186 lines
9.7 KiB
Plaintext
186 lines
9.7 KiB
Plaintext
A little less than a week ago, I attended a "writers' workshop" run by Ron
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Moore, Brannon Braga, and Lolita Fatjo as part of Creation's "Grand Slam
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Show" in Pasadena. Some details and commentary follow.
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The stated purpose of the workshop was to improve the quality of the script
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submissions the TNG staff gets from freelance writers. (The same applies to
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DS9, but since they don't take submissions yet and neither Ron nor Brannon
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writes for them, TNG was the focus.) To that end, several topics were
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covered.
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(Note that it was NOT a workshop on "how to write". If you have the
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opportunity to attend one of these things and think you're going to learn how
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to write wonderful prose, forget it. It's what to do *with* your writing
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that was the focus here.)
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First, Lolita covered general introductions and the process of submitting a
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spec script, since that's how basically everyone gets a foot in the door.
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The gist:
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They currently get about 3000 scripts a year submitted for TNG. Every
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single one is read and written up in a two-page "coverage" -- a very detailed
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synopsis. Michael Piller reads _every single one_ of these coverages. From
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here, a few things can happen.
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1) It could be so wonderful that it's bought with no or minor changes. This
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happens, but it's mighty rare -- the last freelance _teleplay_ bought
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outright was "Tin Man", three years ago.
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2) The teleplay could need work, but your *story* might be bought. This is
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much more common -- roughly one out of every two hundred spec scripts has a
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story that is bought.
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3) It could be that neither the story nor the teleplay is workable, but that
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there's enough promise in your writing that you're invited in to pitch
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(either in person, or over the phone -- I know people who've done each).
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This is by far the most common of the "good" options -- one in every forty
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scripts or so results in a pitch invitation. Once you're invited in to
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pitch, you can do so as many times as you like.
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4) Don't call them, they'll call you. Your script is returned with a few
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markings and a nice note. You can try again, but at the moment, _unless you
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have an agent_, the limit is two spec script submissions to a customer. Some
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netters are undoubtedly aware of this through bitter experience.
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-- Story treatments are not accepted. Period.
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From there, things went to Ron and Brannon. They began, I believe, with a
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slide show. In addition to showing the writers in their natural habitats
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(offices with people typing away, script conferences, quick catnaps, and lots
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of good strong coffee :-) ), there were a few tidbits of intriguing
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information. For instance:
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There were two slides of "THE BOARD". The Board is a list they began
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maintaining of all the pitches that fall into particular categories: time
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travel, Jack Crusher, "space pirates", "Data becomes God" [not to be confused
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with "Data becomes man" or even "Data becomes *woman"], etc. This began when
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they got four "moth queen" [i.e. a weird cosmic egg, e.g. "Galaxy's Child"]
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stories in a single week and decided "hey, we should start keeping track of
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these things."
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This board includes their own pitches at meetings, and was meant as an
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illustration of how easily most pitches are pigeonholed. (In fact, they had
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one story they mentioned which hit four topics at once. See, there was a
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cosmic egg taken on board ["moth queen"] which turned out to be a sarcophagus
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of some sort ["King Tut's Tomb"], which was opened to reveal a mummy ["Space
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Mummy"], which when unwrapped turned out to be...Jack Crusher ["Jack's
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Back"]!"
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(I hope I haven't unduly embarrassed anyone with that story. If so...sorry.
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:-) )
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In any event, the goal of a pitch is to STAY OFF THE BOARD.
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The quick guideline for stories is that they should be something with an SF
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idea in them, but centering on the characters we all know and love. If it's
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an "ordinary" idea that could make it on another show with only minor
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twiddlings, it's probably not much of a Trek story -- unless you can manage
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to give it a twist. (The example given of such a twist was "The Host", which
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was a love story with one hell of a twist.)
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To be avoided: Big, huge, epic, thematic stories involving the safety of the
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entire galaxy. 'Nuff said.
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Onwards. If you're invited in to pitch, here's what happens:
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What you're doing is trying to sell your story ideas at this point. As a
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general rule, you pitch 3-5 ideas, _briefly_. The rule of thumb they use is
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that your writeup for each pitch should be about a page and a half,
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double-spaced, for each idea. No more. (That's about a 3-5 minute read.)
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According to Ron: "If you say you can't boil down your idea into something
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that short, you're wrong. *Shakespeare* can be broken down to a page and
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a half if you have to."
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The pitch should not contain a great deal of detail. What it should do is
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focus on the emotional "arc" followed by the characters involved. What
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happens, and what results from the events that happen to them. That's
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basically it. (In fact, they recommend even breaking it down to a one or two
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line "TV Guide" type blurb as a preliminary to the pitch.) If you get bogged
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down in detail, you're dead, because the people listening to you won't be
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able to process that much detail any more than you could.
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As an example of this, they invited someone up (not me, alas) to give them a
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pitch based on any TNG episode to date that they wanted, without telling them
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what the show was. The show was "Tapestry", and the pitch, while not bad,
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focused on a lot of details early on in the show without talking about where
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Picard actually *goes* or what happens to him once he's there. (Trivia
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tidbit: The teaser for "Tapestry" was written over a year ago, but nobody
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knew what to do with it for a long time.)
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"BREAKING" A STORY
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"Okay, so, you've sold a story from your pitch. You're all set to write the
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teleplay now, right? Wrong." -- Brannon Braga
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From the pitch, you then write a _story outline_ (we were given an example of
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one, namely "Ethics". This is a bit longer than the pitch, and outlines what
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happens over the course of the story. It gives the main, broad strokes of
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the story without filling in many of the details. (For instance, in
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"Ethics", virtually none of the details about Dr. Russell's research and
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about the operation are given -- all that's needed is the point that she's
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got a radical new, dangerous idea that could either save Worf or kill him.)
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The outline for "Ethics" is about four pages long, double-spaced.
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Another point that was emphasized here is that writing a story outline
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usually involves _collaboration_, and lots of it. Get used to changing ideas
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and changing scenes, because it'll happen. (They recommend giving story
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outlines to friends to read and comment on.)
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"So, now you're ready for the teleplay, right? Wrong again." -- Brannon B.
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Then, you "break" the story. This is, according to all present, the most
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grueling, difficult part of writing an episode.
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"Breaking" a story involves taking your story outline and fleshing it out,
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scene by scene. It doesn't mean writing the dialogue -- that's not important
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yet. What is key is writing a "road map" to the show -- what happens in
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every scene of every act, and what does it accomplish? As a general rule,
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each act has 4-5 scenes, and the teaser has 2-3. A "beat sheet" for "Ethics"
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was also provided: as one example, the "beat" for the teaser simply reads:
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"1) Cargo Bay. Structure falls on Worf, incapacitating him.
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2) Sickbay. Worf wakes up... Beverly tells him he's paralyzed."
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That simple -- but you do it for the entire show. This season, the "break"
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sessions have run anywhere from six hours to six *days* long.
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THE FUN STUFF: DIALOGUE
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*Now*, you're ready to write the teleplay. The rule of thumb is that each
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page is roughly 45-50 seconds of screen time, and that each scene is on
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_average_ 2-3 pages long. "If you've got a five-page scene, it had BETTER be
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a critical scene -- especially if it's five pages of Picard making a speech."
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-- Ron Moore [paraphrased]
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This is the fun part of the process, because most people enjoy writing
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dialogue. Some hints here:
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-- Keep the scene descriptions *basic*. The point was made that by far, one
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of the biggest problems in scripts they get is *too much detail*. You have
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to be able to trust in the directors and the cast to get your points
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across -- don't rein them in too strongly.
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-- Read the dialogue aloud. Quoth Ron: "It's amusing to come up to the
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fourth floor where our offices are, because you can hear lots of really _bad_
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Picard imitations." Every character, especially by now, has a certain "way"
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of speaking -- and it's only by trying to read your dialogue aloud that
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you'll be able to *really* tell whether it's workable. One example that was
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given is that you'd never hear Picard saying "How's it goin'?", or "ain't".
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That's about it. I found the workshop very informative and rewarding, and
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might perhaps use all this new-found knowledge to try my hand at something.
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I hope this information was of some use -- I fully recommend the workshop to
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anyone seriously making an effort to write stories for either TNG or DS9.
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Tim Lynch (Harvard-Westlake School, Science Dept.)
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BITNET: tlynch@citjulie
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INTERNET: tlynch@juliet.caltech.edu
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UUCP: ...!ucbvax!tlynch%juliet.caltech.edu@hamlet.caltech.edu
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"Don't even bother sending in your script -- no point. What was your name
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again?"
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-- Lolita Fatjo, in jest, after someone asked "what are those
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dark circles under your eyes?"
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--
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Copyright 1993, Timothy W. Lynch. All rights reserved, but feel free to ask...
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