Post
#132 July 30 2018
Character,
Action and Tom Swift, Jr. (Part II)
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 Time Jumpers was to involve the reader in lots of action, right
from the start. To make this happen, the
main character(s)…in this case Monthan Dringoth…has to be an action-oriented
person, or a person in an action-oriented position. Dringoth and his crew are time jumpers with Time
Guard so they’re always fighting off bad guys like the Coethi and spies and
trying to keep the peace in the world of interstellar time travel that is Time
Guard’s theater of operation. Keeping Dringoth
and his crew 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, time jumpers like Monthan Dringoth have 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 Dringoth 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 Time Jumpers, there are several sources of danger. Monthan Dringoth is often at risk to life and limb from Time Guard’s principal enemy the Coethi. Sometimes, the time travel technology at the heart of the series comes back to bite him, and his fellow troopers. Sometimes his own actions and headstrong impulses cause bad things to happen. And ideally, as this serial story advances through its planned 12 episodes, Dringoth 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 Time Jumpers series. In fact, I’ll give you a peek at the first episode, which I’ve just finished.
See you on August 6.
Phil B.