Академический Документы
Профессиональный Документы
Культура Документы
By
J OE E DKIN
Copyright 2006
S HASHANK D EV S ON DHI
From
Preface
1
T ABLE OF C ONTENTS
Preface .......................................................................................................................................3
Chapter 1....................................................................................................................................4
Chapter 2....................................................................................................................................7
The Basics ...................................................................................................................................7
Chapter 3 Plot and Story Construction ....................................................................................19
Chapter 4 Character Development ..........................................................................................28
Chapter 5 The Page Breakdown...............................................................................................41
Chapter 6 Writing the Script ....................................................................................................51
MORE TO COME--EVENTUALLY................................................................................................77
Preface
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P REFACE
This is a collection of the pages available on Joe Edkin’s website. There is
much more available on his website. The reproduction is honest and as-is.
The reason for compiling this is because it is a good write-up on the Marvel
process of scripting its comics. Although the comics are of days long gone
there is very little that such generic norms may have undergone in light of
updating. Thus, as an introduction to a modus operandi I hope that this will
aid aspiring comic writers to create the stuff of new age legend.
A picture being worth a thousand words, the art of comics have matured
substantially and now provide food for more creative thought in films
and other media.
For in this book you will see the guidelines for channeling your
imagination and creating the stuff of legends.
Godspeed,
The Compiler
Preface
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C HAPTER 1 I NTRODUCTION
When I attend conventions or appear as a guest speaker in schools, one of
the questions I'm inevitably asked is, "How can I become a comic book
writer?" The first thing I say is, "Learn how to tell a good story. Learn to
write." If you can't write an entertaining story, then you won't be able to
write entertaining comic book stories. Comic books are a medium with rules
and expectations unique unto themselves, but at the heart of every good
comic is a good story.
The goal of this site is to lead you, the aspiring comic book writer, through
the entire creative process of writing for comics. This means I will be
starting at the very beginning with a discussion of what makes a good
story. Without those basics, then you will never write a good comic book
story. From there, I will go into the nuts and bolts of crafting a comic
book script, as well as advice on writing query letters, springboards, and
proposals.
2. Do not learn to write comic books from reading comic books only. (Nor
should you learn to draw comics from comics.) Reading good comics
will help you learn elements of form and style, but it is also inherently
limiting. You get into the law of diminishing returns, for if you don't
have any reference points beyond comics, everything you write will be
derivative. Read novels. Read newspapers. Read non-fiction. Watch
foreign films. Go to the theater. Expose yourself to more than what
you find on comic book shelves. The more you know about the world
around you, the more material you will have with which to build
stories. The more storytelling styles you have encountered, the larger
your own bag of tricks will be.
Chapter 1 Introduction
3. Learn to write, and in this case, I'm not just talking about writing
stories. I'm talking about basic grammar. Learn how to use language.
Learn how to spell and punctuate. Learn how to form a sentence.
Learn about literary devices like parallel structure, metaphor,
personification, etc. You may have the best, most exciting, unique
stories in the world to tell, but if you can't put them down on paper in
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a way that looks professional and can be read, you drastically reduce the
chances that an editor will read or buy your work.
4. There is more to the comic book medium than superheroes, and each
genre has its own rules and rhythms. You will find that I often use
superhero language in discussing basic concepts, but I do this because it is
an easy shortcut as the majority of people reading this material has been
exposed to the superhero culture through comics, movies, or television.
However, even if you don't care for superheroes, the theories and
concepts I am illustrating work beyond that particular genre. If I spend a
few sentences writing about what motivates Hero Woman or Super
Guy and you aren't interested in superheroes, try to get past the
veneer to what is actually being said about character motivation. It
applies whether your character wants to save the world or to buy a
can of soda.
5. Breaking into the comic book industry is hard work, especially for
writers. Let's face it: comics are a visual medium. An editor can glance
through an artist's portfolio and be able to tell quickly whether the
artist understands anatomy, perspective, layout, composition, and
storytelling. The same can not be said of a script. It takes time and
concentration to be able to determine if a writer understands plot,
structure, pacing, character development, dialog, and all the other
pieces that form a coherent and interesting story. An editor has to take
time to read a sample writing submission, and most editors are already
too busy trying to meet their publication deadlines for the projects
they're already editing. They don't have a lot of extra time to read
blind submissions. For this reason, it's a lot harder for writers to break
into the business than it is for artists.
Having said that, that doesn't mean you shouldn't try to make your
dream come true. If you want to write comics, then go for it. There are a
number of paths, but be realistic. It is extremely rare when someone
with no professional credits will land a prime gig at Marvel or DC or Dark
Horse or Image. You are going to have to learn your craft. You are going
to have to earn your chops. You are going to have to practice. It is said
that an artist has to get through 10,000 bad drawings before they get to
the good stuff. Writers have to write a lot of bad material before they get
to the good stuff too. The key is to keep writing and keep learning. You
will never know it all, and a creator who stops learning limits him or
Chapter 1 Introduction
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However, with time, perseverance, and good work, you may get your
chance. And when you do, don't screw it up! While there may be no magic
bullets in terms of landing assignments, you can certainly shoot down a
burgeoning career very easily by missing deadlines or turning in work that is
sub-par.
In the long run, you have to love what you're doing because it's not gonna
be easy. Whatever you do, have other occupational skills you can fall back
on. Keep your day job!
Good luck,
Chapter 1 Introduction
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C HAPTER 2 T HE B ASICS
BREAKING RULES
Writing is an art. Art is about breaking rules, pushing the envelope, and
discovering new ways of seeing things. Writers as artists should push
themselves to break rules to find new and exciting ways to tell their stories.
However, before you break the rules, it is important to know what they are
and why they exist. Breaking rules for the sake of breaking rules doesn't
create art, it creates anarchy.
For me, art is communication and writing is an art. We, as artists, are
trying to impart something to our audience. Whether it's something
complex like a moral or something subtle like a mood, we are sharing a
way of seeing something with our audience.
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work, or better yet, have someone else proofread it for you. Type your
manuscripts with 1 inch margins, and preferably double-space the text.
Unfortunately, there is no single industry standard for script format, but
there are common denominators that I will cover in the chapter on
scriptwriting. A readable, professionally presented script is a must if you are
trying to get work. (But a word of caution--don't send scripts to editors
blindly. They don't have time to read unsolicited manuscripts. This is
another element that I will be covering in the chapter on selling your work.)
COLLABORATIVE MEDIA
Another important thing to keep in mind about film, television, theater,
and comic books is that they are collaborative media. When I write for
any of these media, I approach the script as a blueprint--the foundation
on which my collaborators will build the story. In any collaborative
medium, you must allow your collaborators room to do their jobs. It
serves no one if the writer or any other individual becomes a dictator.
The more everyone feels they are allowed to contribute to the final
product, the greater a stake the feel they will have in the finished
product, and the more effort they will put into it. No one's ego should
get in the way of providing the audience with the best possible story.
WHERE DO I BEGIN?
When I set out to craft a story, I don't have any single way in which I
approach the process. Often I start with the characters, examining who
they are and what they care about--this is especially true of licensed
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properties where the characters have history before I come to the table.
Other times, I have a neat conflict or moral dilemma to explore. Sometimes
I just have a really cool visual in my head around which I can construct a
story. I will go into more detail about where and how to start in the chapter
on outlines and page breakdowns. For now, I want to concentrate on some
of the basic elements of storytelling.
VISUAL THINKING
One of the most important skills an aspiring comic book writer (or a writer
working in film, television, and/or the theater) must develop is the ability to
think visually. The best comic books are a marriage of text and art. The
writer must be able to tell his or her stories in pictures. Let the art carry
important character and plot elements.
In many ways, I think it would serve aspiring comic book writers well to
do the same thing. Use a camera--be it still photo, film, or video--and
shoot a purely visual story. This will help you in many ways. It will train
you to think of your stories in images. It will help you conceptualize how
much information you can convey in a single image. It will also help you
learn how to describe the pictures in your head to an artist.
thinking they're seeing something new and different. So, what are those
three plots?
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The Genesis Story
That's it. I don't care what movie, novel, play, comic book, or what-have-you
you point to. When you boil the story down, you will come to one or more
of these three basic plots. Yes, this is reductionism to its extreme, but these
are not where you end. It's where you begin. Let's consider them one at a
time.
The Quest. This can be a search for anything: love, the Holy Grail, the
identity of the Mysterious Stranger. All mysteries are built around the
quest for the solution. You might consider some subcategories to the
Quest. My friend, comic artist Howard Simpson, feels that the quest is
too broad and breaks things down further, including such categories as
the Chase and the Hunt. Other writers consider Boy Meets Girl a
separate classification. While I understand the distinctions being made in
each of these examples, I still see them as all being quests of one sort or
another.
As far as I'm concerned, that's it. I've never found anything else, but if
you have something to suggest, I'd love to hear it. E-mail me with your
thoughts and if you come up with new categories that are truly separate
from these three, I will be happy to update this page to include them.
Think about your favorite stories and you'll see at the heart of them is
one or more of these three basic plots. Our job as artists, and writing is
an art, is to find a new stories to tell based on these plots. This is where
your artistic vision comes into play. We are all individuals, shaped by our
experiences. It is our unique perspective on these three stories that will
give our work a distinctive voice.
Chapter 2 The Basics
EMOTIONAL INVESTMENT
For a story to have any impact, it must instill a sense of emotional
investment in the reader. The reader has to care about the characters
and what is happening to them. To do that, you need to create
characters that are recognizably human--be they aliens, super-heroes, or
average schmoes. They must have human concerns (hopes, dreams,
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fears, etc.) for the reader to empathize or sympathize with, or at least
understand.
People are the sum total of their experiences. For characters to seem well-
rounded and consistent, the writer has to convey a sense of history for
them. It's in this history and common experience that reader identification
and thereby emotional investment will occur.
CHANGE
When you boil it down, every story is about change. Who has learned
something? If something or someone hasn't changed or learned
something by the end of the story, then what was the point of the
audience reading your story?
exploited.
To be honest, characters who have reached truly iconic value have done
so by moving into media outside of comics. If the world at large doesn't
read the comics in which the characters have been changed, then when
faced with the new version, the average person won't understand and be
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resistant. (Think Green Lantern. Long time comics fans were horrified at the
changes made to Hal Jordan, but to people outside of comics fandom, the
response was more likely "Green who?") Companies must have an easily
recognized image in order to merchandise it well. (The main exception here
being action figures, where toy companies thrive on variations on a theme,
but in this case, the essence of the character is usually maintained, even if
their costume or props are altered.)
Mind you, the lack of significant change isn't a hard and fast rule--
sometimes publishers will change second tier characters to make them
more accessible and interesting to new readers. Jay Garrick to Barry
Allen to Wally West as the Flash or Dick Grayson to Jason Todd to Tim
Drake as Robin are two good examples of lasting changes secondary
characters (okay, maybe not so much with Jason Todd anymore...). Even
the upper echelon of publisher's characters may undergo some change.
Any long-lived character has to adapt to the times in order to remain
relevant, but the inherent essence of characters such as Superman,
Batman, Wonder Woman, Spider-Man, the Fantastic Four, and other
high-profile properties remain intact even if minor cosmetic changes are
brought in periodically to make the property appealing to current tastes.
These can be slight alterations to costumes (or the temporary
appearance of a radically different look), new people wearing old
costumes, new powers, etc.
There is one other area where change can occur: changing the reader's
perception of a character, philosophy, or events by forcing them to re-
examine their perceptions via the events of the story. I consider this to
Chapter 2 The Basics
When?
Where?
Who?
What?
Why?
How?
When and Where? When is your story taking place? Where is it taking
place? When time or place is not specified, it is usually assumed to be
here and now, especially when dealing with the script format. Unless you
tell your artist (set designer, cinematographer, director, etc., depending
on your medium) exactly when and where the story is happening, there's
no telling what they might assume--or worse yet, draw.
Why? Why are things happening? Why do your characters want what
they want? One of the most important questions you have to ask
yourself is "Why should the readers care about my story?"
How? How do your characters go about getting what they want? How do
they react to adversity or success?
Every scene, every page, every panel in a comic book story absolutely
Chapter 2 The Basics
must address at least one of the questions and help your reader
understand the events that are unfolding. Any scene, page, or panel that
doesn't accomplish this goal is a "darling" and, as Mark Twain said, we
must kill our darlings. They waste time and space and they annoy the
audience.
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THE STORYTELLING TRIANGLE
To my mind, there are four basic elements in constructing a story as
illustrated by the diagram below.
The Plot is the what. What do your characters want and what happens?
It is the simple sequence of events. Jimmy wants to be on time for work.
Unfortunately, he wakes up late. Jack makes him breakfast. Jimmy eats
breakfast hurriedly, dripping egg yolk on his shirt. Now Jimmy has to
change his clothes, making him even later for work. Jimmy leaves the
house in a rush, not looking in both directions before he crosses the
street. Jimmy is hit by a bus and dies. That is a plot. That's what happens.
The plot is the series of conflicts and resolutions leading to the climax
and denouement. These elements will be discussed in greater detail in
the next chapter.
The Story is the where, when, how, and why. Where and when are
Chapter 2 The Basics
surface details, but they are important as they determine how the
character and society act and react. People in feudal England would not
act in the same way that Aborigines in 1800 Australia. The plot described
above would have to happen in fairly large, modern city. It could not be
transplanted to France, circa 1100.
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How expands on the question of "What do you characters want?" by
exploring how they go about achieving their goals. We then ask the
question of why should the events of the plot matter to the characters and
the readers.
Ultimately, the story is the impact of Jimmy's death on Jack, the bus driver,
other characters, and most importantly, on the reader. Why should the
reader care about Jimmy's death and its ramifications? Therein lies the
story.
The Theme or Premise. Every story sets out to prove its theme or
premise. In the story outlined above, the premise might be "Remember
to set your alarm clock so you don't wake up late." The consequences of
not setting your alarm clock are then spelled out. The theme or premise
does not have to be overly complex. It can be as simple as "Love
conquers all" or "Crime doesn't pay" or "With great power comes great
responsibility." It can be much more complex, perhaps trying to prove or
disprove the existence of a higher power. It doesn't matter how simple
or complex your premise, as long as everything in the context of the tale-
-the characters, the plot, and the story--all relate to the theme in some
way, shape, or form to your theme. Ultimately, when someone asks what
the story is about, they will usually zero in on the theme or premise.
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valued equally--then there must be consequences in making the choice.
That sense of cost is often part of the hero's journey.
Internal conflict is something with which every reader can identify. We have
all had to make choices in our lives, and every choice has its consequences.
Sometimes they're small. Choosing the chocolate cake for dessert means
you might not get to have the strawberry mousse. This is not a very big deal
in the grand scheme of things. Sometimes the choices we face are life-
altering. If you quit your job, you may not find another one for six
months. Is this a chance you can afford to take? Either way, the process
of making the decision is inherently dramatic, especially when something
important is at stake.
For example, Hero Woman may love her mother and father equally. If a
life-threatening situation occurs and Hero Woman has time to save only
one life, does she choose mom or dad? This is a decision with a huge cost
attached. How does she make this choice? What are the ramifications of
making the choice? Perhaps Super Guy has learned that his sister is an
evil genius responsible for the deaths of millions. Does Super Guy's
loyalty to his family or his sense of right and wrong take priority? What
are the ramifications of this choice? It is within the ramifications that the
story lies.
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This is a case where the conflict straddles lines. If the supernatural is
personified or is solid in some way (such as vampires, werewolves,
demons), then it qualifies as Individual vs. Individual. If the supernatural is
insubstantial in that it has no physical presence (ghosts), then it may take on
elements of Individual vs. Nature.
The disease is an act of nature, but it may also have a physical presence in
the way of germs, bacteria, or cancer. This is a case of straddling the lines
of nature and individual.
Every individual within a society is taught what its rules are. Sometimes
an individual has to make a choice about whether or not to break one of
those rules. If your character grows up being told that stealing is wrong,
but then has to steal a loaf of bread in order for he and his family to
survive, is that inherently wrong? In this case, the rules may have the
sense of nature, especially if the individual believes that a vengeful deity
will punish him or her for breaking the rules. There is also the sense of
internal conflict. If the person contemplating breaking the rules does
distinguish between right and wrong, that is the personal cost in making
the "wrong" choice?
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whether external or internal, and put that in jeopardy. That conflict will
then drive the story.
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C HAPTER 3
P LOT AND S TORY C ONSTRUCTION
WHAT MAKES A GOOD STORY?
There are as many answers to that as there are good stories to tell.
However, every good story has at its core characters that we care about
living through events that we find interesting. Every story should have a
beginning, a middle, and an end--although not necessarily in that order.
Beginning, middle, end is your classic three act structure.
The converse is also true. If you are going to fire a gun in the final act,
then you need to establish that it was there prior to its being fired. To
me, this is a simple matter of fair play. I am a great believer in playing fair
with the audience, meaning that everything the reader needs to
understand a story or any given episode in serial fiction should be in said
story or episode. Readers love mysteries, but they hate to be mystified.
Mysteries are puzzles which have solutions. When you don't play fair
with the readers by not giving them all the pieces of the puzzle, you will
Plot and Story Construction
exhibiting it. If you don't, then you create a deus ex machina, and that is
a cheat.
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The term deus ex machina comes to us from Ancient Greek theater. It
literally means "God from the machine." In Greek theater, the gods would
be lowered over the stage at the climax of the play, and if the story was a
comedy, they would make everything better for the characters, or if it was a
tragedy, they would make the characters' lives worse (usually exacting
terrible retribution for whatever sins were committed by the protagonist).
The characters had no control over their fates--resolutions to their
dilemmas were delivered from on high. This can be a useful plot device, but
if it is used too often, it's a cheat. The audience usually prefers to see the
protagonists solve their own problems in a believable way.
So, if Hero Woman is required to use her heat vision to resolve the
climax of the story, then it is important that you establish that she has
heat vision earlier in the story. A clever writer is able to set these
elements up in a way that does not draw attention to them immediately.
You want to find a way to naturally establish abilities and knowledge
without hitting the reader over the head with it. It should be so subtle
that the reader may not even realize that you've given them the key to
the climax until they see it played out and go, "Of course! It was there all
along." It's a very difficult balance to maintain, and it takes a great deal
of practice to get to the point where you do it well. In many ways, it
becomes a matter of misdirection. You draw the reader's attention to a
different point while playing out the key. In the first act, as you establish
Hero Woman in action against some two bit thugs as they draw their
guns, you might have her use her heat vision to melt the gun barrels,
directing the reader's attention to the immediate threat of stopping the
gunfire. You don't go out of your way to draw attention to it, but at the
climax, when it's do or die and the only way out is use of her heat vision,
the reader knows that she has the power. I would highly recommend
reading Peter O'Donnell's Modesty Blaise stories--either collections of
the comic strips or the novels--to see a master at work.
INTERNAL LOGIC
Your audience wants to believe that a man can fly. They want to suspend
their disbelief. You are the puppet-master of your literary world. You can
invent any rules you want, and the audience will buy them as long as you
Plot and Story Construction
play by your own rules (again, we're playing fair). If you establish that a
character has a specific ability or knowledge, and then construct a plot
where the character has to forget he or she has said ability or
knowledge, you create what we call the "idiot plot"--this is a plot that
only works when your characters must act like idiots in order to make
Chapter 3
the story work. This is a major cheat. It makes your characters look
stupid and worse, it insults the intelligence of your readers as you
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assume that they aren't smart enough to realize the huge plot hole into
which your story has sunk.
In the example stated above, we see Hero Woman use her heat vision to
melt the guns of two-bit thugs at the beginning of the story. If, at the end,
she is trapped in a bank vault made of steel and a big deal is made of how
she might die of asphyxiation--if she doesn't even try to use the heat vision
established earlier, then she has become an idiot. (Granted, it might be able
to invent a reason for her not to--the radiant heat might harm someone
else trapped inside or set fire to the money/documents she's trying to
protect, there might be the presence of explosive gases, etc. But if she
simply forgets she has heat vision simply to create false tension, both she
and by extension, the writer, have become idiots.)
It is very important that you set the ground rules of your world and
establish the strengths and limitations (both physical and emotional) of
your characters and then play by those rules in order to maintain your
illusion of reality.
In journalistic writing, people are taught that the first paragraph of their
article must answer the five Ws. The beginning of your story should
address them as well. Where are we? When is the story happening? Who
are the characters? What is happening? Why should the reader care?
In the long run, the last question in the above list is the most important.
Why should your readers care? The beginning of your story must pose
some kind of emotional investment in the circumstances being
portrayed--there must be some element to which they can relate and/or
they will want to see played out. Right from the start, you need to pose
an intriguing question that will engage the reader and make him or her
Plot and Story Construction
want to keep reading the story. In your standard 22 page comic book,
that question should be posed by the end of the third page, if not
sooner. And, before you answer that question, you must pose a second
one. If you answer the first question before posing another, then why
should the reader keep reading? This is key to emotional investment.
Chapter 3
The other key question that you must pose to yourself--if not immediately
to the reader as this can be one of the driving questions--is "What do your
characters want?" This is what will motivate all the action. Therefore, right
from the start, the characters must have some goal to achieve.
Sometimes, the most exciting way to begin a story is in medias res. Yes,
it's another one of those concepts that come to us from Greek theater. It
literally means "in the middle of things." Starting with the characters
already in action creates a sense of urgency. Then, as events play out,
you can fill in the gaps via conversations, circumstances, or flashbacks
that explain how the characters found themselves in the initial dilemma.
This was a frequent device used by Stan Lee (and all his collaborators like
Jack Kirby, Steve Ditko, Don Heck, et. al.) during Marvel's heyday. These
stories often would start an issue of a comic with the heroes completing
an adventure, thereby introducing them, their goals, and their powers,
then as that adventure ended, a new one would begin.
In some cases, the inciting incident happens before the story begins.
Using a murder mystery for example, the story may begin with the
discovery of the body, but it was the murder that sets the mystery into
motion. (Or, you could take it even further back and say that the victim's
actions may have led to his or her untimely demise.) In this case, the
quest for the murderer and/or the reason behind the murder may be the
main plot, but that does necessarily have to be true.
The brilliant filmmaker Alfred Hitchcock referred to that thing all his
Plot and Story Construction
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audience to see into these characters' lives, hopes, dreams, and
weaknesses, the true meat of the story.
The first act introduces us to the key players of the story and lays out the
core conflict. With the protagonist and the conflict established, we
introduce the first major complication of the story, then move on to the
second act.
All told, the beginning or first act of the story should not take up more than
25% of the entire length of the story, although 25% is pushing the upper
limit when your dealing with a lengthy story. Think of it this way: when
you're watching a TV show or watching a videotape, if what you're
watching doesn't engage your interest in the first few minutes (maybe
fifteen or twenty for a feature length movie that you've paid good
money to rent), chances are you will change the channel or turn it off.
The same is true with a comic book. In a twenty-two page story, if you
can't engage the reader's interest in the first three to five pages, it's
unlikely you'll ever engage their interest. This is a particularly sensitive
issue when it comes to buying the comic. If someone looking at it in a
store can't get interested in the first few pages, they're unlikely to buy
the comic.
The basic structure to any story is that you set a goal for your protagonist
and then put things in the way of the character achieving his or her goal.
Chapter 3
These obstacles are minor complications and they make up the second
act or middle of your story. Each minor complication on the way to the
climax of the story should be bigger and fraught with more
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danger/consequences than the last. Often, complications result in reversals-
-where the tables are turned on the protagonist making it more difficult for
the character to reach his or her goal.
This is rising action. If the incidents do not build on top of each other and
keep raising the stakes, then the reader will lose interest. This is what
provides the story with forward impetus, building a sense of momentum to
the inevitable climax if the story.
Each complication has a minor climax. Just as a story builds to its main
climax from which the lead characters or the audience has learned
something, the same is true of the minor climaxes. Following each minor
climax, there should be a brief period of falling action. This allows the
audience a chance to catch their breath and absorb what they've just
witnessed. I look at it this way: the resolution of each minor climax
comes with some kind of cost or reversal, and the falling action examines
that cost.
There may be times when you want to leave the audience breathless for
a while, and that's perfectly valid. You may want to pile a dozen
complications on top of each other to build tension, but it becomes
important to release that tension at some point or else you'll over-
saturate the audience's senses (and this is not senses-shattering in the
good way). Once you've done that, nothing you do will have any impact.
The collected complications may then overshadow your climax, robbing
it of its dramatic impact.
Note what I just said above: the second act ends with the climax. The
story does not end with the climax.
Following the climax must come the resolution to the crisis, followed by
Chapter 3
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nothing has changed, then you've cheated your audience. Why else did they
stick around for the entire ride if there was no pay off?
There are some examples of stories where the denouement comes before
the protagonist takes the climactic action. Nicholas Meyer's marvelous film
Time after Time is an excellent example of this. Without giving away the
end of the story, I will say that the lead character understands what the
implications of his actions will be just before he takes action. This is
perfectly acceptable, although sometimes difficult to pull off and have
the audience feel fulfilled by the story. Generally speaking, the audience
needs an opportunity to release tension that's been built up by the story
along with the main characters with whom they've come to identify.
Think of it this way: what makes a novel a "page turner?" Generally, it's
because the author ends each scene and/or chapter with a new question
or unresolved action (think complication), making it difficult to put down
the book.
Plot and Story Construction
At the beginning of your story, you might want to pose several questions.
That way, as the story progresses and you answer some of the questions,
there are still some left hanging. As you move along and answer some
questions, the answers may pose new questions. The climax and
denouement is when you answer the last of the questions or resolve all
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of the conflicts. If you do so prior to the climax, what's the point of the
audience sticking around?
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In a long story or in serial fiction, we often use subplots to help maintain
reader interest. As the main plot may be in falling action, the subplot may
be rising. This keep's the reader's interest piqued. As Hero Woman recovers
from her most recent battle with Villain Person, Terrible Despot's plans may
be coming to fruition across town. Below you will find two examples of
story structure.
QUESTION 1 QUESTION 1
QUESTION 2 QUESTION 2
ANSWER 1 ANSWER 1
QUESTION 3 QUESTION 3
ANSWER 3 ANSWER 3
QUESTION 4 QUESTION 4
QUESTION 5 QUESTION 5
QUESTION 6 QUESTION 6
ANSWER 4 ANSWER 4
ANSWER 6 ANSWER 6
ANSWER 2 ANSWER 2
ANSWER 5 ANSWER 5
next installment...
In a single-installment story, you want the climaxes of the main plot and
the sub-plot(s) to intersect, coincide, or interrelate on some level, if not
physically, then thematically. By the end of your story, all of your
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themselves. This can make for intriguing storytelling, but you should at least
resolve something for them--preferably the main conflict/dilemma.
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C HAPTER 4
C HARACTER D EVELOPMENT
"T H E C H AR AC T ER S T OO K CO NT RO L OF T H E ST O RY "
Every now and again you will hear a writer talk about a story where his or
her characters took on a life of their own and dictated the way the story
would play itself out. In the past when I heard statements like that, I would
consider it a sign of sloppy writing, believing the writer lost control of the
plot and wandered off on tangents. While I am still very much a
structuralist, I have mellowed in my feelings on the matter up to a point.
I've written material where I had something I needed the characters to
do, but discovered it couldn't work without betraying the character and
had to reconceive what I was doing. I still find the general attitude to be
dangerous, especially when writing for comics where there are usually
very rigid limitations on space, but there is a valid consideration here to
be made. Characters should be so vivid in the minds of the writer and the
audience that we can sense when the characters are acting in a way that
doesn't make sense. (Remember the "idiot plot?")
A writer must know his or her characters so well that it will be obvious
when he or she is trying to make the characters to do something that is
contrary to their nature. Any time you force a character to do something
that defies everything that has been revealed about the character to that
point, you are doing a disservice to the character, the audience, and
yourself. There is one time where the characters taking control can truly
be a good thing--when it forces the writer to rethink his or her plot to
make sure it makes sense. Plot and structure are important, make no
mistake, but your characters should not be sacrificed in order to force a
plot to work.
As with everything else in life, the writer must strive for a balance
between plot and character. If you come to a point in your story where
the plot requires someone to act out of character, then you have to
make a decision: do you change the plot or do you alter the character?
Something will have to give, or else you will drain your story of its reality.
For the writer to reach the level where his or her character can take on a
life of their own takes time, practice, and careful planning...
Character Development
and compelling characters, all the fight scenes and special effects in the
world won't save your story from being uninvolving. Shock and awe are
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appealing in the short term, but what makes people come back to your
stories again and again are the characters.
So, what does make for interesting characters? Believability and complexity.
You want to make all of your characters--even the robots and aliens--
recognizably human, with qualities to which the humans reading your story
can relate.
Let's face it, we humans are an inherently contradictory bunch. We may say
we love our fellow man, but there are exceptions, like that creep who cut
you off in traffic or that next door neighbor who never turned down the
stereo (especially when playing that awful polka music!). We all have
hopes and dreams, as well as unreasoning fears and blind spots. We are
complex, and it's that complexity that renders a character compelling. By
embracing the common things that make us all human and instilling
them into your characters, you will achieve audience identification which
is the heart and soul of effective storytelling.
MOTIVATION
Every human is the sum total of his or her experiences. Every time we
respond to something, we are drawing on all our previous experiences.
When we encounter something outside of our experiences, that is when
we feel fear or anxiety.
In Jungian psychotherapy, the therapist asks the client, "Who are you?"
Generally, the first answer someone gives to this question is their name,
but what does a name really tell you about a person (unless they a
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character in a Charles Dickens or Ian Fleming story, which most of us are
not)? The therapist once again asks, "Who are you?" The patient is not
allowed to use the same answer. The purpose of this process is to show the
patient that they have many identities--some are thrust upon us by
circumstance, some are chosen. We all play different roles in our life: son or
daughter, mother, father, lover, best friend, student, teacher, employee,
etc. The goal of the questioning is to strip away all the different roles until
the client can find out the Who they really are, without the expectations or
limitations thrust upon us by circumstance.
Remember that nobody is ever one thing all the time, hence the many
faces/masks we wear. The more facets you give your characters, the
more storytelling potential you will have and the more interesting your
characters will be. In serial fiction, there should always be something
more to learn about your character: new skills, new pockets of
information, new surprises (that should be logical extensions of what is
already established) that will keep your readers intrigued and wanting to
learn more.
Character Development
but as someone's lover, you may wish to spend all day in bed. These two
desires may have equal value in your mind, but if you can't have both, a
decision has to be made and with it comes consequences. Sometimes
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one role has to take priority over another--as much as you may wish to
lounge in bed, the fact that you have bills to pay may force your role as
employee to take precedence. How will this affect your relationship?
The fact that we have different roles to fulfill makes for complexity, and
each role may have different needs and responsibilities. Here is where we
get back to internal conflict, an excellent source of drama.
Once you have answered the questions of "who are you" and "what do
you want," the last question is "Why are you here?" In real life, this is a
metaphysical question. When it comes to writing, it is a practical
question. Every character in your story must be there for a reason.
Sometimes they move the plot forward by taking decisive action or
providing important information. Sometimes they are there to give your
lead characters someone to whom they can speak (a very important role
as it helps avoid interminable monologues or lengthy thought balloons).
Sometimes they are there for thematic purpose, to help prove your
premise. Whatever the reason, they have to be present to serve an
important purpose, or they shouldn't be there at all.
CHARACTER BIOGRAPHIES
As we develop our characters, we have to ask ourselves what role they
provide in the context of the story. With that in mind, it is useful to build
a biography. Although the material you create for the biography may
never be shared directly with the reader, it will be helpful for you as
author to understand what drives your characters. The more you know
about their histories, the more realistically you'll be able to portray their
Character Development
Often we start with the externals--what does the character look like?
How old? How tall? What gender? What race? What body type? Hair
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questions that are driven by individual, personality, self-image, family,
geography, and time period.
Where were they before they first appeared on the page? The history that
precedes the character's appearance in a story is the character's backstory.
Where did they grow up? What were their families like? What kind of
childhoods did they have? What are the significant events that shaped
how they relate to the world?
What are your characters' hopes and dreams? What are their fears and
blind spots? What are their likes and dislikes? These are things that every
reader can relate to--maybe not the specifics, but they are elements of
the common human experience.
How does your character speak and move? Slowly and deliberately? Fast
and impetuously? How does the character relate to other people? Shy?
Forthright? Again, ask yourself why they act in these ways. Build that into
the character bio.
All of these elements will dictate how the character acts and reacts.
I will caution you about one thing: when you are dealing with serial
fiction, it is a good idea to leave yourself some wiggle room in the
character biographies. If you have planned out every minute of any
Character Development
Several years ago, I co-wrote a stage adaptation of Dr. Jekyll and Mr.
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Hyde. The first thing I did was to write the character biographies. These
were a page or less long, but they created the blueprints I needed in
order to work out the details of the plot. I started by reading the source
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material and pulling as much information as I could out of Robert Louis
Stevenson's original story. As there is no way the story could be adapted to
the stage without making significant changes to structure, I approached the
job as a matter of interpretation than strict adaptation.
How much of the backstory do you share with the editor, artist, and/or
audience? As much as you need to in order to convey the story at hand.
The editor needs the most information so that he or she can help make
sure you haven't left any important questions unanswered. The artist will
need enough information to convey the character you have in mind, but I
purposely try to leave some elements sketchy so that the artist can have
input into the look and feel of the character. My general rule of thumb is
that the more important the character is to the story, particularly their
physical attributes, the more description I give. I let the artist have free
hand with the secondary characters. When it comes to the reader, I try
to give the audience enough information so that they can understand the
conflicts and the characters' stakes in the course of the action, but I try
not to overwhelm them with unnecessary detail. Leaving a few well
chosen holes in the character bio (and sometimes the story, but not in
the plot) can give your audience the chance to become active
participants in the story being told by allowing them to exercise their
own imaginations to fill in small gaps.
Character Development
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you're trying to come up with a "code" name for a costumed character.
Where can you get ideas for names?
For average, every day civilian characters, one of the best resources is a
metropolitan telephone directory. Of course, you never take anyone's full
name. Treat it as one from column A and one from column B. I find phone
books particularly useful for ethnic names.
You could go the Charles Dickens or Chester Gould route and try to invent
names that reflect the inner nature of the characters. This can be an
interesting device, but it's a difficult balance between effective and
artificial. The name should at least sound vaguely realistic (unless you are
dealing with a world where artifice is the rule).
Code names are much harder because it feels like all the good ones have
already been protected by copyright and trademark. It's hard to come up
with cool new superhero or villain names, especially for title characters.
There are some places I regularly turn for inspiration:
gooey.)
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Nobody is perfect. Building a fatal flaw (or flaws) into your characters makes
them more human. For a hero, the flaw is something that they fight against
that will make them appear more heroic. In a tragedy, it is a character's fatal
flaw that will ultimately lead to his or her downfall.
In heroic fiction, the fatal flaw is the part of your protagonist's character
that he or she must fight against and overcome. This makes them appear
all the more heroic and all the more human. Taking it a step further into
the realm of the super-heroic, you want to develop characters that have
inherent weaknesses so that they don't become omnipotent--it's hard to
develop sufficient threats and challenges if your character is god-like in
nature.
Audiences generally resent new characters that take time away from the
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characters they've come to care about if they haven't had a chance to get to
know and take an interest in the new characters.
Don't let all of your characters be exactly the same as each other. That
will get boring. Mix up your cast by age, gender, race, religious
background--not only does it open up story possibilities, it also makes
your story accessible to the largest possible audience. Given the
shrinking nature of the comic book audience, the more you can do to pull
in readers, the better off you are.
The flip side to this argument is that if you bring in diverse characters
simply for the sake of diversity with no real thought to the reason why
this character exists within the context of the story, then you are doing
your audience a disservice. I have written projects where the publisher
or licensor has dictated that there must be four lead characters: two
boys, two girls, one White, one Black, one Hispanic, one Asian.
Sometimes one must have a physical (dare I use this politically charged
term?) handicap. While I agree it's important to be inclusive in our casts
of characters, don't ever let it become a template. It may not be logical
when writing your American Civil War drama that there be an Asian best
friend or a Southern Belle in a wheelchair. The cast must make sense
within the world you are portraying.
Stereotypes sometimes have at their core some element of truth, but the
danger is when you use that "truth" to apply to all members of a group
of people. If for some reason you are going to employ a stereotype
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within the course of your story for whatever reason, it's a good idea to
balance it in some way, shape, or form--either by giving the stereotypical
character additional depth or having another character of the same
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race/creed/color that works against the stereotype so that the audience
can't claim you see a group of people in a singular, offensive way.
However, the bottom line is that people are people. We all have
common emotions that transcend gender, race, or culture: love, hate,
joy, fear, jealousy, anger, etc. How we handle these emotions may be
dictated by our personal histories and society--and this is where research
come into play--but tapping into these emotions will make your
characters feel more real. I remember reading an interview conducted
with novelist Armisted Maupin where he was asked how he, as a gay
man, could write such convincing love stories for his lesbian characters.
His response was that love is love and how we respond to it is with the
same beating heart, sweaty palms, longing glances, and jumbled words.
This reaction has nothing to do with gender, race, or sexual identity.
Emotions are emotions. If you get to the truth of the emotion, then the
character will come across as a living, breathing human.
OBSERVING PEOPLE
One of the best things you can do to learn how to convey characters as
believable human beings is to observe people (but don't be rude about
it!). Start by observing yourself. (This can be very scary, I'm the first to
admit.) As you respond to different stimuli, step back and think about
why you react in the way that you do. Where did your reaction come
from? Was it something you were taught by your parents, family,
friends? Are your responses based on previous experience or are they
Character Development
rooted in fear of the unknown? Where did your likes and dislikes, loves
and fears come from? When you can tap into that, it becomes easier to
do it with other people and your characters. It's the first step to empathy
Chapter 4
The antagonist is what stands in the way of the protagonist achieving his
or her goals. The antagonist may be a villain or hero or a series of
circumstances.
resolve and overcoming adversity and his or her own shortcomings that
the character comes to be seen as a hero.
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What defines a villain? Again, there are as many answer to that question as
there are villains. Again, you can list numerous traits: violence, an
unwillingness to accept responsibility, jealousy, envy, anger, greed, a short
temper, etc., etc. If I were to choose a single element that is integral to a
villain, it is selfishness. A villain is concerned with his or her own needs
above all else. They may want something that on the surface seems like a
good and noble goal, but they are willing to sacrifice anyone or anything
(other than themselves) to get it.
Writer Ruth Morrison once explained the difference between a hero and
villain in this way: "A hero is a person who overcomes a tragedy and
promises never to let the same thing happen to anyone else. A villain is
someone who overcomes a tragedy and swears never to let it happen to
him or herself again." I really like this observation.
Sloppy writers frequently fall into the trap of making their villains an
outsider, an "other." They don't want the audience to feel that a villain
could be one of us--it has to be one of "them." It is my observation that
in soap operas, villains are often "foreign devils." They are not members
of the core families, but rather people who come to town from another
place. In order to make villains all the more loathsome, bad writers pile
all kinds of "negative" qualities on them in order to stop the audience
from identifying with them. One short cut that became popular in the
mid-90's was to show us a scene of the villain or general troublemaker
smoking a cigarette. Another shortcut used in action/adventure and
mystery novels in years past (but not that far past...) was to make their
Character Development
villain all the more repellent and alien by making them "sexual deviants"-
-homosexuals--reinforcing the negative stereotype that all gays, lesbians,
and bisexuals were twisted and not to be trusted. Personally, I find a
villain that could be one of us far scarier than one that is completely
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alien.
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When you compare heroes and villains, they often have many common
traits. They may even have common goals. But what separates them are the
lengths to which they will go to achieve their goals.
Now that we've covered the basics of story structure and character
development, we can now begin our focus on the specifics of writing for
comic books, beginning with outline or "page breakdown..."
Character Development
Chapter 4
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C HAPTER 5
T HE P AGE B REAKDOWN
THE OUTLINE
When writing for comic books, I tend to work in a three step process: idea,
outline, and execution.
The idea is just that: the basic concept or hook that is at the heart of the
story. In the professional world, the idea is presented as a springboard or
a proposal. As they are used to present your ideas to editors, I will cover
them in a later chapter about selling your work.
The execution is the physical writing of the script, including all of the
panel descriptions and dialog (if full script). That is the focus of the next
chapter.
The page breakdown or outline is the basic blueprint of your story. I feel
very strongly about the use of outlines when writing for comics. As
mentioned previously, the biggest limitation in telling stories in the
comic book medium is space. There is only so much material that will fit
on a comic book page, and only so much that will fit in a panel. When
working professionally, you will usually have a set number of pages in
which to tell your story: 5, 8, 10, 12, 22, 28; whatever the number you
are assigned, you have to hit it. You can't turn in two less or three more.
It simply doesn't work that way as there is a set number of physical
pages in the publication, and most publishers have to reserve some of
that space for advertising. Once in a great while, a publisher might allow
you ONE extra page for a month, but that is rare as it often represents an
additional expense for them (they have to pay the creators for the page)
The Page Breakdown
and the loss of advertising revenue. The rule of freelancing is you deliver
what's commissioned in the format in which it was commissioned.
With space being the main determiner of pacing and the amount of
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content, working with an outline will help you stay within your confines.
If you map out your story before you begin to script, then you are less
likely to go off on space-consuming tangents. I can't tell you how many
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scripts I had to grade as a teacher at the Joe Kubert School where students,
who had not worked out the pacing of their story before they began writing
their scripts, discovered that they had run out of space on the last two
pages of their story and tried to wedge six pages worth of story material
into two pages. It doesn't work, and it can be avoided by starting with an
outline.
Below is a cramped map you can use for thinking out a standard ten page
comic book story. The image is very small and hard to read (as if you
needed me to tell you that). It is, however a link to a full-size 11 x 8.5"
PDF version that you may print out and keep as reference (it's a handout
I created to give my students at The Kubert School). The theory in terms
of pacing remains pretty much the same for any length of story as it is
based on the 25%, 65%, 10% structure. However, keep in mind as you
expand a story that your audience usually has limited patience for
waiting for a story to begin. If you are creating a 64 page graphic novel, it
may not be wise to keep the reader waiting 13 pages (25% of story by
volume--settling may occur in the shipping process) for the plot to kick
into gear. I try not to make the reader wait more than five pages for the
first kicker when writing stories of 22 or more pages.
BASIC PHILOSOPHY
The Page Breakdown
Let's start with some of the basic assumptions with which I work.
A good average for the number of panels on a comic books page is five.
Five allows your artist room to work and maximizes panel layout
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Any rigid format in terms of panel numbers may become repetitive and
boring to the reader, even if they don't recognize how or why on a
conscious level. (Exception one: sometimes the cadence can become a
powerful rhythmic device--if you are using it for effect, then it's perfectly
acceptable. This goes back to my assertion that if you are going to break
rules, break them with a purpose, not out of ignorance. Exception two:
Steve Ditko used the nine panel grid throughout his Marvel career, and
it's hard to argue with his Spider-Man or Dr. Strange pacing. More
recently, David Lapham uses his eight panel grid very effectively in Stray
Bullets, although even he sometimes breaks with the number eight.)
Sometimes a six or nine panel grid will be an effective tool for pacing
(although don't ask for a crowd scene in each panel of a nine panel grid
unless you want to give your artist heart palpitations). As action gets
bigger, especially in the superhero genre, then fewer panels on the page
will allow for big, dramatic shots. The more panels you ask for on a page,
the less information you should ask for within each individual panel.
At the other end of the spectrum are splash pages. I tend to be very
cautious with my use of splash pages. One or two per 22 page story is the
most I will (usually) ask for. If you overuse them (or any other device),
they will lose their impact. When I employ them, it is for dramatic
purpose. Many young artists in the industry like to throw in multiple pin
up pages because they're fun to draw and they can be sold for higher
prices in the after market. As a writer, my primary focus is the
storytelling, and multiple splash pages decrease the amount of
storytelling space and can disrupt the flow of the story. (Besides, we
writers don't get a piece of that after market, so it doesn't become a
motivating factor for us.)
generally on page one or page three. Right hand pages are usually seen
first by Western readers when casually flipping through the pages of a
publication (which is why magazine publishers can charge a premium for
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ads placed on the right hand pages of their publications), and the
placement of a big, dramatic image at the top of the story on the right
hand page can be an effective sales tool when a consumer is leafing
through the comic at the store. Again, don't feel you MUST always place
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the splash on page one or three. Sometimes is a good idea to move it
around so you don't become predictable.
The other place I might use a splash page is at the climax of the story, to
present the big action that resolves the core conflict of the story. As the
biggest, most important part of the story, it may deserve the biggest, most
dramatic image--especially when writing an action/adventure story. (An
interesting exception to that theory is when a small decision might have the
biggest impact. Using a small panel to convey the decision and then
opening up later panels to show the weight of the impact can be an
effective device.)
I try to make sure that every panel carries important information about
plot, character, or story. Every panel should exist for a reason. I also try
to make sure that something significant happens on every page. A
complication or reversal should happen every two or three pages to keep
raising the stakes and hold the audience's attention.
One additional element I'd like to address at this point is the use of the
end of page hook or question. Some comic writers, especially those who
work in the "slice of life" genre, feel that this is an artificial device. I can't
say that they are inherently wrong, but it CAN be an extremely effective
device. At the heart of the concept is that you end each page with an
unanswered question or unresolved action that will cause the reader to
want to turn the page to find out what happens next. As all narrative is
driven by unanswered questions, I think that the end of page hook can
be employed well, as long as you don't use the same type of hook at the
end of every page. As with every other tool and trick, vary how you
employ it.
A punch about to be thrown, and its impact is seen at the top of the
next page.
The Page Breakdown
may see their reaction (joy, horror, etc.) but it isn't until the next
page that we get to see what the character has seen.
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A dialog balloon or narrative caption is broken into two pieces. The first
half is at the bottom of the page with the second half at the top of the
next page forcing the reader to turn the page in order to complete the
thought.
The end of page hook can be used to compress time. A character may
leave location A at the bottom of a page and arrive at location B at the
top of the next. Time has been compressed and you have left the
reader with the question of what will change when the character
arrives at his or her destination. (A further discussion of the passage
of time follows in the next chapter.)
THE PBD
The page breakdown, or PBD, is just what it sounds like: the outline of
the story broken down page by page. Some editors will want to see a
PBD before they let you go to script. This is particularly true if you are
working on a custom comic or a licensed property (in both cases, the
publisher doesn't own the property, so representatives of the licensor
must approve each step along the way. By approving the PBD, then it is
less likely that significant plot changes will have to be made in the actual
script, saving the writer and editor from more work).
When writing a PBD, all that is necessary is one, two, or three sentences
that explain the key action/events/story developments on the page. It
truly is an outline, and you may find you have to make changes when
you are writing the actual script--some scenes may require more or less
(A side note to aspiring pencilers space than you originally thought. That's perfectly acceptable--most
who may be reading this material-- editors won't sweat the small stuff as long as your changes don't change
the same advice holds true. Don't the story itself.
judge your storytelling a single
page at a time. To get the full In the days before word processors, I used to use 3" x 5" index cards to
impact, lay as may as you can side work out my plot outline. Each card represented one page of my story. I
by side so that you can get a sense could lay them out on a table and get a sense for the actual shape of the
of the flow of your artwork. Even in story. By stepping back and taking a long view (never lose sight of your
my professional work, I can tell main story by focusing too much on the details), I could often tell if
when an artist has looked at his
anything was missing or if the story rhythm was off. Were there any
previous pages to make sure that
scenes that were too long? Did I leave out any important details? I would
everything comes together the way
it should. If you are working at a move things around if necessary to improve the pacing, cut scenes, add
fever pitch and have to send pages scenes--whatever was necessary to make the story work. You can
The Page Breakdown
in to the office as quickly as you certainly cut and paste with a word processor, but there's nothing better
finish them, then keep photocopies than being able to step back and look at the big picture, especially when
by your drawing table so that you you are just starting out. Even today I may do my initial PBD on
can always look at the work you did notebook paper with boxes representing each page so that I can get a
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There are a couple tricks I try to keep in mind when writing for comic books
that you may find useful when addressing this question. I generally don't
like to change locations more than once on a page (unless I'm creating a
montage sequence in order to compress time. Another exception is
when showing characters in transit from one location to another. Then
the readers assume the movement as the characters pass through
multiple settings). Frequent changes of location can become disorienting
to the readers as they try to keep track of where the action is happening.
Therefore, for the sake of pacing, I try to keep to single location on each
page--which means each scene I write tends to be at least one page in
duration.
This is less true when I am dealing with stories that are 12 pages or less
in length, although the shorter the story, the fewer locations I use in the
first place.
Every scene has its own set up and pay off, which usually translates to at
least two panels. The bigger the payoff, the more panels of set up it may
require and the more panels to deliver the payoff.
GENERAL PACING
Remember in chapter two the basic story structure I laid out:
You can use these basic proportions as you approach your plotting. In
your standard 22 page comic book story, this means approximately 5
The Page Breakdown
up. The basic proportions are sound for stories of 1 to 32 pages. If the
story extends beyond 32, then lower the percentages for the beginning
and end. It is rare that people will want to wait 12 pages out of 48 for the
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story to begin or to take 6 pages out of 64 to watch action wind down
(unless the repercussions are THAT interesting).
As a general rule of thumb, even in stories that are longer than 32 pages (in
a single volume), I try not to spend more than 5 to seven pages to get the
story rolling. I try not to use more than 4 pages for denouement.
In thinking out your story, remember that every scene of your main plot
should help build to the final climax, and the climax should be the single
most dramatic element of your story. (In a serial, your sublpots may not
be resolved for many installments. As long as you resolve something in
every installment or moved the plot forward significantly, your readers
won't feel cheated.) You should try to have a variety of scenes in terms
of length and location. Again, try to avoid falling into a cadence. Mix up
the length of your scenes--some can be one, two, three, or more pages,
followed by one of a different length. Short, staccato scenes can be used
to build tension, then break that tension with a longer scene that will
give your readers a chance to breath and absorb what they've just
learned.
However, this does not mean that every page has to be at a fever pitch.
A small character revelation can be just as important (if not more) than a
big, dramatic explosion (physical or emotional). It is wise to have a mix of
both in order to give the audience that "roller coaster" feel. Every story is
built on peaks and valleys--the minor climaxes and resolutions that build
to the climax.
One trick we use to get capture the audience's attention right from the
start and to explore the hero is to start the story in media res, literally in
Chapter 5
the middle of things. By having your characters already in action, you can
show who they are, what they can do, and why they do what they do. If
you introduce Hero Woman by having her apprehending some common
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street thugs in the opening pages of your story, you can establish important
elements about her on the fly. As always, it's better to show rather than tell.
If you start the story in the middle of an action, then you will have to fill the
readers in on what is happening and why it is happening. There are a
number of ways we can accomplish this important goal:
The topic of flashbacks can lead into an interesting discussion about how
much backstory you need to reveal at any given point in time. Readers
who come back month in and month out for every issue of a comic often
complain about the fact that they have to re-read material that they read
last issue, last year, or several years ago. They often just want to keep
the story moving without having to slow down for explanations of what
they have already witnessed. This is further complicated by the
emergence of trade paperbacks as a driving force in the comics industry.
With so many story arcs being collected into single volumes, the
flashbacks become an even greater sticking point. There are a lot of
readers who wait until collections come out to read stories where once
there were four week gaps. Flashback often helped even regular readers
The Page Breakdown
refrech their memories, but with collected editions often read over a
short period of time, going back over things that happened just a few
pages ago (in trade paperback time) seems very awkward.
Chapter 5
How can you provide important history without alienating the core
readers of your ongoing comic book or boring readers of trade
paperbacks? The use of the inside front cover or letters page (or even
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the time-honored explanation over the titles on the splash pages in 70s
Marvel Comics) is a relatively painless way to accomplish the goal, although
it isn't an option with all publishers. The list above offers some tools you can
use, but I'm sure you can think of or invent additions of your own. As long as
you play fair with the readers, filling them in on all the important
information they will need to understand what is going on, it doesn't matter
which method you use.
VISUAL ELEMENTS
Something else that I recommend is that you always give your characters
something to do, even in the slower, dialog-heavy scenes. It is often
more visually interesting to watch people who are in motion than ones
who are sitting around. (Again, this is not a hard and fast rule.
Sometimes you can increase dramatic tension in a static setting.) In
theater, we call any movement that takes the character through space
blocking. Personal movement, such as interacting with props (food,
cigarettes, or anything else the character can hold) is called business.
Blocking and business can reveal much about your characters via body
language.
The PBD should be short and to the point. You don't need more than a
few sentences to describe each page. All you need to do is lay out the
Chapter 5
key story points for each page. Sometimes its useful to make note of
specific character motivations and other details, but the PBD is merely a
blueprint You don't have to overload it with detail. In many cases, you
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are better off NOT overwriting as the editor may want you to make
changes.
Don't feel that you have to write in a linear fashion. I have found that with
beginners, it is often best for them to work from the end backwards. That
way they don't fall into the trap of coming to the penultimate page of their
script and discover they have five pages worth of story they have to wedge
into two.
It doesn't matter what order you write the scenes--all that matters is
that you keep writing. Work on the scenes that are clearest in your mind
and work outward from there.
I have a template on my computer that lays out comic book stories page
by page, to wit:
PAGE ONE
PAGE TWO
PAGE THREE
PAGE FOUR
PAGE FIVE
Etc.
A template can help take some of the drudgery out of the work as you
don't have to keep typing PAGE PAGE PAGE. I also have the template set
up so that when it comes time to script I can access the different
paragraph styles with a few short keystrokes. (Learn the power of your
word processors, my friends--they can save you much work.
The best advice I can give you right now is to go do it. Write a PBD or
two, keeping in mind what you've read here (and heard from any other
sources) and when you get that done, move on to the next chapter:
scripting.
The Page Breakdown
Chapter 5
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C HAPTER 6
W RITING THE S CRIPT
(Note #1: to see some examples of scripts and plots, visit the sample scripts
section of the website at http://mysite.verizon.net/joe_edkin/sample.html
Note #2: even though this chapter carries the title "Writing the Script", a
discussion of writing dialog will appear in the next chapter..)
Let's start with terms I will be using for the sake of this discussion.
Script - in the world of comic books, "script" can mean one of two things.
There is the full script where the story is broken down page by page,
panel by panel, with all of the dialog, caption boxes, and sound effects
included.
The second meaning for script is the dialog script that is either written or
tightened up after the pages are penciled. When you work in the plot-
first style (often referred to as the Marvel style, even though it predates
Marvel Comics and is not used by every writer or editor at Marvel). In the
plot-first method, the writer breaks the story down page by page, and
usually panel by panel (although it can be even looser than this). The
amount of information provided is dependent upon the relationship
between the writer and the artist (as well as the editor's comfort zone).
It allows the artist the greatest amount of input into the story. Once the
pages are drawn, they are sent to the writer to compose the dialog
script. I will be coming back to this concept in a later chapter. This
chapter will focus on the process of writing a full script.
by the audience at large. The text that the audience reads is the
copy.
Chapter 6
Copy - all text that is published in the comic book and is seen by
the readers will be referred to as the copy for the sake of this
discussion.
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WHICH STYLE DO I PREFER?
I am sometimes asked in which style I prefer to work--full script or plot-
first? It all depends on my relationship with the editor and/or the artist.
Often, when a writer turns in a full script, the copy placement is handled by
someone in the editorial office, although it may also be determined by the
penciller or even the letterist. I've heard some writers say that once they've
turned in the full script, they've done their job and don't want to see it
again, perfectly happy to let someone else deal with the copy placement.
I'm not like that. I prefer to do my own copy placement whenever given
the opportunity. Where the copy is placed on the page has a significant
impact on the storytelling and page design, and I don't like to let go of
the control of this element. I will discuss the theory of copy placement in
a later chapter.
One of the strongest arguments for working in full script is that it shows
the artist exactly how much dialog for which they need to allocate room
in their compositions. When you work plot-first, you are at the mercy of
the artist in terms of copy space. You may mention in your plot that a
specific page or panel requires extra room for copy, but what you
consider extra room and the artist considers extra room may be vastly
different things. By having the copy in front of them, the artist should be
better prepared to leave the required amount of negative space.
Because there is a gap between the time you turn in a script/plot and the
time the penciled pages come back, it gives you the opportunity to forget
what you've written. This is a good thing because you can come back to
your work with fresh eyes and often you can catch things that got by you
the first time around--missing words, clumsy dialog, unclear thoughts--
and fix them.
To me, the biggest benefit of having the penciled pages come back to me
is that it allows me to take advantage of opportunities presented by the
artist that I had not expected. There have been many times where artists
have added little bits of business or fun expressions on the faces of
characters that have caused me to change or add dialog. It's great to
have the chance to capitalize on these opportunities. And there have
Writing the Script
been other times where artists have not left the amount of space I'd
needed for the copy or not drawn important elements, so I had to make
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When you work plot-first, the pages HAVE to come back to the writer to
finish the job by providing the dialog, so that is an advantage if you are a
control freak like I am about copy placement.
Comic book scripts borrow not only elements of screenplay format, but
also the language of the screenplay in order to communicate to the
editor the composition for each panel. When we describe a panel, we
write as if the artist is taking a picture. We often refer to "the camera"
with the assumption that the artists is the cinematographer (the person
in the filmmaking process responsible for camera placement and lighting
design). Therefore, it is useful for you to know basic filmmaking
terminology. In this section, I will define some of the most common
terms you will need to know.
Subject - the subject is the person or object that is the primary focus of
the panel.
Shot - in filmmaking, this is a single camera set up. Each panel in a comic
book can be considered a shot.
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Business - this is any personal movement/interaction that characters have
with props. Personal business should never steal focus from the primary
action.
Ah--what does it mean to steal focus? This means that something is pulling
the audience's attention from the main focus and distracting them from
what they should really be watching. That's a great skill to have if you’re a
magician--it's called misdirection in that case. You lead the audience's eyes
to the unexpected flash of powder while pulling the concealed dove out
of your pocket. It's not cool to do that to someone who is imparting
important information about the plot or undertaking important action.
This is also called upstaging someone. This is a term that comes from the
theater. The part of the stage that is closest to the audience is
downstage (i.e. the foreground). Center stage is just that--center both
from front to back and from left to right (the middleground). Upstage is
the part of the stage furthest from the audience. Unscrupulous actors
who want to steal focus will drift upstage so that the other actors have to
turn their backs to the audience in order to interact with them. This is
where the concept of upstaging comes from, and today it refers to
anything an actor does onstage to steal the focus away from the other
actors.
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Extreme long shot - a shot so distant that the main subject is a dot or not
visible at all.
Distant long shot - a shot where the subject can still be seen, but no
meaningful information about the subject is discernable.
Long Shot
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Long Shot
(for a person)
Medium Shot
Writing the Script
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Long shot - a shot of such distance that few
details and little meaningful information
about the subject can be easily seen.
Bust shot - this is the head and shoulders shot as mentioned above.
Close up - the subject fills the panel with very little room around it. For a
person, it's a full face shot. For an object, it's the entire object
Writing the Script
Extreme close up (ECU) - this shows a specific detail of the subject: the
dial pad of a telephone; the mole over someone's lip; a finger tightening
Chapter 6
And here's an important aside to artists (and I do hope that artists are
taking the time to read this, just as writers should learn the theory of
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layout, design, lettering, and coloring. The more we all know about the
other disciplines, the better we are at communicating with our
collaborators)--when you think in terms of close ups and extreme close ups,
remember that the copy (caption boxes, word balloons, sound effects)
make up part of your frame. If the writer calls for a close up and indicates
that there will be text in the panel, don't fill the entire panel with the close
up and leave no room for the copy. The copy elements are part of your
framing device.
MORE T E R MS YO U SHO UL D K N O W
In the previous section, I discussed different types of shots. Now I want
to address some additional filmmaking terms you should know that can
apply when you are writing your plots and scripts.
Zoom In
Zoom Out
Pan (Right)
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Dutch Tilt Over the shoulder shot - the camera is
(Dutch Angle) placed behind one character, looking over
that character's shoulder at another
character or object. This is a variation of the
point of view (POV) shot where the
audience's attention is being drawn to the same element that the character
is focusing on without the audience being asked to identify completely with
the character.
Point of view (POV) shot - the camera (and by extension the audience) is
seeing something the same way that a character does. This is done to
force audience identification with the character.
Reverse angle shot - the camera is placed in almost the exact opposite
position that the immediately previous panel. For example, if panel four
was over HERO WOMAN's shoulder looking at CANNON FODDER BOY as
CFB said something particularly stupid, then panel five might be a
reverse angle shot over CFB's shoulder looking into HW's dumbfounded
reaction.
Head room - this is the amount of space between the top of your panel
(frame) and the tops of the heads of your characters or the topmost
point of an object. Generally you want to leave a little space between the
top border and the tops of heads unless you are trying to create a sense
of claustrophobia. This is not the same as dead or negative space. Also,
keep in mind that caption boxes and word balloons are part of the frame,
so head room applies to the amount of space between the tops of heads
and the bottoms of copy elements.
Cut away - this means we cut away from the primary focus to something
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else. This can be a reaction shot within the context of the scene or to
someplace completely different to give a sense of meanwhile.
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Match cut - this means that panels flow from one into the next in order to
give the sense of continuous action:
P AN E L O N E
Inside the bank vault. SUPERGUY draws back his fist, preparing to slug
MEAN CHICK.
P AN E L T W O
SUPERGUY lets loose with a mighty blow, speeding right toward MEAN
CHICK's jaw.
P AN E L T HR E E
SUPERGUY's fist connects with MEAN CHICK's jaw.
P AN E L F O U R
Cut to outside the bank. MEAN CHICK crashes through the wall, carried
by the momentum of the blow.
Jump cut - jump cuts compress time. We move from point A to point E
without seeing points B, C, or D. For example:
P AN E L O N E
Inside the bank vault. SUPERGUY draws back his fist, preparing to slug
MEAN CHICK.
P AN E L T W O
Outside the bank. MEAN CHICK is escorted away in handcuffs by two
UNIFORMED POLICE OFFICERS as SUPERGUY watches. Mean Chick's jaw
is bruised. There is a hole in the bank wall and rubble on the sidewalk.
The reader should be able to piece together the cause and effect. They
saw Superguy about to throw a punch and the bruised Mean Chick being
escorted away. We've compressed time, but the audience can assume
what has happened pretty easily by the visual clues.
Pan left or right - the camera pivots from left to right or vice versa.
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Tilt up or down - the camera tilts up or down. (Hmmmm--that one is pretty
self-evdient, isn't it?)
Low angle/worm's eye view - the camera is placed below the horizon line
(often at floor level) looking up at the subject. This is often used to make
the subject look powerful.
High angle/bird's eye view - the camera is placed above the horizon line
and looks down at the subject. Often used for establishing shots or to
distance the audience from the action.
Overhead shot - the camera is placed directly over the subject's head
looking straight down.
Page Number
The page number is the story page number, not the physical page
number in the comic book/graphic novel or of your manuscript. In the
standard 32 page comic book, story page number four often is on page
five of the comic. Since you can't always be entirely sure where ads will
be placed any given month, you can't anticipate where your story pages
will fall. That's why we must provide story page numbers.
P AN E L N UM B E R
You number you panels sequentially on each page, starting again with
one at the top of each successive page.
PAGE FIFTEEN
PANEL ONE
Writing the Script
Description
Chapter 6
PANEL TWO
Description
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1
PANEL THREE
Description
PAGE SIXTEEN
PANEL ONE
Description
PANEL TWO
Description
PANEL THREE
Description
I like to give the artist clear cut visual cues in my manuscript to tell when
a new page starts. I often use all caps for the page number and indent
everything that applies to that page. I also try to make clear visual
distinctions for each individual panel, again using caps and indentations. I
do this to make the manuscript easier for the artist to work from. (You
will note that because of the inherit formatting limitations, I have not
applied the identations to all of the sample scripts on this website. It
would take to much time to go through and reformat those pages at this
time.)
When there is only one panel on the page, it is called a splash page and
you indicate as such…
PAGE FIFTEEN
SPLASH PAGE
Description
D E S CR I P T I O N
Here you describe the action that is happening in the panel. You must tell
the artist everything he or she needs to know to convey the story. I put
the names of any characters who appear in the panel in ALL CAPS. Some
writers also put key props in all caps, but I tend not to so it doesn't
confuse matters.
indicate time and place (i.e. Exterior, bank, night; or Interior, Lana's
bedroom, mid-afternoon; etc.)
Chapter 6
COPY
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As I mentioned previously, all text that is placed on the printed comic page
is called copy. This includes captions, dialog, thought balloons, signs, sound
effects, and anything else that must be lettered.
PAGE SIXTEEN
PANEL ONE
Description
1) SPEAKER: Blah blah blah blah blah.
2) SFX: Boooooom!
Sometimes you may find it useful to number the copy elements. It can
help you keep track of how many copy elements you have on the page. It
can also be a useful shortcut when you get to the point where you are
doing balloon placements and preparing the dialog script. You beginning
renumbering at 1) with the beginning of each new story page.
MANUSCRIPT FORMATTING
Generally, it is wise to leave one inch margins on top, bottom, left, and
right. The inch at the top and bottom may be used for your header and
footer. I can't stress how important it is to have the title, manuscript
page number, and your contact info on every page, preferably in the
header--the upper right hand corner makes it easy to find the info when
the pages are printed out. It's also useful to have the date of the draft.
That way, if there have been multiple drafts and any questions arise, you
can make sure you are all on the same page, literally and figuratively.
Do not use display or funky fonts in order to make your manuscript look
more personal or to indicate odd speech patterns for characters.
Chances are excellent that your editor, artist, and letterist don't have the
same font collections you do and this create problems when they open
your file. And sharing fonts isn't always going to be a solution since Macs
and Windows-based PCs map fonts differently. So, avoid the headache
and stick to Times New Roman.
One more thought on the subject of submitting your scripts via e-mail or
on disk--save your file in RTF (Rich Text Format). I suggest this for several
reasons. First and foremost, Microsoft Word documents can contain
macros which are virus delivery systems. Sharing a virus with your co-
workers is bad form. Second, RTF is a (relatively) universal file format
that can be read by (almost) all word processing programs. I used
parentheses in the previous sentence because MS Word uses some sort
of proprietary formatting even in its RTF files that can sometimes read
into other programs oddly. (I discovered this when test driving Open
Office/J for Mac OS X. Still, as long as you aren't using tables, frames, or
other specialized formatting, RTF is your best bet. Otherwise, go with
PDF format, but that is another technical conversation for another
website.) RTF is an option under File: Save As. Within this dialog box, you
can specify what format in which to save your file.
All right, with all that out of the way, let's look at some nuts and bolts of
the scriptwriting process...
Even after you have developed a sense for your pacing, you'll still run
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into times when you miscalculate. I've run into this problem while
writing Sonic X. I've been putting a lot of plot into my scripts, and with
every issue, I have found that I've had to cut panels and entire scenes in
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order to keep to my allotted page count. One of the skills you need to
develop is recognizing what is important and what you can cut. I know it's
sometimes painful to lose elements, but when you are assigned X number
of pages, you can't turn in X + Y. Sacrifices sometimes have to be made.
Fortunately, in some instances, you can file the cut material away for later
use.
I prefer to have more story than I need and have to cut something than
come up short and have to add padding. Cutting means that there's a lot
of story happening and the reader will get a big bang for their buck.
Granted, having too much plot sometimes leads to rushed conclusions
because you have too much story to tell or it can lead to the accidental
deletion of an extremely important plot point. These are things you have
to be on guard against.
However, adding padding to stretch out a thin story will leave the reader
feeling cheated. I remember hearing stories (perhaps apocryphal) about
one comic writer who had regular work and would write from page one
to the end of the story. If the writer found that the script turned out to
be less than the allotted number of pages, the writer would just
designate some panels be turned into splash pages. The writer didn't
even bother to add a new scene or two (or more). Talk about taking the
easy out!
I try to keep in mind that most panels distill one moment in time. As with
every rule, there are exceptions to this statement, and I will come back
to that thought shortly.
I tend to average five panels per page. Five is a good number because it
gives the artist a lot of layout possibilities. For dialog scenes, I might ask
for six panels on a page. For big establishing shots or action sequences
(especially those with a lot of characters), I will ask for fewer panels.
Ultimately, the number and size of the panels is determined by the
amount of information you are trying to convey.
Writing the Script
S A MP LE 5 P AN EL L AYO UT O P T I O N S
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1 2 1 2
2 3 3 3
4 5 4 5 4
Great for an establishing shot Useful layout for introducing a Dramatic end to page leading
at the start of a scene character into the next page
1
1 2
2 1
3 3
4 4 5
2 3 4 5
5
Conversation between two Big action with reaction shots Note that panel three
characters includes two inset panels
I rarely ask for more than six panels on a page unless there is a specific
reason for more, and that's usually a question of pacing. The smaller the
panels, the less information you can wedge into them. One way to look
at it is that the more panels on a page, the smaller the moments within
each panel can be.
Another reason I like the average number of five is that it feels like you're
giving the reader something for the price of admission. Too many splash
pages may make for a fast read, and could leave reader feeling cheated. I
try to make sure that people come away from my stories feeling like they
got something for the price of admission and their investment of time.
I use splash pages sparingly--usually only for the title page or to give a
sense of scope for something dramatic. I can't think of any occasion
where I've used more than two splash pages in a single story. They may
be pretty to look at, but they lose their impact if overused.
Double page splashes (a splash page that spreads over two facing pages)
can be incredibly dramatic, especially when introducing a huge group of
Writing the Script
When I start actually writing the script, I begin with the beats. That
speeds up my writing time because I can move from beat to beat, panel
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to panel fairly quickly without pausing to think about how to write the
elements around the beats.
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So, if I'm working on an action scene, I will write the choreography of the
fight scene first, then go back in to write the dialog later. The reverse is
true--if I'm dealing with a dialog-heavy scene, I will write the dialog first,
determining how I want the conversation to flow. Then I'll go back to fill in
the panel descriptions. This helps me keep moving forward and not getting
bogged down in the details.
PANEL FOUR
effects and dialog (especially important when working plot-first. The full
script would include the copy and the artist should allow for it).
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Except under specific circumstances, do not ask for characters to undertake
multiple actions, especially contradictory actions in a single panel. For
example:
PANEL FOUR
GRIM GIRL grabs the parachute out of EVIL BASTICH's hand, slings
it over her shoulder, and jumps out of the plane while firing her
flare gun.
That's way too much action to fit into a single panel. It's a minimum of
two panels (1. GRIM GIRL grabs the parachute out of EVIL BASTICH 's
hand. 2. GRIM GIRL slings the parachute over her shoulder, and jumps
out of the plane while firing her flare gun), and you're probably better off
with three.
There are exceptions to this theory. In a large panel or a splash page, you
could treat a complicated action as a series of steps. In this case, the
background remains static while the action moves across the panel. For
example:
PANEL ONE
This panel takes up the entire top third of the page. SPEEDCHICK
dashes along the street, taking out the horde of villains. We see
multiple images of Speedchick as she punches VILLAIN ONE in
the jaws, kicks VILLAIN TWO in the gut, throws VILLAIN THREE
into a trash can, and pulls VILLAIN FOUR out of a car at the curb.
In this case, we've put all the action in a single long panel and it helps
underscore that Speedchick has superspeed. The static background here
also helps create the sense that this is happening very quickly--that all
this action is taking place in one moment of time.
There are occasions where there are two beats in a panel, a punch
thrown while something is said or someone reacts. The thing to keep in
mind is to not ask for too many beats or contradictory actions in a single
panel.
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You can also use a montage to compress time: Lovers E and F are seen in
various locations around town, sharing ice cream, walking in the park,
window shopping, watching a child with her mother. This tells us that E and
F have spent quite a bit of time together.
PACING
You control the pace of your story by the amount of action that happens in
the time between panels.
(And, just for the record, I'm a big believer in gutters between panels.
They help separate moments in time and make it easier to read comic
pages. There are times when just a thin line can be useful to indicate a
group of moments that happen simultaneously or in rapid succession,
but with today's computer coloring and the use of heavy blacks or deep
colors in the gutters, comic pages have become very difficult to read.
This is just one of the many things that may hold new readers back--if
they can't fathom what's happening visually and can't tell how to decode
a comics page, they aren't likely to try. Copy placement can help
overcome this problem, but it's only part of the battle.)
F AS T P A CI N G :
PAGE ONE
PANEL ONE
PANEL TWO
PANEL THREE
PANEL FOUR
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Etc.
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The entire trip happened between the two panels and moves the story at a
fast clip. It implies that the time it took Superguy to get from Charleston to
the moon is negligible.
Notice that I set time of day in the first panel. If Superguy's parent's house
was a common setting for the series, I would leave the description at that,
assuming that the editor or the artist would have reference. If it's
someplace we'd never seen before, I would go into more detail about the
look of the house. If it was something last seen fifteen years ago or I had
a specific look in mind, I would try to find reference to send with the
script to help the artist.
I also called for a low angle shot because I wanted to convey power. I
generally do not call for specific "camera angles" in most panels. Again,
this is to allow the artist maximum freedom to bring his or her
style/voice to the story. When I do call for an angle, it's for dramatic
purposes. If you minimize the number of specific shots you call for, you
increase your likelihood of the artist accommodating your requests when
you do ask for something special.
You could further speed up the pacing by cutting out the second panel
altogether.
Another element that would affect the pacing in this sequence is the
amount of copy. If Superguy was doing a lot of thinking while in flight or I
used a lot of caption boxes to describe what was happening, the reader
would have to slow down to read the text.
So, the amount of action that happens between panels and the amount
of text within the panels themselves are the two most significant
elements that control the pacing of the story.
S LO W P A CI N G :
PAGE ONE
PANEL ONE
Writing the Script
PANEL TWO
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CONNOR tries to hail a taxi that goes right by her. There
are PEOPLE walking by on the sidewalk. She looks
exasperated.
PANEL THREE
PANEL FOUR
PANEL FIVE
The sheer number of panels slows this sequence down. By pointing out
that there are different people in the backgrounds of panels three and
four help denote the passage of time, as do the descriptions of Connor's
body language.
Another inset for panel five could be a plank of wood with a sharp nail
point out that the cab's front tire might be about to roll over. Here you'd
be showing an important detail that could not be seen because of the
Writing the Script
nature of the composition in the larger panel. This could be used to build
tension at the end of the page, creating your end of page question (as
Chapter 6
Notice that I placed the paranthetical description [i.e. (inset panel)] next
to the panel number. This is useful for the artist in planning layouts. Any
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time there is something unusual about a panel--especially something that
has a consistent look or feel that is part of the visual grammar of the story--I
will put it in paranthesis beside the panel number. Two good examples are
flashbacks or TV screens. These both often have different borders or
coloring tricks to set them apart from the standard panels, so saying that
right from the start gives the artist a quick head start.
It's a good idea to vary the pacing of your scenes so you don't fall into a
cadence, become predictable, and bore the reader. I try not to have the
same number of panels from page to page over several pages. (Although,
the magic number of five panels allows for much variation in layout
which helps overcome the problem of cadence.) However, it isn't just the
number of panels on the page that affects the pacing, it's the amount of
action happening between the panels. Steve Ditko effectively used the
nine panel grid without it becoming monotonous, as did Jack Kirby with
the six panel grid and David Lapham with the eight panel grid. However,
they broke the grid when they wanted extra emphasis for a particularly
dramatic moment.
P LO T FI R ST , O R " MA RV E L S T Y L E "
In the previous section, I talked about writing panel descriptions and the
basics of pacing. From here, it's easy to talk about the plot-first method
of writing a comic book story.
Dragon and the tide turns. The Dragon flies away, free once
more of EK's control. HW and SG take EK into custody. By the
end of the battle, nothing is left of the castle but rubble.
Chapter 6
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The would be plenty for some artists from which to work, and they would
enjoy the freedom it allows. other artists are intimidated by this much
freedom and really want each moment spelled out for them. In my opinion,
the more comofrtable you make the artist, the more successful the
collaboration will be. Develop a manuscript style that serves the needs you
you as writer, your editor, your artist, and most importantly, the readers.
You have to make sure you convey everything the artist will need to
communicate the story on behalf of the people who have paid good money
to read your story. As important as it is to maintain a good working
relationship with your artist, you both (all) serve the audience.
For example, two characters saying "Hi, how are you? It's great to see
you." "I'm fine. That's a lovely frock you are wearing." are likely to have
very different body language compared to two characters having the
following exchange: "What the blazes are you doing here? I never wanted
to lay eyes on you again." "The feeling's mutual, punk. I wish your cape
would get caught in the axle of a truck and rip your head off."
Here is a page from the plot to Quicksilver #13. You can read the
entire plot in the sample scripts section. This is exactly how the
information was conveyed to
Chris Renaud, penciler of the
issue.
PAGE THREE
PANEL ONE
Writing the Script
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PANEL TWO
PANEL THREE
PANEL FOUR
As you can see, artist Chris Renaud followed by descriptions very closely,
although he did not show the cabin in panel five as I'd described. and, to
Chapter 6
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dialog, he was able to convey the body language the conversation required.
As the writer, you have to be prepared for the fact the artist will change
things. Sometimes it's because you have asked for something that simply
can't be drawn as you described it. Sometimes it's because he or she has a
different vision of the panel than you described. It doesn't matter what the
reason is--you have to be prepared to roll with it. This is something that I
will discuss in greater detail in the next chapter: Writing the Dialog and
Placing Copy.
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MORE TO COME--EVENTUALLY
I hope that you have found the information presented thus far to be
informative, interesting, thought-provoking, and useful. I will be uploading
additional chapters as I complete them. I have no set schedule in mind as I
am writing them as time permits, and right now, I don't foresee having a lot
of time to dedicate to this project.
Material that I do intend to cover in future chapters include, Full Script and
Plot-First Method, Script Format, Common Comic Book and Film
Terminology, Balloon Placement, Plotting for Self-Contained and for
Long-Term Storylines, and Writing Proposals.
In the meantime, I am providing another PDF file for your reference here.
It is a handout I created for my students on the subject of balloon
placement. This is a subject near and dear to my heart as I've seen way
too many people (writers, artists, and editors) who don't understand the
flow of pages and place copy contrary to natural sightlines. The handout
below covers just some of the theory.
If there are any areas you would like to see me cover, please feel free to
e-mail me. I may also compile a list of common questions and my
responses to them as one of the future chapters, depending on the
number of questions I receive. Be advised that I am not accepting
manuscripts/proposals/stories to be critiqued as I do not have the time
to look at them. Thanks for understanding.
MORE TO COME--EVENTUALLY
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