re an alien in disguise.

Guest Post–Factory Defaults: On Character Motivation

No, you’re the one being irrational!

[As a special feature for the time I’m on vacation, Bare Knuckle Writer is bringing you Guest Posts by random mental patients friends of mine. Be nice to them.]

The other day one of my characters said something stupid. Not stupid like ‘dude, read a book’ but stupid like ‘dude, stop systematically destroying every good thing in your life.’ Thing was, the character saying it was not a stupid man; he was in fact highly intelligent, and compassionate enough to care about hurting the person to whom he was speaking. So why did he still say something he knew would be a painful verbal blow to a man he loved?

Because, particularly in the heat of the moment, we (meaning humans) don’t act intellectually; we act reactively. And our reactions are based not on logic and reason but on habit and compulsion.

Most of us are motivated at least somewhat by noble aims and ideals we strive towards but, for my money, I say those motivations take a back seat to the things more fervently fuelling us: the wants, fears and world view that are a product of every moment of experience preceding this one. If this wasn’t true, any of us that have ever decided we’d like to get into better shape would just go to the gym, as opposed to partaking in daily internal negotiations that somehow end up with us eating nachos and watching Netflix instead. Any of us that have longed to be in a loving relationship would seek one out enthusiastically, as opposed to being too wary to ask that girl out because what if she says ‘no’ and even if she says ‘yes’ initially every moment afterward is just another opportunity to get hurt as badly as you did last time.

We are less graceful than reason. We bottle things up when we should let them out, and we lie when we should speak honestly. We snap at people we love and we drink when we swore the last one would be our last. We head down roads we know will lead to folly.

Writing believable (and interesting) characters means making them just as flawed and prone to poor choices as ourselves. But here’s the catch: They need to have reasons for making those poor choices. They can be terrible reasons, but they must make sense for your character, even if that sense falls to shit when examined anywhere outside of their psyche. A psyche that will, again, be the sum of their collected experience.

So an intelligent and compassionate character can choose to rip into his lover because, in his youth, every person he ever loved was stolen from him in an act of brutal violence. Aside from leaving him obsessed with becoming stronger (so that never happens again) the experience has, on a deeper level, left him terrified of the pain of both loss and survivor’s guilt. So when the man he loves expresses reasonable disapproval of even a minor infraction, his reaction is not to open a patient and reasonable dialogue to work towards solution, but to lash out, and declare he never cared to begin with. Because, if he can convince himself of that, maybe he won’t have to experience the pain of loss and guilt all over again.

By no means does this mean every moment of back story for every player that appears need be explained in your story. But even if not one single shred of flashback ever makes it into your pages, having the shit sorted in your head matters. Knowing your character’s past and factory defaults lends them a consistency that readers will pick up on, even if that is a consistency to be inconsistent. Believe me when I say it shows if you just lend motivations at random because it suits your plot outline.

Because here’s the thing: when you put the time into breathing complex life into your characters, not only will they act in ways they didn’t intend to, they’ll act in ways you didn’t intend them to. Their dialogue will run away from you. They’ll fight, when you expected them to run. They will walk up to a situation you have crafted for them, cross their arms, look you square in the eye and declare ‘No. This is not me. I don’t do this thing.’ And then you can ask them why and they’ll tell you all about that thing that happened in the dark basement of their brother’s pub when they were sixteen and you’ll start wondering if maybe you should create a therapist for them because that shit is fucked up, yo.

Much like you continue to learn about your friends (and enemies) the longer you know them, so it will (or should) be with your characters. Character creation is an ongoing dialogue between yourself and the imaginary people in your head.

And people wonder why writers drink.

Nomadic since the summer of 2007, Krys C is a former traveling tattooist and current aspiring pro fighter. Her wandering has thus far brought her to somewhere between 26 and 31 countries, depending on your politics. She occasionally writes things at The Road To Ithaca.

Never Let You Go: Staying Connected To Your Story While Travelling

By eating your computer, you ensure that you are never far away from your story.

By the time you read this, I’ll probably be…mm, depending on the time difference, hung over somewhere in Australia. Or maybe sleeping. Or trying to figure out Australian Rules Football. Or…kangaroo boxing? Whatever. I’m not here, by which I mean wherever you imagine me writing all this dubious advice.* I am on “vacation”.

Yes, sarcastic quotes. Because, while I’m not at my desk/in my lair, I am still writing.

I don’t like to take breaks from a novel while it’s in a particular stage: drafting, rewriting, editing. I’ve had to, but I don’t like it. I get disconnected from the heartline of the story and it always takes a while to get back to it.

But I’m not going to spend my whole “vacation” plonked in front of a computer, either. I need to stay connected to the story, not fucking hog-tied to it. Here are my compromises:

1) The Notebook. I always carry one as a matter of course, but while on vacation I started a new one and loaded it up with questions that need to be answered about the story: what happened to that guy’s parents? Why does she love her so much? What’s the deal with that thing’s face? All stuff that needs to be answered, all stuff that might get pushed aside in favour of actual writing on a normal day. Besides, long plane rides are excellent places to have a good long think.

2) The iPad. Technically on loan from my husband, I’ll be using this as my primary computing device. That’s what I’ve (hopefully) been using to moderate comments and respond to the more urgent emails while I’m away. I won’t be doing any hardcore writing on it while I’m travelling between bars, but I will dump most of my daily notes on the above questions into my files and take a look to see what else needs to be answered. I’ll also back everything up because notebooks get fucking lost, yo. And, if the urge hits me at five in the morning, I can always crank out a thousand words to scratch the itch.

3) The Sketch-A-Ma-Bob. Technically, all drawing is done in my notebook as well (another reason why I prefer blank paper). These are mostly characters. Drawing them helps me visualize them completely. Also, it’s fun and yet another activity that can be done sitting on a plane or in an airport with no internet connection. Other possibilities include maps, settings, tattoos, sigils, and graffiti found in the public toilets of my imaginary world.

So, if you’re jarred out of your regular schedule in the middle of a story, how do you stay connected to it?

*I’m not going to say it’s a volcano-based lair surrounded by my loyal robot centipedes, but I’m not going to say it’s not, either.

 

The Power Of Hate: Making Monsters

You wanna get a drink after we’re done burning this place down?

The opposite of the hero is not the villain*. It is the monster.

The hero and the villain are often flip sides of the same coin. One dark and one light, they nevertheless have a connection. A common background, a common cause, a shared set of ideals…the villain has something of the hero’s, just twisted.

The monster, however, is a different beast altogether. They can sometimes be the villain, but not always; sometimes they’re an associate or a secondary villain, sometimes they’re a henchman** who lurks in the corner, exuding menace like Axe Body Spray at a junior high dance. Whoever they are, wherever they are, they are the one who does the unthinkable: sets fire to the house with the kids still inside, butchers the village even after they collected the taxes, lets the virulent toxin loose in the air recycling systems of the old folk’s space station. The monster goes toward evil—and then goes a step further.

If you’ve ever read a book or seen a movie where there was a bad guy…and then the guy that you really hated, you’ve met the monster.

Sometimes the villain and the monster are the same person. One memorable Stephen King book I read had the villain, very early on in the book, beat a dog to death because it tore his pants. It was a horrifying act, clearly defining that man as both the villain and a monster. Heroes are often said to have a ‘Save the Cat’ moment—the point in the story where they, literally or figuratively, save a cat from a burning building because they’re the hero, god damn it. Monsters can have the opposite: a ‘Kick the Cat’ moment. Or, in this case, kick the dog. The point where they hurt someone because they can.

To take a pop culture reference: in the Harry Potter series***, Voldemort is the villain, hands down. But Bellatrix Lestrange is the monster. [Spoilers coming, though if you haven’t read the books or seen the movies by now, I doubt you’re going to, so quit your fucking complaining.] She kills Sirius, tortures Hermione, and is not only responsible for the worst crime of the entire series, but gloats about it. The characters fear Voldemort; they hate Bellatrix.

And that’s the point of the monster: to make us hate. It’s an emotional investment in the story. Just like the characters we love, the ones we hate draw us in. Some villains we can understand, or even empathize with, despite their actions. But not these guys. We just want them to die. Or, at the very least, be confined to the deepest, darkest prison imaginable with no hope of parole. They become the lightning rod for our desire for revenge and we want to see them go the fuck down.

Even better: because of their nature, we can safely hate them. They have no hope of redemption. There is no saving the monsters.

Nor does there need to be. Because there’s nothing that gets your audience going like the character they love to hate.

*Or not always. Read the rest of the post, ding bat.
**Women are significantly underrepresented in the henching fields.
***Using this one because I’m reading it again.