Hello!~
I've made two other forum threads so far: What Makes a Story3 and Fundamental Story Structure, and now I plan on expanding into the topics of Setting and how to cure Cliche scenes.
(>vO)/ Let's get right to it shall we?
[As before, the following is from my notes on Story by Robert McKee. If you'd like a resource on fundamentals of Story, how it works, what it is, how to make an effective visual story, this is the textbook for you!]
The Setting
The primary method for combating cliches is to have a commanding knowledge of the world of your story. If you don't know your setting, it will fall into cliche super fast.
Originality is found in having knowledge of and insight into your fictional world.
How do we define this world or Setting?
Setting has four dimensions to it:
Period is the Story's Place in Time.
Duration is the Story's Length through Time.
Location is the Story's Place in Space.
and Level of Conflict is the Story's Position on the Hierarchy of Human Struggle.
I'll expand on each of these four in future posts, but for now, these are the four checkboxes of things you ought to fundamentally know about your story.
Put into questions that you can answer:
- In which time period does the Story exist? If this is a high fantasy story, what is the analogous time period?
- From the beginning to the end of the story, how much time passes? Thrillers sometimes happen over the course of a night, Epics can happen over the course of years.
- What are the story's physical locations?
- Is the primary conflict of the story:
- Internal (The Protagonist vs. their thoughts, emotions, body)?
- Interpersonal (the Protagonist vs. Family, Friends, Lovers, people they know)?
- Extrapersonal (the Protagonist vs. Individuals in Society/Strangers, Social Institutions, the Physical Environment)?
[[Ideally the most three-dimensional stories have conflicts raging on two or more of these levels, but there ought to be one conflict that defines the story at the top of the hierarchy so be sure to identify what that is!]]
A story's setting needs to sharply define and confine its possibilities. That is to say, within any world, only certain events are possible or probable. And you get to define this.
Here's a principle to follow for Settings:
A story must obey its own internal laws of probability. The event choices of the writer, therefore, are limited to the possibilities and probabilities within the world they create.
So once you set up a world, you have to follow its rules! That really gives us a godlike power, doesn't it? It might be tempting to let yourself have a free-for-all. Hence, my note of caution:
Restriction is Necessary for Creativity:
Have you ever been told 'oh just draw/write whatever you want' and immediately freeze up because of the multitude of possible things to draw and write?
And then if someone gives you a list of random words that you have to incorporate into what you make, is it not easier to suddenly come up with a wealth of creative ideas?
Often complete freedom causes paralysis, while any sort of limitations and restrictions provide us with freedom.
I believe this happens because we do not live in a vacuum. Everything we are comes from everything we have experienced and learnt in life.
You cannot create something from everything (which is also nothing because there are no two sides to everything, it is singular and indivisible. And therefore, unusable).
Limitation is vital. The first step toward a well-told story is to create a small, knowable world.
Now when I say small, I don't mean you can't have sweeping landscapes and shifting scenery that has locations all over the galaxy, no. I mean that you ought to have a commanding knowledge of all the "Stuff" that is relevant to your story.
Just as complete freedom limits Creativity, the irony of Setting is that the bigger it is, the less you know, and the more cliche your choices become.
So, from where do we generate the material needed to build our Setting and therefore story?
Three Places: Memory, Imagination, and Fact
Memory: Explore your past and relive memories to find pertinent emotions that you want to express in your story. It's not so much what happened as how it made you feel. If you know this you can craft a story that generates the same emotion.
Imagination: The fragments of your experiences and things you've learnt gets connected with Imagination. It's when you take disparate ideas and find ways they fit together that you generate ideas through Imagination.
- Fact: This helps you find something to say. Stories can be about any topic; therefore whatever the literal content of your story is, you can research and learn more about so that you can speak of it with accuracy, even as you might bend, transform, and push it further than its basic facts.
Here's something I feel not a lot of people realize, and if they do realize they're not willing to work for it:
The Craft of Writing demands you create more material than you will use in the Story.
If a Story is a collection of selective scenes, then you need a sizable quantity of scenes in order to select quality moments that are true to the Characters and the World.
Creativity means creative choices of inclusion and exclusion. Both are important. Not every cool thing deserves to be in the story, no matter how much you like it.
On How to Cure Cliches
Sketch a list of 5, 10, 15 different versions of an idea of your scene. It doesn't have to be written in detail, just get the broad strokes for how a given scene could work. These are like gesture drawings, done quickly and just to get the gist of the form.
Do not trust so-called inspiration. Inspiration is your first idea, and very rarely is your first idea the best one.
True Inspiration comes from a deeper wellspring within you. So experiment with the idea, turn it upside down, inside out, backward, and then forward again.
By the time you're writing out ideas for your scenes, you should have some knowledge of your characters and world. If you know those two in reasonable depth, a dozen or so sketches of a scene shouldn't be hard to figure out, after all, there are only so many possible things the character will do and the setting will allow.
Once you have your plethora of ideas, ask:
- Which scene is truest of to my characters?
- Which scene is truest to their world?
- And which scene has never been seen quite this way before?
If a scene fits these three, that should be the one written.
However, if you truly feel your first instinct is right, then make variations on that idea, while keeping its core.
If we're being honest, 90% of our work is less than our best. But the great thing is that there's no need to show the failed scenes. Make no mistake, every spectacular work of story made has had dozens if not a hundred or more scenes/ideas tossed away.
If we keep at it though, we'll end up with something uniquely ours that doesn't fall to cliche, even if it began as a cliche.
I hope this provides you with something useful! I'm still learning with this 'create more content than you'll use bit', cause it takes forever to do. But every time I've done it, it's rewarded me handsomely.
What do you think?
Do Limitations actually lead to greater Creativity?
How do you make cliches unique to your story?
Do you follow the laws of your own setting?
Regardless, I wish you the best in your endeavours!
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Jul '18
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Jul '18
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