Author: Glenn Hauman

‘The Dark Knight Rises’, Yet Remains Flat

the-dark-knight-in-black-and-red-8373040Christopher Nolan’s third Batman film will be called “The Dark Knight Rises” and although we still don’t know who will be the villain of the 2012 film, he did eliminate one of the big contenders: “It won’t be the Riddler,” Nolan said in an exclusive interview with Hero Complex.

Most interesting is that Warner Bros.
agreed with Nolan that the film should not be in 3-D, instead using high-definition approaches and IMAX cameras. One could argue that he’s leaving money on the table by not embracing 3-D and the higher ticket prices, but I suspect he’ll still do fine dominating IMAX screens for a good long while, which also sell seats at a premium price.

National Graphic Novel Writing Month Day 21: Nobody Likes Ten Pages Of Talking Heads

Day 21, and I’m in hell. Let me give you my particular problem and share my pain with you.

The story for my graphic novel hinges on a bunch of financial manipulations. I’m doomed.

Why? Comics is a visual medium. That means the writer has to find a way to make the story visually interesting. I have to make a story about high finance discernable in pictures.

Is there a way to do this? Yes, there is– you show the characters, and you show them doing things. Show the impact of what’s going on. And as a writer, this means that you have to describe what you want to see on the page so that the artist can draw it.

I was lucky enough to take art classes with John Buscema when I was a young lad, and he would use his book How to Draw Comics the Marvel Way
as his textbook. There was one section that stuck with me, showing how to tell a scene with just two people in it dramatically.

First, the bland version:

And now the dramatic version: (more…)

National Graphic Novel Writing Month Day 20: The Inspiring Power Of Deadlines

Day 20. Late at night. And I’m still working on today’s article for NaGraNoWriMo.

Why? I mean, isn’t it okay if I miss a day? It’s just funny books, after all. Can’t I just blow a deadline?

Are you crazy?

Yes, stuff happens. The kid has to go to the emergency room, the computer crashes, that person you had a crush on in high school is in town for the night following a painful divorce and they were thinking of you and…

I don’t want to hear it.

Do you know National Novel Writing Month got started? Because for most participants, they had an idea for a novel but never took the time to write it. And do you know why most of those novels never got written? No
deadline.  No pressure.

Would be writers would think about the plot for years on end, twiddling
their thumbs. They’d come up with brilliant twists while showering, which they’d never get down on paper. They’d make
vague plans about renting a cabin at Yaddo someday to actually write the damn thing.

And it never happened. Because there was no deadline, and consequently, no pressure.

And understand, in comics, it’s not just you.

Your collaborators are waiting on you to finish. If you’re late, you’re cutting into the time they have to draw your book. Which means they’re going to rush to finish your masterpiece.

Editors aren’t going to want to hire you if you blow deadlines– they have lots of other people they can hire who won’t give them that trouble. 

And finally, do you really want to deal with the people like me on the Internet complaining how the last issue of your miniseries is months late?

So get it done. Stop procrastinating. You’ve got pages to write.

And if you haven’t started writing your graphic novel yet, you now have the focus of a very condensed deadline. Ten days instead of a month. You don’t have the luxury of putting it off any more, you have to buckle down and write the dang thing. You’ve eaten up your slack time. So get to it.

Use that pressure! No more time to put it off, no more tweaking– just get it down and get it done.

If you need tips, remember: you can follow all the NaGraNoWriMo posts here!

National Graphic Novel Writing Month Day 19: Pages As Scenes

nagranowrimo-3342602Consider the simple comic book page.

I know, your first thought is: this isn’t my problem. I’m the writer, not the artist. This is National Graphic Novel Writing Month. National Graphic Novel Drawing Month isn’t for a while yet.

No no no. The page is important as a unit of storytelling, and as a writer for graphic novels, you should be thinking visually to prepare for it.

Think about an hour long episode of television. Many people think of it as the five act structure, with eight or nine minute acts acts being broken up by commercial breaks. (Yes, 44 minutes of television.)

But it’s often more useful to think of it as twenty-two two minute scenes. It breaks the story down into much smaller bits, with each scene delivering some useful piece of information about the story or characters, while allowing for contrasting bits and alternating plotlines.

Think of an episode of House MD, broken up into two minute scenes.

1. Meet the patient, who collapses from something strange.

ROLL CREDITS

2. Doctors sit around table, House comes in, establishes problem.

3. Doctors meet with patient, run tests, get background info needed for the patient.

4. House gets involved in wacky scheme to get Wilson and Cuddy to appear in roadshow production of Guys & Dolls to pay for new MRI machine.

5. Doctors apply cure to patient, which fails spectacularly and leads to growth of extra arm.

END FIRST ACT, COMMERCIAL

This structure also works for comics, where you can go page by page and figure out what has to go where.

Page 1: The Green Goblin is testing his equipment, then he meets with the Enforcers to hire them to help him deal with Spider-Man.

Page 2: Goblin cuts a deal with a movie mogul to get Spider-Man to appear in a film.

Page 3: Peter Parker is at school when he hears about Goblin flying over New York; he excuses himself to change.

Page 4: Spidey meets Goblin, Goblin pitches the movie deal.

Page 5: Spidey goes to movie mogul, haggles over the deal, and signs to make sure he has money for Aunt May’s medicine. The Goblin lurks in the background, noting that Spidey is falling into his trap.

Simple sounding? Sure. And yet, that’s pretty much how Amazing Spider-Man #14 introduced the Green Goblin to the world.

In addition, the end of the page is a natural break point in your story, a good place to bring a scene to an end, while your reader is turning the page.

So take a look at how other people use the page in their writing– then try it in your own work.

Remember: you can follow all the NaGraNoWriMo posts here!

ComicMix endorses Elvira– she’s not a witch either

Finally, someone who we can support– and let’s face it, she needs a lot of support.

Yes, Elvira, Mistress Of The Dark and star of stage, screen, and a few hundred comic books, has a brief announcement for you. After all… she is you.

Hat tip: Lisa Sullivan.

Monday Mix-Up: The Monsters You Could Smell Like

A two-fer here. One monster:

Two monsters:

The second one is from the marvelous little webcomic Gods Playing Poker, which I highly recommend. Go read it.

National Graphic Novel Writing Month, Day 17: Fools! I shall tell you my evil plot!

nagranowrimo-4606808The month’s half over and amazingly, I have yet to reference former Valiant Comics editor Teresa Nielsen Hayden‘s lecture on “The Evil Overlord Devises a Plot“. This must be remedied immediately because, even though you are probably deep in your story, you may have hit a few snags along the way. Her own plot advice says “steal from the best” and so I’m going to steal from her. Take it away, Teresa:

Start with some principles:

  • A plot doesn’t have to be new. It just has to be new to the reader.
  • In fact, it doesn’t even have to be new to the reader. It just
    has to get past him. (It helps if the story’s moving fast and there’s
    lots of other interesting stuff going on.)
  • A plot device that’s been used a thousand times may be a
    cliche, but it’s also a trick that works. That’s why it keeps getting
    used.
  • Several half-baked ideas can often be combined into one fully-cooked one.
  • If you have one plot presented three ways, you have three
    plots. If you have three plots presented one way, you have one plot. (I
    stole this principle from Jim Macdonald’s lecture on how to really
    generate plots, which is much better than my lecture on stupid plot
    tricks.)
  • Steal from the best.

Looked at from this angle, the Internet’s various lovingly-compiled
cliche lists are a treasury of useful plot devices. The instructions that
follow are one way to use them.

1. Below, you’ll find a comprehensive collection of the various Evil
Overlord lists
. Don’t go there yet. First, using whatever method pleases
you, generate five random numbers that fall within the following ranges:

  1. 1-230
  2. 1-150
  3. 1-130
  4. 1-123
  5. 1-94

2. Now go to the Evil Overlord lists, which I’ve divided into five
categories. Take your five random numbers and match them up to the
appropriate entries in the lists:

  1. Lead Characters (Bad)
  2. Lead Characters (Good)
  3. Auxiliary Characters (Bad)
  4. Auxiliary Characters (Good)
  5. Further Evil

You now have five juicy cliches.

You’re going to make a plot
out of them. You’ll find it’s fairly easy to make a silly one, but
it’s not all that much harder to turn them into a decent one. You’ve got a
lot of potential story to work with.

3. You’re not done yet. Before you start writing, roll one die. Take
whatever number comes up, and generate that many random numbers which fall
between 1 and 141. Now go to Murphy’s Laws of Combat, which follow the
Evil Overlord lists, and find the laws that match your numbers. These are
plot twists. Use them as needed. If your story absolutely requires that
Gareth go from point A to point B and drop off a package at the Post
Office along the way, but you’re finding that part dreary, tossing in
modifiers like “Every man has a scheme that will not work” or “If your
attack is going really well, it’s an ambush” will suggest ways to liven it
up.

Alternately, you can go here and have them
all generated for you.

4. You’re allowed to throw out one cliche, but only if you’re
convinced you know another comparably lurid thing that should be
happening there instead. You’re also allowed to use the cliches
straight or reversed. Say you’ve drawn A-34, “I will not turn into a
snake. It never helps.” You can have a character turn into a snake and
find it doesn’t help, or do it and find it very useful indeed, or decline
to do something so obviously useless and do something else instead. That’s
fine. Just get in there and make the story start happening.

5. You may be tempted to throw out awkward-seeming list picks and go for
more obviously writer-friendly cliches. That’s your choice; but try the
awkward set first. It’s figuring out how to make them work together that
produces interesting and unexpected story lines.

6. If you’re trying to write science fiction, it may be useful at
this point to pull the same stunt using the mighty and compendious SF
cliches list at http://users4.50megs.com/enphilistor/cliche.htm. For a
perfectly shameless mixture, you can also toss in a few cliches from the
“Things We Learned at the Movies” list—but only if you use them in
reverse.

Me again. And since this is comics, we would be remiss if we didn’t include these comic cliche lists:

http://www.comicsalliance.com/2009/11/03/roasting-old-chestnuts-our-favorite-comic-book-cliches/

http://www.jonathancrossfield.com/blog/2008/03/comic-scriptwriting-superhero.html

http://forums.comicbookresources.com/archive/index.php/t-50446.html

And if you have a few hours to burn, you can go through the lists at TV Tropes. But be very careful– you only have two weeks left to finish writing your graphic novel, and if you go there, you can easily spend two months. You’ve been warned.

Remember: you can follow all the NaGraNoWriMo posts here!

Jonny Rench, 1982-2010

jonny-rench-4235516Bleeding Cool reports that Jonny Rench, comics colorist best known for his recent work for DC and Wildstorm, from Batman, Human Target, Midnighter, The Programme and Red Menace, has passed away from a heart attack at the age of 28.

His last work appears to be in the now disturbingly titled Welcome To Tranquility: One Foot In The Grave.

You can see more of his work at his blog.

Our condolences to his family and friends.

National Graphic Novel Writing Month, Day 15: Plotting Your Way Out Of A Paper Bag

Let me give you an example of a bad plot that you’re already familiar with– the story of William Tell.

The legend has it that William Tell was known as an expert shot with the crossbow. In his time, the new ruler of his land raised a pole in the village’s central square, hung his hat on top of
it, demanding that all the townsfolk bow before the hat. When Tell
passed by the hat without bowing to it, he was arrested. As punishment,
he was forced to shoot an apple off the head of his son.
Otherwise, both would be executed. Tell was promised freedom if he
successfully made the shot.

Now, ladies and gentlemen– do you think there’s any doubt that he made the shot? Of course he did.

In history, this is an exciting moment, because you don’t know if a real person could do it. But in fiction? BORING.

Why? Because in fiction, you can have your characters do anything. They can be good enough or lucky enough to make the shot because the author says he’s lucky enough to make the shot. There is no suspense there.

I’ve said before that one of the things that drives me nuts about most fantasy novels, and a problem that I discovered when first writing Star Trek
stories, is that any story that you can technobabble your way into to,
or technobabble your way out of, is inherently boring. It’s make
believe. There’s absolutely no tension, the writer will wave his wand
and make everything come out. There’s nothing to resolve.

By contrast, any story with an choice – what do you do and
why? – has interest. Think about all the stories that haunt you, and
you’ll find that there’s often a choice that’s presented in the story,
and you revisit the story because the dilemma is still not fully
resolved in your own head.

This was brought home for me a few years back watching Star Wars— the real one, thank you– in a theater. The audience applauded and cheered like crazy during the final attack on the Death Star, but they surprised me by applauding the most during what I thought was the pivotal moment.

Quick now– you know the scene. What’s the pivotal moment?

The death of Biggs or Porkins? Spurs him on, sad, but no.

Blowing up the Death Star? Anticlimax. Go back earlier.

The death of Red Leader? Closer. Luke takes over command because there’s nobody else to take over at that point, and he chooses to do so, but that’s not much of a choice when every commander above him has been taken out.

No– the crowd went wild when Luke turned off his targeting computer. He chose to accept the world around him, and to take faith in his own abilities to solve the problem. No crutches, just him.

And then it’s followed up by the second great cheer, when Han Solo chooses to come back and join the fight just in time to save Luke’s hash, when Han chooses to be about something more than money.

Make your characters work for a choice, show how they change to get there– and you have a story worth telling.

So– it’s Day Fifteen. Half way through the month. How are you doing?

Remember: you can follow all the NaGraNoWriMo posts here!

National Graphic Novel Writing Month, Day 14: Creating Characters: The Nature of Heroes and Villains, by Peter David

4114029345_c0320b1931_z-3743410

Peter David, writer of stuff, wrote a book about writing comics and graphic novels called Writing for Comics and Graphic Novels with Peter David
(certainly clear in intent) from which we take the following:

If you ask anyone you know whether they need someone who is going to make their life difficult, you would unquestionably get a resounding “no.”  No person would say that he measures the success of his day by how soundly he manages to overcome an implacable opponent. 

And yet, many of us do have “villains” in our lives.  Be they oppressive bosses, obnoxious co-workers, bullies at school…on any given day we may find ourselves in a position where we have to outthink, outwit, and outmaneuver those who are in a position to make our lives difficult. 

Push comes to shove, we may even find ourselves with our backs against the wall and have to slug it out with them.  In such a situation, it helps to remember that comic book heroes are able to avail themselves of everything from super-science to healing factors in order to bounce back.  We, being mere mortals, tend to break far more easily.  So even as we discuss the ways and means of depicting heroes going toe-to-toe with villains, it helps to remember that talking one’s differences out is definitely the way to go.

Curiously, we tend to think of the hero as the mover and shaker, the protagonist.  Yet the opposite is often true:  It is the villain who actually drives the plot.  He’s the one with the plan, he’s the one with the goal—anything from robbing a bank to world domination.  There’s a variety of possibilities and directions that the villain’s foul schemes can go to satisfy his needs.  The hero, on the other hand, exists for one reason only:  To thwart the villain.  On an average day, the Avengers sit around playing pinochle, waiting for the activities of a villain to spur them to action.  On an average night, Batman is either hanging out at the Batcave dodging falling bat guano, or else he’s patrolling the city looking to find a villain whose endeavors he can thwart. 

So as a writer, not only do you need to have a hero with whom your reader can connect, but you also want the reader to understand—and perhaps even sympathize—with the villain’s goals as well.

Is such a thing possible?  Sure it is.  Alfred Hitchcock once pointed out that an audience could be watching a scene in a movie wherein a handsome burglar has concocted an elaborate and clever scheme to gain access to a vault inside a wealthy couple’s home.  As he is working on opening the safe, unbeknownst to the burglar, the couple is on their way home unexpectedly because they left their theater tickets on the bureau in the room he’s burgling. 

Tension mounts as the burglar continues to crack the safe while the couple draws closer and closer to discovering.  And what, asked Hitchcock, is going through the audience’s mind during that time?  They’re mentally urging the burglar, “Hurry!  Hurry!  You’re going to get caught!”  Yes, that’s right:  They’re rooting for a bad guy. 

It is the ingeniousness of his plans, after all, that are being asked to seize the audience’s imagination.  If the villain’s plan is lame, if the villain is someone who fails to engage the reader’s attention, then not only will the reader not care about his evil doings, but the hero’s eventual triumph over his opponent will seem unimpressive.

That’s why it’s impossible to invest too much energy in either crafting new heroes and villains, or choosing unique ways in which to interpret or reinterpret already existing characters.  Your stories stand or fall on your characters.  If the reader doesn’t connect with the characters, then the most ingenious plot in the world will make no difference at all.

Artwork by Tom Gauld. And remember: you can follow all the NaGraNoWriMo posts here!