Friday, November 14, 2008

Setting Up An Organization I: Pragmatic or Moralistic?

So, let's look at organizations in-depth for a moment; specifically, what kind of organizations are there? More to the point, how useful are they from a writer's perspective?

When it comes down to it, there are four ways to grade a potential organization: Pragmatism/Moralism, Sinister/Friendly, Secret/Transparent, and Supportive/Hostile.

Pragmatism/Moralism: This refers more the organization's moral standing relative to the general populace, and to what degree those morals are implemented. A pragmatic organization will tend towards dealing with any situation as expeditious as possible, and cares more about the results than the context. They have no problems using assassination, blackmail, and discrediting a target in order to accomplish their goals. It should be noted that such an organization can have moral reasons for this stance; MI6 is willing to do almost anything in defense of England, for example. New agents' conflicts are usually those involving their conscience (“Would you kill a four-year-old girl in order to save lives?”), whereas older agents are more worried if they still have a conscience; agents of such an organization are going to be world-weary and have some sort of vice that they engage in in order to feel alive. Sort of explains why James Bond has that issue with beautiful women...

A moralistic organization, however, is more interested in maintaining the high ground. The agents are going to tend to be more intelligent than more pragmatic agents, but they are also going to have more hurdles to deal with; after all, they'll need to allow for the various rights of the target, and will generally be seen as softer than more pragmatic agents. This means that they need to more circumspect than pragmatic agents, and will actually use the threat of using a more pragmatic organization to stop bad guys (“Deal with us and you might actually live!”). Also, they are more likely to use devices that have stunning options to slow down targets, and will gather more detailed evidence; the more pragmatic agent would just figure out a reason to shoot. Besides dealing with targets that want to kill them, all agents will have conflicts based on their conscience; besides having to deal with innocent victims, they will have to deal with possibly letting a dangerous criminal go. Suffice to say, some have the same addiction problems as pragmatic agents, just due to stress.

Although the stereotype is to use pragmatic organizations in dark stories and moralistic ones in comedies, they can easily be switched. The major concern you should have is what kind of point you are trying to make. A pragmatic organization is great if you are trying to make a point about people doing whatever they need to do, but can also make the point that sometimes you need to do hinky things in order to preserve things. It can also be used to show what happens when an organization takes itself too seriously.

A moralistic organization can be used to show that everyone has rights, and those rights take precedence over the group. It can also be used to point out that a rights-based enforcement system is ludicrous. Of course, if you just want a really friendly police system, this works as well. However, don't make the mistake that this can be a shallow system; sometimes there are good reasons for why it's been set up, and those reasons are very good.

Of course, you can always go with a middle ground (which is where most organizations seem to be), in which case your organization is basically one that allows rights whenever possible, but isn't afraid to shoot. You can also mix and match, where each agent makes their own decision on how pragmatic they are, or have an organization that has a specific unit that's very pragmatic, but the rest of the organization tends towards moralistic ends.

Next Up: Is your organization user-friendly?

Wednesday, November 12, 2008

Some Do's and Dont's!

Here's a quick list so you know I'm thinking of you!

Do's:

1)Have a good reason for any exception. I'm placing this hear as a first rule because each and every suggestion has this as an exception; you can do anything you want, as long as you have a good reason for it. Keep this in mind as you read each suggestion, and you should hear in your head a lot of times!

2) Diversity is key. I don't mean this in a strictly racial sense; you need a variety of powers and weaknesses. Each character needs to have their niche and speciality; a character that can be outdone by another character is going to be useless. By the same token, a common weakness is going to take your entire team out of action, and that's annoying to readers (not only is it basic manipulation, but it's going to ask the question of why aren't they taken out more often).

3)Avoid cliches, but don't run from them. This is the hardest thing to deal with; you're going to want to create something that's unique, but you can't avoid the basic cliches because they work . The obvious one is Spandex; from a practical perspective, they are help you market the characters, and, well, let's get real: If you had super-powers, and had to use them in combat situations, you'd either go armor (which also helps market the character), or in something that covered you while being comfortable. Spandex does that really well. And, better yet, your super-genius can make it into something that either mimics powers or is otherwise unaffected by them (useful for that character who is covered with acidic slime!).

4)Have fun! I can't stress this enough. Too many writers forget this, and so get burned out quickly. If you aren't enjoying it, then no one else is either. At the same time, don't do something you don't want to do simply to make your comic something more popular or profitable; ironically, that will almost always make your it less popular and harder to profit from. Follow your heart, and hope others will follow.

5)Always have someone with glasses. A personal preference, but I find that groups that have at least on character with glasses and/or goggles is much more interesting than one without that accessory. But that's just me...

Don'ts:

1)Say that there is something you won't do. This limits your characters and your plot, usually artificially, and that's not a good thing. A lot of fantasy stories don't have elves; by advertising that, they may be favorites of elf-haters, but they usually replace elves with something similar or that takes their niche. Obvious stupid question: Did they actually eliminate elves? In the super-hero genre, you find comics that don't have costumes, secret identities, or world-shaking abilities; what fun is that? It also prevents you from have to be an apologist later on if you decide to introduce the banned subject. Don't do it in the beginning, and you won't have a problem later on.

2)Think that you require a pantheon. It may help to build your universe, but it's not necessary. You can have a character that is the only super-powered being, or at least the most advanced or experienced. For that matter, he could hunt down other powered characters. But don't think that you need a team that handles all of the heavy lifting; that can be just as limiting and harder to write.

3)All characters need powers. Consider Iron Man; he has no powers, and yet is able to keep up with the other Avengers. Batman? He's won every fight against Supes. Don't feel that you need to have every character having powers in order to have a great comic. Even Naruto has Rock Lee...

4)Avoid common origins. Although it irritates a lot of people, having a common origin liberates you in a lot of ways. You don't need to keep everyone's origin straight, you don't need to allow for different mechanisms, and you can leap straight into the story. And it gives you an excuse to have everyone join up and fight someone if the secret is to be revealed or if that common origin is threatened. This isn't to say that you need a common origin, just that you shouldn't avoid one because you were told that it sucks.

5)Obey the rules. It's your story! Not anyone else's; they aren't responsible for writing or illustrating it, and they don't know where you're going with it (if they do, there's problems!). Just remember that if you're going to break or bend them, understand why the rules exist in the first place.

Have fun!

Friday, November 07, 2008

Being Part of Something

[NaNo is kicking my butt. I've got 10,109 words done so far, and I'm barely caught up. It's been sort of weird, especially as I'm writing scenes that I've only hinted at in some of my other writing. Here's hoping that I can keep it up!]

Reading my last entry, I obviously wrote it in a rush. I need to expand on relationships a bit. After all, keeping it real isn't just about adding real relationships; it's understanding how those relationships work. There's a reason anti-heroes are popular; they don't have any real relationships to slow things down and so they are easier to write about. However, by throwing some real relationships at a character, you add not only depth but can create hooks for when you are running out of steam later on.

Consider James Bond. Not only does he gain a lot of power from MI6, but the organization itself keeps things going. He not only gets some real cool toys, an expense account, and easy transport to any location in the world, he also has set goals to accomplish; all of that is custom-made for writing. You can create foreshadowing with the items (exactly how does a watch that creates an EMP going to be useful in the field?). That expense account can be good thing when he needs a boost or specific funding, but it can be taken away as the situation warrants, either by the organization, by theft (especially if it's represented by credit cards), or by situation (he's far away from civilization). The transportation puts him wherever he needs to be.

Best yet, though, are those goals. They provide the initial hook, the push that gets things going. Bond gets an initial list of things to do, and reason that the bad guy needs to be defeated. The important thing to keep in mind is that these goals are not iron-clad; if the mission goes bust obviously those goals will change, or at least be modified a bit. But, they provide an original reason to get Bond into the field, and that's good enough.

And don't think that the organization is nothing but help. After all, Bond needs to follow certain regulations before he can kill someone, and there are certain protocols that need to be followed for him to do his job effectively. He also has to worry about jurisdiction (there are certain areas where he can't go and he can't kill people for everyday crimes). He's even been hindered or helped depending on MI6's reputation (and not only the bad guys have disliked MI6). And that's ignoring the various office politics and interdepartmental conflicts that have popped up from time to time, or when he's seriously screwed up and so MI6 has restricted what he can do, has forced him to do menial tasks, or assigns him to duties a rookie can do.

And this applies even to gangs. The equipment, amount of money, and transportation available may change, but there may be other perks available (reinforcements, living arrangements, even internet access). An organization can be a source of strength as well as (and this is important!) conflict.

And even gods aren't immune to this. Consider Thor; his friends (the elves and gods) and enemies (giants and evil gods) are defined by the group he belongs to, as are his duties (defend the gods and humanity). He gets access to some pretty weird stuff (a cart pulled by goats, a really special hammer), transportation (a rainbow bridge to anywhere), and some pretty interesting resources (an entire army of dead warriors) if he needs it. Not to mention sibling rivalries that are even weirder (his brother Loki can be good or evil, depending on the writer, and either way he gets Thor into trouble).

The bottom line is that everybody belongs to an organization. And, for better or worse, there strengths and weaknesses belonging to one. As a writer, you need to learn how to mine those in order to maximize the conflict in your stories and to have a lot of fun with the characters. And then there are relationships....

Wednesday, October 22, 2008

Some Real Touches To Remember

It's interesting that those most obsessed with realism tend to forget what realism is. It's not crack whores, kids molested by authority figures, and people more interested in money than love. It can be, but usually not in the same group. The problem is that too many people think that noir is reality, and forget that there is something to actual real life.

When you write, you need to keep in mind that there is something to basic reality. It's interesting how many characters have tattoos, prison sentences of which they are completely innocent, and have been corrupted by their hard lives. After a while, it gets pretty boring when Rocky Road becomes vanilla.

The super-agents of the past are ironically more believable than today's rock-hard anti-heroes. The super-agents had more grounding, recognized the sacrifices that they were making, and were actually more rounded. They had friends that they could count on, acquaintances that they weren't sure of, and enemies that could ally with them if the situation warranted it. In a weird way, Doctor Doom is a far scarier villain simply because he can be more interested in pursuing his goals than the Fantastic Four; sometimes what the Fantastic Four does doesn't really matter in hi s plans, and they've been really miffed about that for some reason.

Today's anti-heroes can't trust the ground that they walk on; anyone can betray them and usually do. It's fine to shake things up every so often, but when you do it every other strip it loses its impact. You need some cement in your strip, something that can be counted on; the protagonist needs something that he can count on, something that won't change. If the only thing that can be counted on is that people can be bought or be petty, then there is no reason for him to act heroically; why should he risk life and limb for a few thousand dollars when what he does won't matter in the long run? Salvation sounds great as a motivation, but it's hard to believe in Heaven when you've only known Hell.

I hate using my own comic as an example, but the strips I'm most proud of are the ones where Detective Tate is with family, when he gives Simon a hard time about being his wife, or where people are just enjoying each other. I'm not afraid of the combats, but the familial scenes are important as well. It's not that those scenes are padding, my any means; those scenes are necessary to show that there is a reason why they fight so hard against what they fight.

The ties that bind can liberate you in the right circumstances...