Five Ways to Fight Through the Middle

I recently finished Act I of my serial novel, Razor Mountain. That means I’m officially done with the beginning of the book, and I’m starting on the middle. Admittedly, these ideas of three-act structure or beginning, middle, and end are all just scaffolding designed to help us talk about the structure of stories, but I think it’s fair to say that many authors run into similar roadblocks in specific parts of the process. One of the most common problems is a certain…malaise when getting into the middle of a novel.

There’s a lot to be excited about at the beginning of a book: introducing the main characters and setting, and all the big ideas that the book is about. Likewise, the ending has to pull all those desperate ideas and characters into a big exciting finale. But the middle, the middle has to find a way to connect the beginning plot to the end plot in a way that makes sense. It can take many different shapes.

So, as I embark on the middle of my book, I thought it would be fitting to put together a list of ways to fight through a difficult middle.

1. New Characters

Usually the main cast of characters is introduced in the beginning (although not always). They’ve had some time to form their relationships and perhaps develop some interpersonal conflicts to spice things up.

The middle is the perfect time to introduce some new characters into the mix. These don’t have to be part of the main cast. In fact, characters may only come in for a scene or a few chapters, as they’re needed. While main characters can often feel like a lot of work, these characters that only briefly touch the story can be an opportunity to try something new. You might hate a quirky or obnoxious character if you have to keep them around for the entire story, but those same traits may make a short-lived character more memorable.

2. New Information

Coming out of the beginning of the story, the main characters probably have some open conflicts to deal with and some goals they’re trying to achieve. However, it may not be clear to them (or to you) how exactly they’re going to do that.

Going into the middle of the book is a perfect time to start laying down breadcrumbs that lead them in certain directions. They might learn something about the villain that can be useful when they face off again. They could find out about people, items, or other macguffins that can help them in their quests.

This mid-book info doesn’t always have to set up future plot points. They can also find out why things have happened. A whirlwind beginning can leave a protagonist lost and confused, in a situation they never wanted to be in. Understanding what happened and why can help them come to grips with all of that.

3. New Obstacles

For some authors, dishing out pain to their characters comes naturally. Others tend to fall in love with their characters and have to fight the urge to give them what they want.

If you come into the middle of the book and things seem to be going a little too well for your characters, it’s time to introduce new challenges and roadblocks. Life is full of ups and downs, and stories are no different. As an added bonus, as soon as a new conflict is introduced, it provides some instant direction to the plot. Characters faced with a problem are going to want to find a way to overcome that problem.

4. New Disasters

Sometimes, a mere obstacle isn’t enough. A disaster can change the whole landscape of the story. And often, the best time for a disaster is just when the characters think everything is going their way.

This might take the form of a villain-behind-the-villain reveal. Friends could turn out to be enemies in a cruel twist. Maybe the characters’ original goals no longer apply, and they’re cast adrift, trying to figure out what to do next.

Disasters can serve as a sort of “reset” button to take the story in a whole new direction.

5. A Victory

A story where the characters just get beaten down continuously can feel exhausting. If the characters never succeed, then it feels like the story isn’t theirs—they have no agency.

If the beginning has left the story feeling bleak and the characters really need a win, give it to them. It doesn’t have to be something big. It may be as simple as earning a breather in the midst of larger battles. The characters have likely been through some things at this point. Now is a great opportunity to let them get to know each other a little better, and deepen relationships.

Don’t Fear the Middle

Getting into the middle of a book can feel daunting. For many of us it’s the hardest part to write. If you’re an exploratory writer, you might wonder if you will even be able to find a way through to a satisfying ending.

It’s not all bad though! Middles are opportunities to really dig into the parts of your beginning that really excited you. Get to know your characters. Find the interesting nooks and crannies of your setting. Remind yourself what made you want to write the book in the first place, and double-down on that in every way you can think of.

Storytelling Class — Mysteries

Every once in a while, my daughter Freya and I have a “storytelling class.” Really, it’s just a fun opportunity to chat about writing stories. This time, our topic was mysteries.

We always start with two questions: What did we read, and what did we write over the past week?

What Did We Read?

Freya has been reading Calvin and Hobbes and Far Side collections, and started on the first book of the Wheel of Time series.

I have been reading collections of short stories, including some of the anthologies that I got from the Martian Kickstarter. I also checked out the first three volumes of Locke and Key from the library, and I’m working through those.

What Did We Write?

Freya continues to work on her chapter book, Amber and Floria. She recently felt the downsides of exploratory writing as she had to rewrite her first two chapters to match the way the later parts evolved.

I’ve been working on Razor Mountain, and spending a little time here and there working on short stories.

Mysteries

Our topic for this class was crafting satisfying mysteries.

The first thing to note is that there are “big mysteries” that drive the whole plot of a story, as in murder mysteries and police procedurals. There are also “little mysteries” that can serve a few different purposes in a story, but all boil down to reasons for the reader to keep reading.

Little mysteries don’t have to be long and drawn out like big mysteries. They can be posed and resolved in the same chapter, or even a single conversation.

Many mysteries are just questions the reader asks the story, like:

  • What happened?
  • What happens next?
  • Why is this thing like that?
  • Who is this person and why did they do that?

Mysteries can also be just for a character, while the reader can see all the answers. Then the question for the reader becomes “how will the character find the answer I already know?” A lot of tension can be added to a story by letting the reader get information that a character doesn’t have. The character, using the limited information at their disposal, may make reasonable choices that the reader knows are bad. Few things are more harrowing for a reader than watching a character make bad choices that they think are good choices.

Driving a Story With Mysteries

Mysteries are a great way to define a section of a story, or an arc. Each mystery naturally has a beginning (when the mystery is first posed), a middle (when the characters work through the clues and overcome obstacles) and an ending (when the answer to the mystery is revealed).

To drive a story with mysteries though, you’ll need multiple mysteries being created and resolved over the course of the plot. This can be done in two basic ways, which I’ll call overlapping mysteries and feeding mysteries.

Overlapping mysteries are not necessarily directly related to each other. A character might have a personal mystery that affects themselves, and a larger mystery they’re working on that ties into the big plot. For example, a police detective who is trying to solve a murder, but spends his off-hours trying to find his long-lost child, hidden from him by his late ex-wife.

Feeding mysteries are arranged so that the solution to one mystery provides clues or ties into another mystery. A common type of plot twist is when two mysteries that appear to just be overlapping may turn out to actually be feeding into one another. In our example, maybe the detective discovers that he did have a child, and the picture he found looks suspiciously similar to the killer he’s tracking.

Feeding a personal mystery into the bigger plot mystery is a great way to set up personal stakes for a character, and then make those stakes affect the outcome of the story.

Making a Mystery

I won’t claim there is a single formula for creating mysteries, but I’ll provide a few steps you can run through to get started.

  1. Come up with a question. This is your mystery.
  2. Answer the question. This is the payoff.
  3. Add an obscuring complication.
  4. Find a way for the character(s) to overcome that complication.
  5. Repeat and nest as necessary.

When you’re first coming up with your question and answer, don’t worry if the answer seems obvious. The key is to start by having something to ask and knowing the answer.

Once you have a question and answer, you can add an obscuring complication. This can be anything that makes it harder for the characters to discover the answer. This is how you can adjust the difficulty of the mystery.

Will the mystery be more difficult for the characters if some piece of critical information is missing? They could solve it easily if only the murder weapon wasn’t missing! Perhaps a character flaw would make it harder for them to solve. Too bad the character is an antisocial lone wolf, because the person they never get along with would be able to see exactly what’s going on. You can add multiple obstacles if you want the character to go through several steps to solve the mystery.

Then, for each obstacle, you must determine the way that the character(s) will ultimately overcome it and move the plot forward.

Once you have a complete arc—question, obstacle, overcoming, and solution—you can begin to overlap or feed one mystery into another.

A Mystery Is Only as Good as Its Payoff

A final warning: one of the most dangerous things you can do as a writer is to create lots of mysteries without knowing the answers or how to resolve them.

Episodic TV shows fall into this trap all the time, because creating big mysteries gets viewers excited. However, as the show carries on, they either fail to provide solutions to the mysteries or create such tangled, nonsensical plot webs to justify their solutions that the whole thing falls apart.

Nobody will remember or appreciate how well you built up that tantalizing mystery if the payoff turns out to be garbage.

Reblog: 7 Writing Tips from Dune — Justin Kownacki

Dune was one of my favorite movies of the past couple years. The book is a sci-fi classic with clear opportunities for a blockbuster Hollywood treatment, but over the decades we’ve only gotten a couple…flawed…attempts to adapt it to the large and small screen.

For me, the Denis Villeneuve movie finally hit that sweet spot where it follows the book, but isn’t afraid to make the story its own. All the pieces fit together. It feels like Dune. I can’t wait for part 2 to release.

I found Justin Kownacki’s blog recently, and I love the way he digs deep into storytelling. In this article, he provides a phenomenal analysis of Villeneuve’s Dune, and points out several elements that make it work so well.

Special effects aren’t the only reason why Frank Herbert‘s 1965 sci-fi novel Dune has been so notoriously hard to adapt for film or TV. The first book in Herbert’s epic saga introduces readers to a complex story world that spans across multiple planets, political conflicts, alien technologies, and secretive religions. Squeezing it all into one film — even at 2.5 hours long — was always going to be a tough job.

The 2021 adaptation of Dune by writer-director Denis Villeneuve and screenwriters Eric Roth and John Spaights solves this problem by cutting the story of the Dune novel in half. Although this choice angered some critics who feel like the movie “just ends in the middle of the story,” it actually ends at a point that satisfies the script’s central question. So while this choice may not be satisfying in the traditional “what happens next” sense, it does work in the “what change is this film trying to document” sense.

But in order for Dune to work at all, its screenwriters had to tell a lot of story at a relatively brisk pace. (In fact, while I thought pacing was one of the places where Villeneuve’s Blade Runner 2049 fell short, I’d say he just about nails it in Dune.)

So, why does Dune work so well as an adaptation?

Let’s look at seven ways Villeneuve, Roth, and Spaights solved some of the biggest problems in any epic adaptation: exposition, story structure and the pace of information.

Check out the rest over at Justin Kownacki’s blog!

The Thrill of Chasing Dragons

A sinus and ear-infection germ has been working its way through my household, and last week it was my turn to get it. So I’ve been sick, hacking and coughing, and sleeping poorly. One of the side-effects of being sick is that I tend to remember my dreams. The combination of sleeping lightly and waking up often just happens to put me in that liminal space between conscious and unconscious thought.

I’m telling you this because I dreamed up a story. I’m sure some of you are groaning as you read that, and justifiably so. I’ve had a few dreams in my life that felt like stories to me, right up until I tried to turn that vivid-but-vague dream imagery into an actual outline on the page, and was forced to admit that it didn’t really work. Dreams are often interesting to the dreamer, but that doesn’t mean they organize themselves neatly into the shape of a narrative, or that the feeling of the dream can make it onto the page.

The Irrational Excitement Phase

The truth is that I dreamed up some elements of a story, and as I wrote them down, I found myself naturally filling in the bits and pieces. I dreamed of dragons that were actually extra-dimensional, Cthulhu-esque monstrosities, and an ancient king who had managed to trap the Dragon Queen deep in the earth. I dreamed about the deep caverns where the dragon’s psychic echoes reverberate and create all sorts of monstrosities, and a vaguely witchy woman who was hell-bent on getting down there and releasing the dragons once again.

As I wrote that down, I came up with protagonists, a pair of siblings descended from that ancient king, who had lost touch with their roots, but still had stories passed down in their family. All of it is wrapped in Arthurian legend—the ancient king as Arthur, the witch as Morgana, the Grail as the macguffin with the power to unseal the dragon. Then I started thinking about the back-stories of these siblings…

This is one of my favorite feelings when it comes to writing. I start with the core of a story, and it spreads out like a web in front of me, as fast as I can write it all down. This is the feeling that many writers get, that the story is being transmitted directly to their brain from somewhere else, that the block of stone knows the statue inside of it, if only the sculptor will listen and strike the right places.

I like to call this the “Irrational Excitement” phase of story creation. At this point, the story is small and vague, and every new idea feels like an epiphany. There are tons of things that are undefined, so it’s easy to grab onto those threads and come up with exciting new ideas.

This phase is “exciting” because new pieces of the story feel easy to create. There are no broken parts. There are no difficult problems to untangle. There’s just the most fun parts of the story, and not enough detail to cause problems.

This phase is “irrational” because it feels like those problems will never come.

The Intractable Problems Phase

Of course, they do. Stories, especially novel-length stories, always run into challenges and roadblocks.

As I fill in more and more of the pieces, the characters and settings and back-story and motivations, certain things come into conflict with each other, other things remain unclear. I can’t come up with a satisfying idea to fill in a particular blank. Bits are too tropey or boring.

This is the nuts-and-bolts, getting-stuff-done part of writing. It’s the part that consists mostly of solving one problem after another, and it can get exhausting. It seems like this is the place, mid-book, when the finish line still feels impossibly far away, where many writers hate writing the most.

It can be really hard to push through this phase, but once you do, you approach the end and get that extra burst of motivation that comes with actually finishing the thing.

That’s why new ideas are so dangerous at this phase.

The Danger of Jumping Ship

When I’m deep in the Intractable Problems phase of Story A, the brand-new idea for Story B is incredibly appealing. I’m elbows-deep in all the problems of Story A, while Story B is this lovely little vague sprite with no problems whatsoever. I can just pull the threads and come up with new embellishments, one after another. It’s easy. Surely Story B must be a better story altogether.

Of course, that’s just an illusion, a trick of perspective. It’s important to remember that Story B is too young to have sussed out all of the difficult bits yet. With time and care, it will grow into an adult story, with its very own special problems to be figured out.

This is why there’s so much advice out there for authors that begs them to just finish their stories. Successful authors understand this cycle, and how appealing Story B feels. They’ve felt that draw before, and probably succumbed to it once or twice. But they’ve also pushed through the Intractable Problems phase and gotten to the finish line, and they understand that as bad as it sometimes feels, all those problems are actually completely tractable.

Some people get in a vicious cycle of following those shiny new ideas while leaving the old stories behind right when they’re at their most frustrating stage of development.

Harness That Energy

Over the course of years, I’ve developed the belief that the energy of the Irrational Excitement phase can be channeled for good. Jumping into a new story you love is one of the best feelings you can have as a writer, and you should absolutely enjoy it! When that new idea is delivered into your brain (or arrives in a dream), immediately jump on it.

When I had that dream, I hurried to write it down. Then I spent an hour or two turning it over in my mind and expanding it. I came up with a few characters, some back-story, and a couple of proto-scenes. I outlined some of the things that I thought should happen later in the story, not worrying too much about how to connect those dots. By the end of that time I knew I had enough material to actually make a story out of, and it would probably have to be a novel. I had expanded the ideas enough that I could just start to see the hints of some problems that would have to be figured out.

Then I set it aside, and I worked on blog posts and Razor Mountain. It was a fun burst of creativity, and it was extremely productive. I got to enjoy that “new story feeling,” and I wrote down enough that I can pick it up later. But I have other projects that I’m committed to, and that means I can’t write a new novel right now.

That creative energy is a fantastic thing to harness, but it’s important to control it rather than letting it control you. For me, it helps to remind myself that every single story I’ve ever written felt like that at first, and pretty much every one of them had some point where I had to struggle to figure out how to finish it.

Not only that, but I can use a new story as a carrot to dangle in front of myself when the going gets tough. “Just keep writing Razor Mountain,” I’ll tell myself. “Pretty soon you’ll be done, and then you can work on that dragon story you were so excited about. Or one of the other fifty things in your brainstorms folder.”

Indulge, But Limit

In short, indulge in those new stories, but only for a little bit. Savor that burst of creative energy, and harness it at its peak. Don’t let it distract you from what you’re already working on. If you get those story seeds down on paper, they can be surprisingly patient, and you can pick them back up when it’s time for the next project.

Reblog: Why It’s Important To Finish Your S**t — Chuck Wendig

Have you started a writing project, only to feel your enthusiasm wane partway through? Do you find yourself with notebooks or folders full of half-baked ideas? Are you thinking about putting aside the current thing for a much more exciting thing you just thought of, right now?

Well, Chuck Wendig is back with a motivational and deeply bizarre rant/list of eight reasons why you should finish the thing you started.

Point is: whether you’re doing NaNoWriMo or not, I want to remind you:

It is vital that you learn to complete what you begin.

Finish. Your. Shit.

I know. You’re stammering, “Guh, buh, whuh — but I’m not really feeling it, I have a better idea in mind, it’s hard, I think I’d rather just lay on my belly and plunge my face into a plate of pie.”

I’d rather do that, too.

I mean, c’mon. Prone-position face-pie? Delicious. Amazing. Transformative.

[…]

Here’s why I think it’s essential to learn how to finish what you begin when it comes to writing, no matter how much you don’t want to, no matter how much you’re “not feeling it,” no matter how much pie you have placed on the floor in anticipation of laying there and eating it all.

(If you’re not familiar with Wendig and are squeamish about cursing, violent imagery, or deeply weird metaphors, be aware that this post contains quite a lot of all of those things.)

Check out the rest on Wendig’s blog, Terrible Minds…

Storytelling Class — Conflict and Tension

Every week, my daughter Freya and I have a “storytelling class.” Really, it’s just a fun opportunity to chat about writing stories. This week, our topic was conflict and tension.

(Well, okay, that’s not quite true. This one was actually a few weeks ago. I wrote it up and promptly lost it in a drafts folder. Here it is now, better late than never.)

We always start with two questions: what did we read, and what did we write?

What Did We Read?

Well, it’s been a few weeks, but back then I was finishing off a re-read of Scott Pilgrim on my own time, finishing Dune with my oldest child at bedtime, and I was dabbling in the comic Preacher on Kindle Prime.

Meanwhile, Freya was reading a Long Walk to Water, reading the second book in the Wildwood series with my wife at bedtime, and wrapping up the final book of Harry Potter.

What Did We Write?

I worked on Razor Mountain and worked on some short story ideas—one about time-travel performance art and one about the confusion of being unexpectedly reincarnated.

Freya continued to work on Amber and Floria.

Conflict and Tension

The main topic for the week was conflict and tension.

A lot of writing advice and literary analysis focuses on conflict as the engine that makes all stories work. I think people like Lincoln Michel have made pretty good arguments against that being true.

For one thing, a lot of literary analysis ascribes the label of conflict very broadly. Man vs. man, man vs. nature/god, man vs. self, and so on. Many of these can be better described as “tension.” There may be a conflict between two or more people with antithetical goals, or there may be tension between a person with a goal and a particular force or situation that makes that goal difficult to achieve, like societal norms or physical constraints.

Even though conflict and tension don’t drive all stories, we’re going to talk about them today because they do drive a lot of stories.

Heroes and Villains

Stories about heroes fighting against villains might just be story conflict in its most distilled form. This is mythology. It’s classic fantasy. It’s superheroes. It gives us two great focal points in the hero and the villain, and secondary characters can be placed clearly on one side, or live in the ambiguous space between.

People Who Just Don’t Get Along

Conflict doesn’t have to be as cut and dried as good vs. evil. It can be much more nuanced. Most of us run into interpersonal conflicts in our daily lives, and just as we (usually) wouldn’t ascribe hero status to ourselves, we don’t treat those who disagree with us as “villains” either. These conflicts aren’t about right and wrong. They’re just people disagreeing.

All it takes for conflict to happen is two or more people who have goals that are at odds with each other. They may even have the best of intentions, they may hold no malice for the other, but only one of the two can achieve their goals.

Person vs. Other

Conflict gets less conflicty when it’s no longer about people who are at odds with one another.

Person vs. Nature is a story like “The Martian.” It has only one or two minor cases of interpersonal conflict. Most of the story, everyone is working together. The tension comes from Mark Watney being trapped, alone, on Mars, and everyone trying to get him back home and safe.

Person vs. Self is about a character’s dissatisfaction with themselves, trying to become something different (or fighting an inevitable change all the way). My favorite discworld novel, Going Postal, has a surface-level conflict between the protagonist, Moist Von Lipwig, and his business rivals and the city’s autocrat. But the deeper conflict of the book is Moist, an inveterate con man, slowly becoming a responsible, honorable, and even kind of nice human being.

No Versus at All?

Other things can drive a story that don’t involve conflict. Kishotenketsu, for example, suggests an entirely different framework for evaluating stories. Form and language can drive more literary-minded stories. However, I’d consider those kinds of structures to be extra challenging modes of the craft.

Conflict and tension are great story engines, easy for readers to enjoy, with infinite variations available to the author. Conflict is the reasonable default for most stories.

That’s it for this week’s topic. We took a short break from these “classes”, but summer is almost here, and summer vacation along with it. With less school work, we’ll be trying to take more opportunities for reading and writing just for fun.

Reblog: What Makes a Story Feel Like a Story? — Susan DeFreitas

Today’s reblog comes curtesy of Susan DeFreitas, guest posting on Jane Friedman’s blog. She asks us, what makes a story feel like a story? It’s not just the causality of events — one thing leading to another leading to another, although that’s important for a coherent narrative.

Instead, she argues that it’s the protagonist’s internal problem that makes a good story feel like more than a series of related events.

Sure, external trouble will get your reader’s attention: The protagonist wakes up to find that a tree has fallen on her car. Now she has no way to get to work, and if she’s late, she’ll get fired, because her boss is a jerk. And because her boss is a jerk, she hasn’t had a raise in the last five years, and she can barely afford to pay her rent.

There’s plenty of external trouble in that scenario—enough, given the right execution, to keep the reader turning the pages to see what happens next. But if there’s no hint of some internal trouble the protagonist is facing, within the first twenty-five pages or so, chances are, our attention as readers will flag.

Internal trouble might be something more like this: The protagonist wakes up to find that a tree has fallen on her car. Now she has no way to get to work, and if she’s late one more time, she’ll get fired. She hates her job, though it’s the professional one her working-class mother was so proud of her for getting, so she feels like she can’t leave it.

She goes on to describe a few ways we can highlight that internal trouble, to give our stories the feeling that they have meaning, and are going somewhere.

Check out the rest of the post at Jane Friedman’s blog…

What I Learned From The Unwritten (Part III)

Having gone through the first four volumes in Part I, and the next four volumes in Part II, I finally arrive at the end. Just when the heroes seem to be at their strongest, rescuing a whole host of characters from Hades, Tom gets whisked off to another world entirely, leaving the others behind on an Earth that’s rapidly falling into a chaotic maelstrom of stories and reality.

Sometimes a Crossover is Less Than The Sum of Its Parts

The ninth volume of The Unwritten is a crossover with another (and arguably bigger) Vertigo series: Fables. I have only read a couple of the Fables books, so I know the basics. The Fables are castaways from fairy tale worlds, with the main series focused (at least initially) on a group living in modern day New York. Having not read the whole series, I had to make some assumptions about what’s going on in this crossover.

From what I can tell, Tom finds himself in an alternate version of the Fables universe where pretty much everything has gone to shit. One of the protagonists has become an antagonist here, and another is imprisoned. All the Fables are on the run from an evil that has nearly succeeded in taking over all of their worlds, with his seat of power in the hollowed-out shell of New York city.

Of course, this could also just be much further down the O.G. Fables timeline than I have read. I don’t know.

This illustrates an inherent problem with crossovers. Your target audience is people who enjoy both of these stories, but many people will only be fans of one. They will have little or no background in the other story. You can’t make assumptions—you have to explain everything that matters to the crossover story, and ideally try to avoid boring your core audience who already understands.

However, an even bigger problem than not knowing is not caring. I haven’t read all the Fables books because the ones I did read didn’t make me excited enough to go buy more. I was excited about The Unwritten. All I really wanted out of this story was to see what happens to Tom. However, Tom spends a good chunk of the crossover storyline stuck in his wizard alter-ego, Tommy Taylor, which was always intended to be a Harry Potter pastiche. The story is mostly a Fables story, where the “real” Tom gets one big confrontation and one big revelation at the very end.

As a result of all this, I found Volume 9 to be the least interesting to me, personally. Everything Tom got out of this storyline could be summarized in a few paragraphs in the next book. In fact, it is. I have no doubt that die-hard Fables fans find much more to enjoy, but for me it was one big aside to the main story.

Don’t Give Characters a Breather

As authors and as readers, we sympathize with well-written characters and often want them to be happy. But they can’t be happy. They always have to be in a tug-of-war; they always have to be struggling. Whenever they succeed, there has to be a new challenge waiting in the wings—preferably a bigger challenge, or the momentum of the story begins to peter out.

As Wilson Taylor says, “Nobody ever lives happily ever after, Tom. If that were to happen, the story would have to stop. Because it’s sustained on the endless agonies and exertions of the hero. The twists and turns of the plot resemble a maze. But they’re the very opposite of a maze. There are no wrong turnings. Just one way through, and one end point. At the close of each book, we promise…a respite. A moment’s peace, and a moment’s all it is. But believe me, lad—that’s as close as you’re ever going to get to a happy ending.”

The End is Never Really The End

And on that note, the very last page of The Unwritten is a title page. It has the credits listed, like the start of any other issue. And then you turn the page, and it’s done. Armageddon has more-or-less happened, and nearly all of the mainstay characters have disappeared. Only one is left. But rather than end on this note of “victory, but at what cost?” we get a title page. The tantalizing expectation of something more. Our last character is heading off in search of the others. It’s the beginning of a new adventure that we don’t get to see.

It’s a bold move, and one that clearly annoyed some people, going by the reviews. It worked for me, because I don’t mind ambiguous endings. In stories and in real life, the beginnings and endings are all a matter of where you choose to start and end the story. The characters were around before the first words, and at least some of the characters, the world…something…will continue on after the last words.

As authors, we tend to think a lot more about the backstory, the bits that happen before the first words. Those inform everything that happens in the story itself. But it’s also worth thinking about the post-story, the epilogue, even when it doesn’t get written. The trajectory of the characters and world after the events of the story inform the story as well. The real world didn’t magically appear the moment you were born, and it won’t disappear into the void when you die. A good story will feel the same way, like things are going to keep happening, whether the reader is there to see them or not.

A Tiny Bit of Review

As I’ve said before, I’m not very interested in writing traditional reviews. Instead, I prefer to look at a story and see what useful ideas I can pull from it. But I’ll indulge a little bit here.

I really liked The Unwritten. I read through the entire series, and then I went back and skimmed through a lot of it as I was writing these three posts. Even on cursory examination, I picked up on things I had missed the first time. I look forward to letting the story rest for a while and giving it a thorough rereading in a year or two.

It’s not without its weak points. It dragged for me in the Fables issue, and there were definitely a few plot points that worked on an emotional level and made a nicely-shaped story, but didn’t make logical sense for me when I stopped to think about them. Overall, they don’t detract much from the work. This is my second-favorite Vertigo series, after the incomparable Sandman, and in my top five favorite comics series of all time.

I guess I’m just a sucker for a “Power of Stories” narrative. I already think that stories have the power to shape the way we see the world, and in The Unwritten, stories have that power literally as well as figuratively. The universe bends to the story and the ways we interpret it. It’s a sort of mass hallucination. One that I’m happy to partake in.

What I Learned From The Unwritten (Part II)

Last time, I took some lessons from the first four volumes of The Unwritten. This time, I’m going to look at volumes 5-8. These volumes encompass some interesting turning points in the series. The heroes seem to have defeated the “bad guys,” even if it does come at a high cost. The mysteries deepen, a few new major characters are introduced, and some old characters come back.

What really makes these volumes great is that they don’t just continue the story that was started in the first four. They take it in new and unexpected directions. Each question that gets answered introduces yet more questions. All in all, it sets up the last three volumes so that you really have no idea what to expect as the story comes to its conclusion.

Moving the Goalposts Can Be Exciting

The first few volumes set up a shadowy cabal as the villains who cause all sorts of trouble for the protagonists, especially their chief henchman, Pullman. All of the bigwigs in the cabal are largely interchangeable and never characterized in much detail. It’s Pullman who is causing trouble on the ground for the heroes while the leaders of the cabal are safely hidden, and he’s the one they have to worry about. But Pullman is also the one villain who is given a back-story, revealed in drips and drops.

When the heroes actually have some success bringing the fight to the shadowy cabal, it might seem obvious that Pullman is just a Man in Front of the Man trope. But his motives turn out to be quite different from a “standard” villain. Almost exactly halfway through the story, the entire direction of the plot turns in a new direction.

Tropes are dangerous. If the reader thinks you’re just retelling a story they’ve heard before, they’ll quickly lose interest. However, tropes can be useful building blocks if you want to subvert expectations.

Tropes are just story elements that show up over and over again. They’re the canyons gouged by the flow of stories over the centuries, the comfortable shapes that stories like to fall into. A savvy reader will see parts of a trope and anticipate that the rest is forthcoming. However, you can make them a little less certain by including some elements that break the trope. Eventually, you can tear the trope apart in some unexpected plot twist, and it can be immensely satisfying. 

Sometimes these twists seem obvious in hindsight, but as a reader it’s very easy to get pulled into those deep currents that tropes provide. It’s a great way to disguise where the story is going.

Exposition Can Be a Reward

The Unwritten is great at introducing characters right in the middle of something. Tom Taylor’s dull life is turned upside down within the first few pages of the first volume. Lizzie sets those events in motion, but not in the way that she hoped. And Ritchie meets Tom in a French prison right before it explodes into chaos. The story forces the reader to hit the ground running. First, it shows you who the characters are and makes you care about them. Only then, and slowly, does it start to reveal their back-stories and the paths they took to get here.

By making you care about the characters first, the story makes exposition exciting. We want to know more about these people. How the heck did they get in these situations?

If these parts of the story were told in sequential order, they would be less interesting. They’re the lead-up to the exciting action that makes up the bulk of the story. But by withholding them for a while, they become a reward for the reader. Even better, they offer an opportunity to understand why the characters are the way they are. Learning about the events that shaped them provides new context to everything they’ve done so far in the story.

Epilogues Can Be Prologues Too

Almost every volume of The Unwritten, each major story arc, ends with a seemingly unrelated episode. After seeing the latest exploits of Tom, Lizzie and Ritchie, we might be transported to the Winnie-the-Pooh-inspired Willowbank Wood, to meet Pauly the lovable rabbit, who sounds a lot like a New Jersey mob thug and seems a bit out of place. We might be taken back a century or three to see the exploits of various famous storytellers and how they became entangled with the cabal. Or we might meet Daniel, a directionless young man with a degree in literature who finds himself taking a job that involves reading books all day with hundreds of other people in a featureless underground bunker.

Each of these little stories is an abrupt jump to a new time and place, with new characters. Each one eventually ties in to the main plot, but when the reader first encounters them, they seem like non-sequiturs. In this quiet lull at the end of an arc, when the story has just answered some questions and provided a small, satisfying conclusion, a brand-new big mystery is introduced. Namely, “who are these people and what the heck is going on?”

The next volume invariably jumps right back into the story of Tom et al., leaving these epilogues hanging unresolved for a while. Later on, when they tie back into the main story, there’s an “aha!” moment. These parts of the story are made more exciting simply by being told out of order. They’re also a great way of keeping up the tension in the parts of an episodic narrative where tension has just been relieved (at the end of an arc).

But Wait, There’s More…

The Unwritten is a big series, and I have one more post in me before we get to the end. Next time I’ll be covering the last few things I learned from the final volumes: 9-11. See you then.

What I Learned From The Unwritten (Part I)

The Unwritten is a Vertigo comics series published from 2009 to 2015, written by Mike Carey. I picked up the first few trade paperbacks by sheer chance, when my wife found them at a garage sale and thought they looked interesting. After devouring those four, I bought the remaining seven books in the series.

The Unwritten takes place in a world similar to ours, and follows Tom Taylor, whose father published a massively best-selling series of books starring a boy wizard named Tommy Taylor. Tom makes a meager living on the convention circuit by virtue of being the character’s namesake. Early in the story he becomes the target of a secret society that uses stories to manipulate and control the world, and finds out that his father was somehow involved with them as well.

The Unwritten is a modern comics masterpiece that intertwines its own original story with real history and dozens of famous works of fiction. It starts with the classic idea that stories have the power to change the world, and then asks what would happen if that were literally true.

This is a big series of books, so I’m going to cover it in a couple posts. First, volumes 1–4.

Everything is a Gun on the Mantle

Callbacks are powerful, and The Unwritten makes liberal use of them. Characters  are often introduced in short scenes where it’s not entirely clear what’s going on. The story steps away, only to revisit them later and explore them more deeply. Scenes from the Tommy Taylor novels and from other works of fiction are shown early in an episode and become relevant later on. And some ideas keep coming back again and again, like the vampire, Ambrosio, never quite being dead for good.

These callbacks use the principle of minimum necessary information to pull the reader along without bogging down the story. But they’re not just one-and-done. In Damn Fine Story, Chuck Wendig calls this “echoing.” The gun on the mantle need not be thrown away as soon as it’s fired. It can be fired again and again. It can turn out to have historical significance and emotional significance. This layering of narrative makes the reader feel rewarded for simply paying attention, seeing these through-lines keep building and building.

The Unwritten covers a lot of history, back to the very first stories and ahead to the end of the world. But that history is doled out carefully, in small helpings. It takes most of the series for the reader to finally see the whole picture. Each new plot twist seems inevitable, because the groundwork was laid for it by the elements that came before.

Leave Breadcrumbs

I skimmed through the books again as I was writing this, and I immediately discovered several tiny references that I had missed the first time around. These were little clues about what was going on, and which mysteries would become important later. Missing them didn’t hurt my enjoyment of my first read-through, although I’m sure they’d add to the experience of a reader who caught them. Perhaps it’s even better to catch them on a re-read, and discover that I can still find new things in a story whose shape I already know.

Breadcrumbs like these also give the reader an important sense that the author knows where the story is going, which is particularly relevant in episodic media like TV and comics. Many of us have been burned by stories like Game of Thrones or LOST where the authors threw down exciting mysteries and conflicts, but couldn’t come up with commensurate payoffs because they didn’t have a clear plan for the end. Breadcrumbs and callbacks let the reader know that the author is leading them somewhere. It’s hard to enjoy a story until you trust that the author is going to bring you somewhere interesting.

Form Follows Function

The Unwritten plays with a variety of different forms. News broadcasts show up in several places as a series of small TV stills with a ticker along the bottom of the “screen” and the voice-over text just below. There are also times when the characters are browsing the web, and pages of various sizes and shapes are shown shuffled and overlapping, to give the sense of time passing in a jumble of scattered information.

Stories from ancient and recent times are interwoven into the narrative, and are illustrated in different ways. The medieval Song of Roland has washed-out colors and heavier line work. The Tommy Taylor books-within-the-book are slightly more cartoony. Dickens looks like woodcut. The Winnie-the-Pooh-inspired fictitious Willowbank Wood is all pastel watercolors. The Nazi propaganda Jud Süß is black and white, with the red of swastikas providing the only color.

Beyond the visual style, the prose itself changes between these different types of stories. Even more interesting are narrative jaunts, like the issue that reveals Lizzie Hexam’s past. Rather than give the reader a definitive version of events, we get a choose-your-own-adventure story, and different branches paint the characters as sinister or sympathetic, in their own control or manipulated by others. The result is a character whose back-story exists in a quantum superposition of different states.

Sometimes, the way the story is told is what makes the story worth listening to. Memento just isn’t a very interesting story if it’s told linearly. House of Leaves would lose its punch without the multiple frame stories and the parts where the text starts wandering around the page and turning back on itself. The ordering of the narrative and the presentation are the layers of the story that the reader directly interacts with. Even if they aren’t the “meat” of the story, they are responsible for a lot of the flavor.

More to Come

Next time, I’ll dig into volumes 5–8.