Monday, February 29, 2016


Character, Action and Tom Swift, Jr.

One of my great joys as a teenager was Tom Swift, Jr. books.  In the early and mid-1960s, they were produced as trade-sized hardcovers, priced at $1.25 and came out every four months.  I’d buy the latest one on a Saturday morning and be finished with it that evening.

I loved them for the science adventures and for the fact that there was lots of action.  And story action is the subject of this post.

Action should be thought of as what the main characters do to solve their problems.  Some stories are marketed as action-adventures, where the action is all there is…continuous action, without the characters spending a lot of time contemplating their navels or expounding on deep philosophical matters. 

One of my goals in writing Nanotroopers was to involve the reader in lots of action, right from the start.  To make this happen, the main character(s)…in this case Johnny Winger…has to be an action-oriented person, or a person in an action-oriented position.  Winger is a nanotrooper with Quantum Corps so he’s always fighting off bad guys and spies and trying to keep the peace in the world of atoms and molecules that is Quantum Corps’ theater of operation.  Keeping Winger involved in some kind of action hasn’t been too much of a stretch.

But action for the sake of action actually gets old, after a few chapters.  The action has to be in the service of the story, it has to advance the story.  Which means that in addition to fighting off bad guys, Johnny Winger has to occasionally run into roadblocks, problems he can’t resolve in his usual head-banging, slam-‘em- up- side-the-head fashion.  The action has to have a purpose.  In these cases, the purpose is show Johnny Winger as a person and how he reacts to different situations and scenarios, in other words to reveal and develop character.

Action doesn’t happen in a vacuum.  It happens or is caused by character.  I found this on Wikipedia concerning adventure stories and the role of action:

Critic Don D'Ammassa, in the Introduction to the Encyclopedia of Adventure Fiction defines the genre as follows:

.. An adventure is an event or series of events that happens outside the course of the protagonist's ordinary life, usually accompanied by danger, often by physical action. Adventure stories almost always move quickly, and the pace of the plot is at least as important as characterization, setting and other elements of a creative work.[1]

D'Ammassa argues that adventure stories make the element of danger the focus; hence he argues that Charles Dickens' novel A Tale of Two Cities is an adventure novel because the protagonists are in constant danger of being imprisoned or killed, whereas Dickens' Great Expectations is not because "Pip's encounter with the convict is an adventure, but that scene is only a device to advance the main plot, which is not truly an adventure."[1]

So danger is an important element of action adventure stories.  In Nanotroopers, there are several sources of danger.  Johnny Winger is often at risk to life and limb from Quantum Corps’ principal enemy Red Hammer.  Sometimes, the autonomous assembler technology at the heart of the series comes back to bite him, and his fellow nanotroopers.  Sometimes his own actions and headstrong impulses cause bad things to happen.  And ideally, as this serial story advances through its planned 22 episodes, Winger learns his lesson from being in all this danger and approaches future conflicts and problems with a smarter approach.  In other words, the main character is changed somehow as he encounters problems, conflicts and dangers. 

This is one of the reasons, though we don’t always like to admit it, that so many readers like action adventure stories.  They can live and experience vicariously the action and dangers of the main character and still live to read another day.  In fact when you get right down to it, this is one of the key reasons why we like stories period. 

Another aspect of any good action-adventure story is the pace, the speed of the action.  Our hero is constantly in and out of hot water, one close escape after another.  How do you keep the reader from going numb or zoning out through all this?  Vary the action.  Vary what happens.  Make the reader care about the character.  This means that the pot-boiler action sequences should be interspersed with quieter moments…the character reflects on what he has just escaped,  tells his buddies what just happened, gets laid or goes to the grocery store…things that can endear the character to the reader…hey, he’s just like one of us…I’ve done that very same thing.  An interlude between rock-‘em, sock-‘em action is necessary for the reader to take a breath, for the character to recoil and reset before the next escapade, and most importantly, for the character to gain some perspective on what is happening…in other words, to grow and change.

If this doesn’t happen, the reader won’t buy it and will find your character just a cardboard cutout to which things happen.  The story won’t be very satisfying.  Even furious action becomes tiresome if the character lets the same damn things happen to him again and again and doesn’t learn from the experience.  Different things have to happen, or the character’s own actions to resolve a problem cause a new problem…that’s real and your readers will experience it as real.

Action and character are closely intertwined in any fictional story and particularly so in action-adventure.   But the action has to have a purpose and the main purpose is to lead the character to growth, change or valiant defeat…not just fighting off the same monster day after day.

Just ask Tom Swift Jr. and his Super-Duper Electrohydraulic Flamajing.  He couldn’t have defeated those pesky Brungarians without it.

The next post to The Word Shed will focus on more details from the Nanotroopers series.

See you on March 7.

Phil B.

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