Showing posts with label putting it all together. Show all posts
Showing posts with label putting it all together. Show all posts

Saturday, September 15, 2007

Neutral and Graduated Language

I've been inspired this week to assign myself a new mission. Perhaps you will be moved to join me in this mission.

I want to develop new vocabulary for talking about plays. This vocabulary should be neutral and graduated.

Neutral
The terminology we use to discuss plays is wedded to a particular aesthetic agenda. When we talk about character motivation or plot points that pre-supposes that those things necessarily belong in a play. Similarly when Dr. Paul Castagno uses terms like multivocality and dialogism to describe plays, that terminology arises from the language based approach. I'd like to coin new terminology that is not paired with a particular vision of structure, but rather can be used to describe the structure the play itself is generating.

Graduated
I've been struggling with a word that can capture this concept. Part of what weds terminology to an aesthetic is that the terminology is used to describe the presence or absence of a particular element. If terminology uses concepts that can be scaled, perhaps we can talk about the amount of an element. Rather than saying a particular play doesn't have a clear through line (a lack with an implied solution) we can talk about the "velocity" of the central action (a graduated or scalable term without an implied solution).

OK, but why?
I believe that finding a way to describe how a work functions is a necessary step BEFORE development (or judgment) can begin. We tend to skip the part where we engage the work on its own terms and jump straight to applying our own agenda to it. That short cut is facilitated by the language we use.

I've been juggling two metaphors in my head. One was provided to me by Reggie Lawrence of MPAACT theater. He suggested that play structure is a balloon, and that different genres are developed by squeezing one part of the structure and emphasizing another part. The basic elements are all there in every play: the differences are generated by what proportion you choose to mix them in. It was this observation that gave rise to the idea of "graduated" language.

The other metaphor that comes to mind is the language of wine. Now, I'm not much of a wine expert, so I'm sure I have a romanticized view. But from my layman's perspective, it seems as if there is a huge vocabulary that exists just to describe what the experience of the wine is. There's the bouquet, and some wines have legs, and there are fruit overtones and almond finishes and the list goes on. All that just to describe what the experience is. Not to mention the whole idea of pairings. And so it seems to me that if we could talk in some similar way about what a play is, we might better be equipped to help it get better. Nobody is going to insist that every wine should start with a hint of chocolate. And yet we do insist that every play start with an inciting incident.

But You're A Huge Believer in Story Structure
Its true. And I probably will continue to be. I've improved my own writing by embracing standard story-telling structure. But I fear that what has helped me now limits me. That what has improved my work now blinds me to more possibilities. The language we use defines our perceptual world - and I'm on a mission to open up my perception.

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Friday, September 7, 2007

Splitting the Atom

In considering my suggested division for Rules of the World, Erik points out that the convention of presentation and the rule itself are related.

I agree. Perhaps the distinction is more important when creating a play as opposed to experiencing the play.

Erik's example was that in a particular play the Dead don't use contractions. I find it hard to believe that our imaginary writer was working away at her script, and for some reason unknown to her she had hese characters who just refused to use contractions. She keeps writing and somewhere around scene five she suddenly realizes - Oh! They're dead.

Despite that glib inversion, I hope you see my point that Erik is describing the process of audience interpretation as opposed to playwright creation.

It strikes me that the division I am suggesting between ROTW and conventions assumes a certain process as a writer.

I have assumed that my fellow playwrights first dream up a reality, and then consider how to present that reality to an audience.

It occurs to me that there are likely writers who imagine a theatrical reality: that is, they imagine only the stage event, and not some separate truth that must be translated.

To writers in the second category, my atom-splitting on ROTW is meaningless.

So let's bump this conversation back a step: what is your process? As a playwright, do you create a theatrical reality, or do you first create an internal reality which then must be translated for presentation?

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Monday, September 3, 2007

Rules For a New World

I'm working on a project idea that has a lot to do with scavengers. As a result, I'm reading Our Mutual Friend by Charles Dickens. The book was published in serial form, and the pace is glacially slow. As one of my friends said, you can tell Dickens was paid by the word.

As I recalibrate my brain to accept the rhythms of this particular work, I've found I have a lot more time to think about the structure of the piece.

Our Mutual Friend, in combination with the scavenger project has me thinking about the concept of "rules of the world" in a slightly different light. I use the term "rules of the world" to refer to the conventions, practices, and behaviors that define the narrative logic of the piece. For an easy example: if you have wizards zapping each other with wands, then one of the ROTW is that magic exists.

Most of the time, I think of ROTW as having to do with fantasy, sci fi, or visions of the future. Our Mutual Friend is set in the past - and I've been reminded that ROTW applies to every play. Even ones set in a time or place supposedly familiar to the audience.

As I work through Our Mutual Friend, I'm going to be posting questions inspired by the world of the book. These questions, taken together, might form an interesting exercise for a writer trying to create their own new world. I suppose its worth noting that "world" in ROTW doesn't need to refer to the entire globe. It can of course refer to the immediate culture your characters inhabit.

Set A
1) Where do the bodies end up? What happens to the dead in your world carries a huge amount of information about economics, value of life, religion, etc.

2) What is the value of education in this world? What type of education is important, how it is attained and who attains it also shape the world.

3) What are the approved libations and intoxications? This also begs the question of what are the illegal intoxications.

What other questions would you pose when crafting your world?

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Friday, August 31, 2007

The Lives Of Others

I behind the curve on this one, but I just watched the Lives Of Others last night. (ah, Netflix).

Don't read this post if you plan on watching the film but haven't yet.


Thought I'd use the Read More... feature to prevent accidental spoilage. Nice, eh?

The Lives of Others is set in the GDR. A Stasi agent, Wiesler, has bugged the apartment of a playwright and his actress girlfriend, investigating possible subversive activities. At one point in the film, Wiesler enters the apartment while the couple is out. It is a brief moment, he simply walks through the apartment, gazing at the various artifacts of the couple's life. I noticed the scene, thinking it somewhat odd. But I accepted it as evidence that Wiesler was becoming involved in the lives of his subjects.

Near the end of the film, when Wiesler rushes to the apartment after the girlfriends confession and removes key evidence, I suddenly realized the true purpose of the scene. That scene offered evidence that Wiesler could enter and leave the apartment at will, undetected.

Among many other structural gems in the play, I was reminded of a basic principle. Every moment or action that is used as evidence for a future action should have two reasons for existence. The first reason should be answered in the now of the story: "Oh, he's doing that because..." As a result, the second reason (the true purpose) will be more powerful and effective. Giving the audience a chance to come up with a reasonable rational for an action in the moment allows a much stronger turn later on.

In other words, causing an audience to ask "what the hell is going on" and answering it later is less powerful that having the audience believe they know what is going on and then changing their minds --or taking their understanding deeper.

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Fowl is Fair

There's a playwriting lesson in this. I swear.

For those of you keeping track, this would fall under the "Putting it Together" category I outlined earlier today. There's all sorts of pontificating to be done about timing, turns, expectations and buttons. But really, you should just go over to Tantalus Prime and watch the vid.

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