My second epiphany came when I realised that it's all well and good for me to write a pitch with a protagonist, an objective, and an opponent, but
if the pitch doesn't inspire ideas of what my protagonist could actively do to achieve their objective, I probably have a fairly lacklustre plot on my hands.
Take for instance
Pan's Labyrinth. That could be pitched as 'what if the god of the underworld's daughter strayed to the surface and was lost there?' There's a protagonist (the god of the underworld's daughter), an objective (she's lost on the surface and probably wants to go back), and opposition (an external malevolent world). But that doesn't suggest how she's actually going to get back. So we give our girl an active role in the story:
"A daydreamer in civil-war era Spain must pass three tests set by a malevolent faun to prove she is the god of the underworld's lost daughter and reclaim her rightful place."
Now you can picture at least three scenes because we know she has to take three tests. There should probably be a scene to show the world she lives in trying to crush her spirit as well as one revealing the danger around her so that we know why she'd want to believe there was a better life just waiting for her to claim it-- no matter the risk. Then raise the stakes, give her something to tie her to the world and give her second thoughts: give her an adoring mother who fosters her imagination and shelters her from the big bad world. Give her a baby brother who she can adore and shelter herself. So now we need scenes demonstrating the internal struggle, happy family scenes that she'd have to leave behind. And then an ultimatum scene where we force her to choose.
That's like ten scenes right there. We've got internal problems (she wants to escape but she loves her family), interpersonal problems (someone has to be doing the dream smashing), and external problems (hello, civil war). We've got a story. And all those scenes came from the information we get from the extended edition pitch. The original pitch has a cool premise, but it's not going to help you get a story written because we don't get any hints how our girl is going to get home. Is she going to buy a map and find the X marking the entrance to the underworld? Is she going to wait around for her daddy to come get her and fall in love with a boy on the surface and then have to decide whether to go or stay?
That second idea is a test. It sounds like a story, there's all that cool extra information about the boy, but see how she still isn't actually doing anything? Dad comes to find her, she likes a boy, she makes a decision. Those aren't things you can show your character doing.
You couldn't write a stage direction for an actor where 'you make a decision'. Maybe daddy does find her, but the story starts when our girl, who likes a boy from the surface, which is great but a static position, tries to convince her boy to come with her. Now she has something to physically do. You can show her trying to talk him into it-- you love me don't you, you'll live forever, no more homework. Show her trying and failing to distance herself from him and then recommitting to the idea that she can't leave him. Show her pushing away loved ones, the family she'd have to leave, and her guilt when they keep coming back. Does she start getting sneaky, pointing out how bad the boy's life is, how much better off he'll be in the underworld? Does she start to convince herself he'd be better off there and take matters into her own hands, start planning to send him to the underworld the old fashioned way and hope he forgives her when they're together again? And then of course there has to be a cute scene where they're blissfully happy and unaware that shit's about to get real, before the I'm-your-father revelation, plus the revelation scene itself, and a later acceptance scene.
So that's
a problem I keep bumping against: neat backstory or neat premise, but essentially my protagonist doesn't have much to do to achieve his/her objective. Take last week's pitch:
"After a failed suicide attempt, a social outcast sees the oncoming death of the boy who pushed her over the edge, and who she loves, and must choose whether to risk the nuthouse to warn and possibly save him."
I state right there in the pitch that basically all she has to do is decide whether to warn the boy he's about to die, and then either warn him or not. If we skip the decision part and decide for her that she's going to warn him, at least now she has to, y'know, warn him. And then convince him she's not crazy, which shouldn't be too easy. But then we get into territory where we (well, I) have to think about whether she can actually do anything to stop him dying, in which case that would need to be in the pitch. If she has to make a deal with a devil to save him then that should be in the pitch instead of her sitting around thinking about maybe warning this guy. And then we're back to having stuff to write on index cards: she
meets researches and summons a devil (not THE devil, more like a lower tier demon who can be summoned up by lovestruck girls), she makes a deal that gives her some horrible task and puts her on the hook if she fails, she attempts to do said task, she dishes out some straight talk to the boy she saved who is so not grateful enough about her saving his ass. They probably kiss, because I'm nice. Point is, now
we're getting the semblance of an actual plot because the pitch sparks ideas of what may come.
Okay, I gotta go brainstorm, you guys, don't steal my death-seeing demon-summoning story; for all I know, it might actually be something worth writing. Go check out Margo's
awesome post about creating a pitch with passion instead and offer props for her progress, and check out
how fantastically our new teammate KO is doing.
My pitch for the week: A widowed, expectant queen must secure her place in court before the birth and before her untested brother-in-law casts her out (and runs the country she helped build into the ground).