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Invisible Ink

A Practical Guide to Building Stories that Resonate

Chapter 2: Seven Easy Steps to a Better Story

Once upon a time ...

And every day ...

Until one day ...

And because of this ...

And because of this ...

Until finally ...

And ever since that day ...

Seven easy steps to a better story

Stories are not complicated. They are, in fact, deceptively simple.

But like anything simple, they are difficult to create. I realize that sounds a little like Lewis Carroll, but hear me out.

One of the things that hangs us all up when writing is that we feel we need to make it more complicated. We feel that this will make it better, but it never does. It just makes it muddy.

I often hear people say, "less is more." But I don't see it reflected in their work. What follows are seven steps that make up all narratives. I was taught them by a writer/teacher by the name of Matt Smith. He learned them from a guy named Joe Guppy. And you are learning them from me.

The steps

1.) Once upon a time ______________________________________

 

2.) And every day _________________________________________

 

3.) Until one day _________________________________________

 

4.) And because of this ____________________________________

 

5.) And because of this ___________________________________

 

6.) Until finally ___________________________________________

 

7.) And ever since that day __________________________________

 

These steps are a kind of invisible ink. I'm sure you recognize them. They just make sense, don't they? Why didn't you know them already? You did. You just thought it would be more complicated than that.

Once upon a time ...

There are many books you can read that explain three-act structure, so I will cover it only briefly here using the seven steps as a template.

Let's look at the first two steps: Once upon a time and And every day. They are your act 1. What is the purpose of act 1? It tells the audience everything they need to know to understand the story that is to follow.

Let's look at what legendary filmmaker Billy Wilder says about the importance of a good first act: "If there is something wrong with the third act, it's really in the first act." Most of us have no problem understanding the importance of the first act of a joke. When someone tells a joke poorly it is more likely than not that they have forgotten to convey an important piece of information in the set up that makes the punch line funny. So it seems the joke is in the set up and not the punch line.

Just as with a joke, a story's set up must tell the audience everything they need to know to understand the story.

What does an audience need to know? Think of your childhood storybooks: Once upon a time there were Three Bears who lived together in their own house in the forest. Mama Bear, Papa Bear, and Baby Bear. They each had a bowl for their porridge—a small bowl for Baby Bear, a middle-sized bowl for Mama Bear, and a big bowl for Papa Bear.

We know several things just from those few sentences. Yes, we know there are three bears. We know that there are at least three major characters and we know their relationship to one another. But we also know that these bears behave as people. That is important. You could very well have a story where the bears act as animals.

Remember, when you create a story, you must let the audience know the reality of your story. It's your world.

"A duck walks into a bar and orders a rum and Coke." That joke starts by giving you a major character and letting you know the reality. Notice that when a joke starts with a duck walking into a bar, no one says, "That's ridiculous!" They accept it because it's the first thing they are told. Whatever your "talking duck" is, let people know right away.

 

The opening of Raiders of the Lost Ark is often talked about because it's exciting.

But it is much more than that. With so many fantastical things happening right at the story's opening, the audience knows a few things about its world. We know that the story's reality is heightened—that it is not to be a story about a soldier coping with his life after Vietnam. It is a fantasy that takes place in the year 1936. We know that in this world, archaeology is much more than just digging for pieces of clay pots. We know, also, that the guy in the fedora is good with a whip and good at his job. He appears to be fearless and smart. Things don't always go as planned for him, and he sometimes survives by the skin of his teeth.

We meet Belloq, Indiana Jones's arch enemy, so we know his is a ruthless business, and men will kill for the valuable artifacts they seek.

We see that Indiana Jones does have his fears: snakes. He's not superhuman.

Which brings up something else. We know some things because they are defined by their absence. We know that Indiana Jones may be skilled, but he does not possess magical powers. In some realities, magical powers are commonplace, but not in this one. There is another Spielberg film that shows what a disaster it can be to have a poor first act: In the mid-1980s, Steven Spielberg produced a television show called Amazing Stories. A particular episode, "The Mission," was one Mr. Spielberg also directed.

The story takes place during WWII, aboard a B-17 bomber. B-17s had a crew of ten. One of the crewmen was positioned under the belly of the plane in a Plexiglass bubble so he could fire his machine gun at any threat coming from underneath the plane.

In this story, the "belly-gunner," as they were called, is a talented and likable guy who draws caricatures of his crewmates, much to their amusement. He wants to work for Walt Disney Studios.

The plane goes on a bombing mission and is badly damaged. When the belly-gunner tries to crawl out of his bubble and into the plane, he finds that he is trapped underneath the plane because of the damage.

 

The crew tries to get him out, but can't. No problem; they can just get him out when they land. Then someone suggests that they check the landing gear—and it doesn't work. Without wheels, the plane will have to land on its belly, crushing the helpless gunner to death.

The crew does not want to give up on their buddy and increases the effort to save him. Nothing works.

Sure that the man will die, the airbase calls a priest to be there when the plane lands.

It becomes painfully clear that the gunner is going to die and there is nothing to be done. Each of the crewmembers puts his hand down the small top opening of the bubble to say his good-byes. They are in tears as they rub the gunner's head or embrace his hand.

Without the belly-gunner's knowledge, the decision has been made to shoot him so that he won't suffer the pain of being crushed.

Slowly, one of the men pulls his pistol and lowers it down to the head of his unsuspecting friend.

The poor gunner is crying and muttering that he can't die because he's going to work for Walt Disney Studios.

The pistol creeps ever closer to his head as he busily sketches a cartoon version of a B-17. He is almost in a trance. He draws big, cartoonish wheels on the bottom of the plane.

As they approach the landing strip, the pilot decides to try one last time to lower the landing gear. His indicators tell him that the wheels have lowered.

From the bottom of the real plane, big exaggerated cartoon tires emerge. They make the sound of a squeaky balloon and are complete with a cartoon tire patch. The plane is able to land on these cartoon tires and the man is saved.

The night this show aired, I had a group of friends over to watch the show. I can tell you that we were riveted to the screen during this show. We kept wondering how the hell they were going to get out of this. The tension and suspense were palpable.

We all reacted with disappointed laughter upon the landing of the plane on cartoon wheels. So, it turns out, did the rest of America.

I can't tell you how disappointed audiences were when this episode aired. I remember how, the next day, people at work talked about how bad it was. They thought the entire episode was awful.

Spielberg had not set up a reality where cartoon tires could save the day. There are realities in which this may be possible: Who Framed Roger Rabbit, for example.

Spielberg had done such a good job with the first part of the story that we, the audience, believed the situation was dire. We were invested in the story and its world. The cartoon tires were from some other world we knew nothing about.

Just as Billy Wilder said, "If there is something wrong with the third act, it's really in the first act," so your "Once upon a time" is the reality in which your story takes place and the introduction of your major characters.

"And every day..." just supports what has already been set up. It establishes a pattern. A pattern to be broken by...

Until one day...

 An inciting incident occurs. The inciting incident is the true beginning of your story. If your story is about a couple who has an affair, this might be when they meet. Or if they have already met, it is when the affair begins.

Some will tell you that this is where your conflict begins, but not necessarily. Comic-book writer and editor Jim Shooter has observed that the second act can start with conflict or opportunity. For instance, if you've got a story where the first act is about a young woman who is so poor she can't pay her rent, the first act might end when she finds one million dollars.

This step has been called many things: act break, plot point, turning point, and curtain. I prefer curtain. The reason I like the term curtain is because it comes from theater, wherein a curtain is literally dropped between acts. In live theater, they must get the audience back after intermission, so acts end on the highest point, when the stakes are at their most desperate. For me, imagining that there is a physical curtain helps me to remember to raise the stakes.

In his book, Comedy Writing Step by Step, comedy writer Gene Perret calls this the "Uh-oh factor." In a well-constructed sketch, the character and/or situation is established and then something happens that requires a reaction. He uses an example from the old Carol Burnett Show in which Carol plays a woman who has just been released from a hospital psych ward for being addicted to soap operas. She proclaims that she is cured. She says, "I don't care if Bruce marries Wanda or not." Her friend's response is, "Bruce is dead." As Mr. Perret describes it, Carol's eyes widen at this news and the audience thinks, Uh-oh, she's hooked on soaps again.

Drama has this uh-oh moment as well. In Shakespeare's King Lear, the king promises his entire fortune to the one of his three daughters who can prove she loves him most. That's an uh-oh moment if there ever was one.

Few people could stop watching a drama after something like that is introduced.

And because of this...

 This is now your second act. When your first "curtain" goes down, that is the end of your first act. Now it is time to explore what happens as a result of your first act—everything should be cause-and-effect. If your character was diagnosed with inoperable cancer at the end of act 1, this is where he deals with it. Does he go into denial? Does he give up, lie down, and wait to die? Or is he a fighter? Will he try anything for another few days of life? Does he question how he has lived his life and try to do something worthwhile before he dies?

Whatever the character does, it must be in reaction to the incident at the act 1 curtain.

And because of this...

 Act 2 is your longest act and makes up the body of your story. This act is usually split in two. I like to call this split the fulcrum. Because act 2 is so long, it can be difficult to keep an audience engrossed. It helps to cut it in half.

In Billy Wilder's classic noir film, Double Indemnity, a woman and her lover decide to kill the woman's husband for the insurance money. In the first half of act 2 they plan the murder. At the fulcrum, they carry out their plan and in the second half of act 2 the focus becomes: Will they get away with this crime?

Back to our character diagnosed with cancer. Let's say that when given the news of his cancer, he gives up on life and begins alienating those who care for him. But at the fulcrum something happens that makes him want to live. Now he will stop at nothing to find a cure.

Until finally...

 This is your third act. When the third act curtain "goes up," it is the beginning of the end of the story. In a cop drama, for instance, it might be the clue that solves the big mystery and puts the detective on the trail of the killer. This event, whatever it is, starts the chain of events that leads to your climax.

Using our example of the cancer patient, perhaps this is where he makes peace with the inevitable and accepts his impending death. Perhaps he decides to cherish the moments he has left with family and friends and spends his time with them instead of searching for the elusive cure for his disease.

And ever since that day...

 Following your climax is a short scene or two called a denouement. "They lived happily ever after" is the most familiar denouement. You shouldn't have too much following your climax, just something that lets the audience know what the life of your protagonist is like after it.

In the case of our unfortunate cancer patient, he does not survive; but maybe this is where we see how his courage in the face of death has had a lasting impact on those who survive. Or maybe how he lives on through his art. Or perhaps this death has ended old rivalries and caused others to cherish those around them.

What I would like you to do now is write down each of these steps, followed by a blank space. Then I want you to write a few simple stories using these steps. Make them as simple as possible.

What you will find is that what you have written feels like a story, but seems to lack something. They are shallow for some reason. Forgettable. It is a small matter to fix; all you need to do is have a point.

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