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Tuesday, February 12, 2013

The Fuckno Wars Side Note



 Dark Night   by The Blasters




You know, I have tried to put this story down for a while to continue on with other things that I need to do.


I've tried to set down this tale many, many times in the past few years.


Thing is, sometimes a particular story won’t let you go.  I don’t know exactly why such a thing happens.


But I have a clue.

The only thing I can surmise is that once you have created characters and fleshed them out to a point where they develop their own personalities, then they may demand the ending.  They will show up in your dreams at night, or even make you daydream about their tale while you are doing other things through the course of the day.

This particular story is not the answer to life, the universe and everything, or course.

It’s probably not all that well written, either.  But one thing that matters is this: when I attempt to write, I do my best to stay true to the characters.  They will never do something that isn't within them to do.  There are no surprises for the patient reader from the behaviors of the characters that one has come to know.


Any story, when properly constructed, has been mapped out at least a bare amount.  The ending is there already; even if it's a whisper of an idea in the writer’s head.  The course to the ending is a skeleton that simply needs to be fleshed out. 


The situations and turns of events are set up beforehand as mile markers along the way.  There should never be a sudden, lucky find.  Foreshadowing is vital.

No gun must magically appear to save someone.  No answer for a puzzle should magically appear at the end.


The hints of each save along the way must be hinted at and foreshadowed, far before they appear.  Any other sort of save will only cheat the patient reader and make them lose faith in the writer’s intent and ability to construct the foundation, and even the writer’s own integrity.


Integrity is the currency of a puzzle that a writer constructs for the reader to solve.

The reward is the fulfillment of the tale in a true manner.  Nothing must be false.

No one must be cheated.  Everything must make sense, at the end.


Evidently, this is important to the characters as well.  They do, indeed, take on a life of their own.



For this particular tale, Redemption is at the end.  In order to get there, then the road must make such a Redemption truly count.  It is not simply violence and shoot-outs and explosions and a happy ending.

Unless such events things are necessary for the tale.


The characters must face seemingly insurmountable odds through out the story’s arc, and then overcome them.


It is the job of the good writer to place in each of the characters the tools that could help them to achieve such a thing, from the start.


Even if the characters do not know that they have such tools, the reader must (simply must) have a clue that those tools have been there all along, and this should happen along the path of events.


In such a way then the writer becomes a scribe: someone documenting the occurrences and their outcomes, staying true to the characters and each their personalities.


The writer will be along for the ride.


The reader will know this, because they will feel the same way.


Anything else is hack.




Redemption is at the end of this particular tale and it has nothing to do with religion.


Redemption has to do with paying your dues.


Time to get writing full steam on this.  For you, my friend, and for me as well.

Thank you for your patience, all these years.



Follow me to the end, if you would be so kind.  This is from where the current tale started.










God Help You.

God Help Us All.

---willies out.





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