This article is one of a continuing series designed primarily to help aspiring authors get their word count up in response to those struggling during NaNoWriMo 2006. The articles outline a planning technique for any given novel which once completed aim to make it hard to stop writing the next necessary piece of information for the audience. The technique is based on structuring concepts and information and, as this is a blog, are to be read from the bottom up. They will later be collated into a single volume.
It’s a well worn trope of the acting world that it’s more fun to be cast as the villain than the hero. On the surface this is because of the supposed liberty evildoers enjoy and, in fact, this is about the only enjoyment one can really derive from playing the bad guy.
Once I played the villain in a piece where the villainy was a weakness of character and his supposed liberty the product of political red tape. Playing that villain was no fun. It did teach me something about villains. They’re pretty easy to write but hard to write well. Anyone can slap a waxed moustache on someone and get them to cackle away evilly and so on and so forth. This can be great fun and gets you writing away nicely for a while. Then comes the why.
Depending on your genre the matter of why a villain is being villainous is either tricky or downright byzantine in its logic. Its not just that a villain is the opponent of the protagonist, that doesn’t necessarily mean they’re going to be “evil” all the time. If you need them to be evil then you need them to have reasons to be so.
Let’s take the evil Darkling Stansted as an example. It’s all very well slapping him with that moniker and expecting him to be badly behaved. Maybe, in general terms he is. He, after all, mobilised an army to take over the magical kingdom of Harroo over half a century ago. His army overturned the ruling order and estabished a new dictatorship.
What then?
Well, fantasy authors often like to fall back on fear of prophecies. At the drop of a prediction the villains in fantasy become utterly ruthless and tyrannical. Often leading to the thought that if it weren’t for the prophecy maybe they’d have been a bit less uptight.
Insanity is another old favourite. If someone’s a nutter then it’s obvious that they’ll do any kind of evil in the cause of serving their own mania.
These ideas are what happens when an author suddenly realises that their villains are doing things for no sensibly good reason. Action thrillers with a political angle love the fact that information is such a valuable currency because they can have villains bumping people off because they “know too much”.
The fact is that you are going to have to find reasons for the villain to do what they need to do. If you can’t it is probably best not to have them do whatever it is you were planning.
If you are going to design a villain then they are probably going to exhibit one classic villain behaviour or another. But the assignation of these behaviours should not be arbitrary. You want to set up your villain to be in opposition to your protagonist. We’ve already gone into our protagonist in some detail so chalking up an opposition is a matter of details.
To briefly recap, Arturo Gatwick is a man of letters, an advertising executive who yearns for the fantastic but is forever crippled by his realisation that his family was mundane and never amounted to anything. When he discovers that his own grandpa was once a pretty big deal in a magical kingdom he is further hampered by questions relating to why grandpa didn’t make the grade and lost out to his evil counterpart. Will it be a case of like grandpa like Arty? Has two generations of Gatwick mundanity stripped out the old magic skills?
These are the concerns that we are dealing with in the book and if our villain is any kind of villain he will play upon those weaknesses. He will comment upon them.
Let’s get exercising. You can do this with your own hero and I will do it with Arturo. You need to write down the hero’s name and below that three (at least) central questions that our hero’s journey will address:
Arturo Gatwick:
1:Is Arturo really up to the task of becoming a magician like his grandpa or has he been steeped in mundanity too long?
2: Does it really matter if Arturo is capable of magic, he’s from the line of defeated magicians that Darkling expelled from Harroo, isn’t he genetically predisposed to get his butt kicked?
3: Even if he is neither too mundane nor too related to grandpa isn’t Darkling Stansted just too plain strong to be beaten by a first timer?
Next you want to pick out key concepts that these three or more questions represent. So in this case we can go:
Q1: mundanity, inexperience, novelty
Q2: family inheritance, self doubt, the past
Q3: strength, fear of darkness, fear of conflict
Now we have nine things that an opponent of Arturo could use to play on Arturo’s own doubts and fears. Of course Darkling’s going to use the lot but if you recall Darkling has an army of evil doers at his beck and call. The evil army are, by association, extensions of Darkling himself. Maybe we can make our message plainer by inventing an army that also reflects these concerns.
To do this we need to make our list of concerns go vertical:
mundanity
inexperience
novelty
family inheritance
self doubt
the past
strength
fear of darkness
fear of conflict
And under each word (or next to it, feel free, go wild!) we need to say what kind of villainous monster could invoke the concept in a negative way, thus:
Mundanity
A popular colour for mundanity is grey, so a grey thing, also mundanity is supposed to be boring and bored people sigh and fidget. They’re also quite lethargic. Couldn’t boredom seep out of them like a cloud of gas or a miasma? And if they catch you, once you’ve been paralysed by boredom they could eat you with giant mouths and vicious teeth. They don’t sound particularly intelligent, maybe they’re a naturally occurring creature used as biological warfare.
Inexperience
Well, any kind of creature could show up someone’s inexperience at dealing with them. It is important to make sure Arturo only escapes by the skin of his teeth a few times. If we want to drive the point home maybe we could have a named villain talk about Arturo’s inexperience and the expectation that he will not last long.
Novelty
Novelty is a kind of shiny, pretty, vacuous word. It talks about things being exciting and new, but novelty wears off. Maybe Darkling tries to bring Arturo over to the dark side with some kind of glamorous shapeshifting evil. Arturo must get past the novelty value to become a real magician.
Family inheritance
Well, we already have a need for a named villain, so Darkling and this right-hand imp could well discuss any reputed genetic disadvantage Arturo may have. Maybe all the villainous creatures capable of rational conversation could taunt Arturo’s ignominious family name. (Incidentally there’s not really an imp, I use the term in a general way).
Self doubt
I want to go super metaphorical here, I had originally thought of doppelgangers and stuff but we already have shape shifters so I thought we might get a bit abstract. I was thinking of creatures that are big spiny spider-like things made of distorting mirrors. Arturo looks into them and is sure he can’t win.
The past
The past is enough for a set of villains all by itself, but I think here we’re specifically looking at events from the past that grandfather Gatwick failed to overcome. Maybe, in particular Darkling’s right hand imp. It’s possible this character used to be a prisoner of the Gatwick family, thus accounting for his bitterness.
Strength
Every evil army needs its grunt troops. I’m thinking in this case we could be talking normal soldiers equipped with magical weapons provided by Darkling Stansted. This means they’re not so dumb as to be unable to converse and provide many conversational and interrogational possibilities.
Fear of darkness
An albino creature that can see in the dark, silent, rubbery, warm, implacable. We seem to have a fairly high-intelligence evil army here. Maybe we’re talking a gollum like creature here, even the grunts get spooked by the troglodyte killers. In a spin we could make them fairly cultured. Lot of time for philosophising in the dark, you know.
Fear of conflict
Essentially I think most of the villains in Harroo will have barks that are just slightly worse than their bites. This isn’t any illusion strategy, nothing so high minded. It’s just Arturo is constantly underestimating his own abilities.
And of course, the epitome of all of these features is Darkling Stansted himself. A cultured, cold, shapeshifting evil magician who implacably ranges his armies against the returning hero. Just as the hero underestimates himself Darkling underestimates his foe to a similar degree. In the end it is complacence that should set the stage for the final battle but Darkling himself should be no pushover.
You can look at a story two ways. It is the glorious triumph of the hero or the appalling tragedy of the villain. A fully rounded villain should have attractive qualities and a rational reason for acting in the way they do. In the end, though, they will lose the fight and die. So why? It has to be inevitable for some reason. The villain must, like a tragic hero, possess a fatal flaw, a straw to break the camel’s back.
Overconfidence is fine for allowing the hero to gain a face to face with their nemesis, although tedious speeches along the lines of “you did very well to get past the dark waters of s’plurg and the bestiary of my palace gardens…” are not advised. When it comes to the final fight though both combatants should know what’s at stake. Everything. Overconfidence no longer pays the price.
If we’re going to give Darkling something that’s going to tip the balance in favour of Arturo it has to be something only Arturo can bring to the party. Otherwise someone else might have done it before now. The easiest way around most of this is to make the Gatwick line capable of something no other magical lineage is capable of… so what went wrong for grandpa becomes the only question.
The obvious answer would be that Mel Gatwick was brought up in the magical tradition whereas Art has always had to do without. Maybe Mel just couldn’t think of a tactic that didn’t rely on magic battling. So if Darkling feeds off the magic of his own opponents to defeat them maybe Mel was a summoner. He summoned beasts to do his bidding but Darkling turned the beasts against him. (Maybe that’s how all these grey boredom monsters, albino cave dwellers and distorting mirror spiders came to Harroo in the first place.) However, if Art uses a relatively minor number of illusion spells to make it look like he’s summoning beasts when really they’re mirages maybe Darkling will fall for the illusion instead of turning that relatively minor power against Art. Then Art’s free to walk up to Darkling and pop him a good one in the nose.
Yeah, that kind of works. It works for satisfying story reasons as opposed to arbitrary tactical ones.
And that’s what you have to do. Turn your hero upside down, invert him, find the yang to go with the ying. In the end the conflict maybe resolved as the hero assimilates the yang into himself and the villain becomes redundant.
In the final planning tip we’re going to make a final basic plot plan for the Hero of Harroo (working title). After that writing tips will remain general while I collate the first tips into something resembling a coherent whole.
Happy writing.