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Write that one-shot. Those 3 chapters will be the best 10 chapters you ever wrote
Does My Character Have to Arc?
Some writers wonder if their character has to have a character arc.
Usually those who ask this, view character arcs as a protagonist changing, and from that perspective, the answer is no. Your character does not have to "arc" (read: change).
But perhaps the more accurate question is, "Does my character have to have an internal plotline?" That is what is really being asked here.
Because at the basic level, all characters arguably "arc," but not all characters have internal plotlines. If the protagonist has no internal plotline, then usually that means a different plotline needs to be emphasized in its place.
Let's dig into what a "character with no arc" actually means (at least imho).
The 4 Basic Character Arcs
While people in the writing community use "character arc" to mean slightly different things, a true character arc is about internal growth. Some may use the term to refer to an outward change, like perhaps a character starts off physically weak, and has to become physically strong. There is nothing wrong with having that in a story, but it's more accurate to view a character arc as something internal. It's about how a character grows on the inside, because of the story.
At the most basic level, there are just two ways a character can grow:
1. They can change their worldview or belief system.
2. Or they can grow in the resolve of their worldview or belief system (remaining steadfast).
And there are two types of each:
1. Positive (becoming someone better)
2. Negative (becoming someone worse)
These are the four basic character arcs: positive change, negative change, positive steadfast, negative steadfast.
Essentially every character fits into one of these four categories, and if they don't seem to very easily, then they are likely a variation or have multiple arcs, which makes them difficult to categorize (but not impossible).
Some may argue that it's possible to have a character arc that is not considered positive or negative, but this is rarely the case, because the character arc is frequently tied to the theme, and 99% of themes argue for a particular belief system. It's also not very helpful or useful when you are learning, to view arcs as neutral--but this is possible, and could also be a topic for a separate post.
Suffice it to say, that there are just these four types.
Character Arc vs. Internal Plotline
An internal plotline is the journey of a character arc being expressed in a story.
Almost all proper plotlines contain these four fundamental elements: an objective, an antagonist, conflict, and consequences.
In the internal plotline, the objective is what I call the "abstract want." It's the motive behind the protagonist's concrete goals. Luke Skywalker wants to be something great (or part of something great)--this is why he first wants to go to Academy, then become a Jedi, then save Leia, then destroy the Death Star. Katniss is motivated to survive and save the innocent--this is why she hunts, volunteers to take Prim's place, and risks her life to save Peeta. Barbie wants to live the exact same perfect day, every day--this is why she goes on an adventure to get that back.
The antagonist is the self. It has to be, because it is an internal plotline.
Ironically, what holds Luke back from being great, is his desire to be great. In order to be a true Jedi, he must let go of his abstract want.
Katniss is often put in situations where she must choose between survival and risking death to save someone.
Barbie doesn't want to leave on her adventure, because she wants to stay in Barbieland and never experience change.
This can show up a few different ways, but somehow, the protagonist is an antagonist to herself.
This creates internal conflict.
Internal conflict will show up in at least one of these ways:
- Having contradictory desires
- Struggling with a personal flaw or moral weakness
- Entertaining opposing belief systems
- Dealing with temptations and tendencies
- Debating if the journey is worth the costs
- Facing some form of doubt (over self, success of the journey, personal beliefs . . . )
And these may interweave and relate to each other. In fact, they almost always do.
The consequence is also internal. It's psychological and relates to the character's identity. It's the journey of the character arc. How the character chooses to resolve the conflict will either change him or lead him to grow in his resolve.
Luke changes. He eventually gives up his desires, his abstract want, and becomes someone new.
Katniss grows in her resolve to save others, when she chooses to risk death to save Peeta. (She's a little more complex; I'm simplifying).
Barbie realizes change isn't to be avoided. She doesn't need to live the same perfect day every day. She wants something more in life, and she becomes real--she becomes someone new.
These examples are positive arcs, but you can just as well have a negative one.
Anakin's internal conflict about whether or not to accept loss, leads him to try to avoid it at all costs, which turns him into someone worse.
Some stories showcase the internal plotline, putting it right upfront and clearly on the page. They make it a major plotline. Others may put it in the background or in subtext.
But some protagonists don't have an internal plotline at all.
Writing Characters Who Don't Arc Have an Internal Plotline
Usually when people are asking whether or not their protagonist has to arc, they are really asking whether or not their protagonist needs to have an internal plotline.
PSA: Just a friendly reminder that whenever you start a creative project, you will invariably hit a phase where the Thing™️ appears horrendous and you start asking existential questions. But if you keep working, it invariably passes and starts to resemble something less like the devil’s vomit. Doesn’t matter if it’s art, writing, or what–this happens repeatedly. Carry on.
✨ I have tickets to WorldShift to give to you.
I’m excited to be a part of WorldShift again, an online writing conference where I will be teaching alongside K.M. Weiland, Jessica Brody, Savannah Gilbo, and other amazing professionals. This is a 6-day online event: August 17–22. 🎟️ below 👇
Speculative Fiction Writers' Summit
What Your Character Likely Fears Most
While I don't consider the protagonist's greatest fear to be positively vital to a good story, knowing it and working with it can certainly improve the story and give it more impact. Perhaps the reason I don't focus too much on fears, is because if you have the proper story pieces in place, your protagonist's greatest fear is likely already in place as well--you just may not realize it. But once you do, you can utilize it to better effect.
So let's dig into how to find your protagonist's (or any character's) greatest fear, according to story theory.
As I've covered a few times on here, every protagonist--or really, any main character--should have a want, a motive, behind his or her plot goals. I call this the "abstract want."
The character tries to fulfill the abstract want in concrete ways, and this is what makes up the plot (or it should). The abstract want and plot goals need to be aligned somehow; if they aren't, that's usually a problem.
For example, in The X-Files, Mulder's abstract want is to find and reveal the truth. This shows up in his concrete goal of solving the X-Files.
In Pirates of the Caribbean, Jack's abstract want is to live free, preferably forever. This is why he wants The Black Pearl back (and to be captain) in the first film, this is why he wants to avoid Davy Jones and the Kraken in the second film, and this is why he wants to replace Davy Jones on The Flying Dutchman in the third film.
In The Office, Michael Scott wants to be liked and loved. This shows up in dozens of concrete goals, from hosting a dinner party, to having a conference meeting, to organizing a fun run, to getting too involved in Pam's pregnancy.
In The Hunger Games, Katniss wants to save others (particularly those she considers "innocent") and survive. This is why she volunteers to take Prim's place in the beginning and risks her life to save Peeta at the end. This is why she hunts and scrapes by in District 12, and aims to win in the Games.
Just about every key thing these characters do, connects back to their abstract want.
This want should be incredibly important to the character. It's something the character keeps close to her heart and will go to great lengths to fulfill. It's such a high priority, that the character should be willing to risk her life (literally or figuratively) to get it (or in some cases, keep it). If you made a list of what abstract things matter most to the character, this would be near the top (and often at the very top).
It's okay if the character has more than one want (like Katniss), but the want needs to be there. It should be strong and clear enough that you, the writer, can verbalize it.
Well, guess what?
In pinning down the character's abstract want, you're also likely pinning down your character's greatest fear.
Your character's greatest fear--or one of them--is losing the abstract want. And the more definitively it is lost, the scarier.
So threatening that want, or demolishing the pathway to fulfilling it, or making the protagonist suffer the exact opposite of what he wants, often makes a better plot and creates more interesting character moments. In fact, this is often one of the best ways to reveal character.
With this in mind, this makes Davy Jones an excellent antagonist for Jack in Pirates. While Jack's want is to live forever free, Davy Jones is trying to trap him for eternity in his Locker, along with The Black Pearl (which is a symbol of freedom). In the second film, Jack is terrified of Davy Jones because he's terrified of losing his abstract want. It's not just because Davy Jones is a cruel, formidable foe--it's deeper than that. He strikes Jack right in the heart--what matters to Jack most. Being forever trapped is the exact opposite of his greatest desire.
Unfortunately, though, this is something the creators of the fifth film, Dead Men Tell No Tales, have zero understanding of. The writers tried to claim that Salazar was Jack's greatest fear, period. And they decided this "just because." It's not rooted in anything meaningful. It also doesn't make much sense within the installment itself, because in the flashback with Salazar, Jack isn't scared--he has a smile on his face. It falls completely flat. They slapped on a simple, random fear, on a complex, deep, round character. Jack will never be more afraid of Salazar than Davy Jones, because Davy Jones was the embodiment of Jack's greatest fear. On some level, the audience senses this--so Salazar doesn't resonate.
It's also through Davy Jones that the writers can better reveal Jack's character. How much does freedom matter to Jack? So much so, that he's willing to turn over 100 innocent souls to take his place. This then makes his arc for the installment more meaningful--because he lets go of that idea and his chance to safely save himself, and returns to the Pearl to help his crew--risking his greatest want in the face of his greatest fear.
This likewise makes the third installment more meaningful, as Jack's goal is to kill Davy Jones. He's escaped the Locker and aims to defeat (on some level) the embodiment of his fear, conquering it and getting what he wants, forever.
Theoretically, the antagonistic forces should be making the protagonist face his fear. Either by being a direct embodiment of it, like Davy Jones, or simply because they're putting the concrete goal in jeopardy; and because the concrete goal is a manifestation of the abstract want, that means when the goal is at risk, to the character, it feels like the want is at risk.
This is all theoretically speaking, though, of course--there is definitely room for variations.
But let's look at another example.
In Jurassic Park, what John Hammond wants most is to create "magical" experiences for other people. In the second act, he talks about the flea circus he had when young, and how it impacted people--enthralled them--and we sense how that, in turn, impacted him. This is why he created Jurassic Park. He was chasing that same want, but this time hoped the "magic" could be real, through real dinosaurs.
His greatest fear is losing his dream of the park--not because of the park itself, not because of the loss of money, and time, and effort, and resources. Because losing it means losing his want. This is why he won't listen to reason. This is why he'll take huge risks. This is why he'll breed and keep raptors and a T. Rex. It's all about fulfilling this want, and he's afraid of not doing that.
And what happens? Not only does he not create a "magical" experience, he creates a horrifying, deadly one! This is the exact opposite of what he aimed to do. And this is ultimately the only thing that gets him to change his course.
People, his own grandchildren, dying from and terrified by his creations, is the "scariest" thing he's ever experienced. He shuts down the park.
Likewise, in KPop Demon Hunters, Rumi wants to stop hiding her shame, by sealing the Honmoon so that it won't matter she is half demon. The scariest thing she can face, is having her shame of being half-demon exposed--to Mira, Zoey, and the whole world.
One of the worst (read: best) things you can do to your character, is to strike at his want--to hand him the opposite of his want.
Mulder wants to find and reveal the truth--but what happens in season two, when he "learns" that what he was finding and revealing was actually all lies? Not only was he not revealing the truth, he was spreading lies. It's soul-crushing.
The worst that can be asked of Katniss, is to kill someone "innocent." Not only is she not saving the innocent, she's asked to kill someone who once saved her. Sure, on the surface, she acts callous, even about the innocent, but she cares more about them than she consciously admits, as her actions show time and time again. In the series, the worst that can happen to her, is the death of the person she deems most innocent--Prim--and her failure to save her. It's Prim being sacrificed by her own society. The worst that can happen, is Katniss losing her will to survive, which has always driven her. And that's exactly what happens in Mockingjay.
Threatening or striking at the abstract want, or even delivering its exact opposite, and making that your character's greatest fear is much more meaningful, impactful, and resonating than picking something random.
And if you really want to throw a gut punch, you combine this with my previous post on "feeding the dog poison": in the character's efforts to fulfill the want, she unintentionally brings about its opposite, leading to devastating consequences.
This is perhaps one of the best ways to test and challenge the character to arc.
Facing our fears usually reveals who we truly are, what matters most to us; and how we choose to respond to that, determines the kind of person we become.
So, what is your character's abstract want? And how can that be flipped into their greatest fear?
What is a Deus ex Machina? Why is it "Bad" Writing?
What is a Deus ex Machina?
In writing, a deus ex machina happens when something (character, object, ability, event) suddenly resolves a seemingly unsolvable situation, usually at or near the climax. The "something" is unexpected or unlikely, coming out of nowhere.
The term deus ex machina is Latin and translates into "god from the machine." It references ancient Greek theater, where a god character would be lowered on a crane (machine), or raised through a trapdoor on a riser (machine), to resolve the story's problem. This pulls the story toward its conclusion.
Deus ex Machina Examples
Some examples of a deus ex machina include:
- A powerful, skilled minor character who abruptly shows up to save the protagonist by defeating the antagonist at the end.
- A protagonist suddenly finding a magical object that defeats the antagonist.
- An unexpected rainstorm that puts out a fire surrounding the heroes' homes.
- A character who abruptly reveals she's the sharpest shooter in the region, and she can make the unlikely, extremely difficult shot that will definitively thwart the antagonist.
- A pack of wolves charging into the clearing to take out the bad guy at just the right moment.
Why is a Deus ex Machina "Bad"?
The deus ex machina has been around since ancient times, and so have its critics. It is often considered a "cheap" or "bad" plot device that writers use when they've written themselves into a corner. It's rarely satisfying and often comes from lazy or ignorant writing. But the reasons it's a problem, run deeper. . . .
1. Strong Plots Work off Cause & Effect, not Coincidence
Because the deus ex machina comes out of nowhere, it's coincidental. And almost always, coincidence weakens plot. One of the differences between writing nonfiction and fiction, is that in real life, coincidences are tolerated, but in fiction, they typically are not. This is because (ironically), the audience expects fiction to work off (to some extent) probability, even as they don't always expect reality to.
If an unexpected rainstorm pours in and puts out a life-threatening fire in a historical account, the audience will be amazed.
If it happens in a novel, they will roll their eyes.
In fact, when it happens in real life, it can make the account feel more shocking and miraculous. What are the chances of that?! the audience wonders.
But when it happens in fiction, it can make the narrative feel cheap. What are the chances of that?! The audience groans.
This has led some writers to lament how difficult fiction is to create; the audience expects you to write with strong cause and effect--intertwining consequences that lead to a (somewhat) probable, yet unpredictable ending.
Admittedly, though, I hesitate to use the word "probable," because, on the other hand, audiences love it when the odds are stacked against the protagonist. Perhaps a better word to use is "possible" . . . but someone may use that as an excuse to say a deus ex machina works, because it's "possible." . . . I'll talk about all this more below--it relates to preparing the audience for what's possible. So, even though it's highly unlikely Frodo will get the Ring to Mount Doom, the audience believes it's a real possibility, because they are prepared for that outcome. (The storytelling tropes here also help form the audience's expectations.)
In contrast, a freak rainstorm that comes out of nowhere to put out a fire, seems so improbable--impossible--it ruins the audience's willing suspension of disbelief. They feel cheated or annoyed, not satisfied and entertained.
A strong plot isn't a series of random events (coincidences); it's a series of cause and effect--events that build on each other toward a (possible) climactic end.
This isn't to say, however, that coincidences are never tolerated in fiction. Typically, the earlier in the story they show up, the more they will be tolerated. The inciting incident can appear as a coincidence, but the climactic turning point cannot. The further you get into the story, the less coincidence there can be, and the more cause and effect should be in place.
This is in part because at the beginning of the story, the audience has fewer expectations in place--as a writer, you are still setting up (or "preparing") their expectations. They don't yet know the characters, "world," and situation. They don't yet have a strong, strict sense of cause and effect. They aren't deep enough in the narrative to predict possible (probable) outcomes yet.
Unless, of course, you are throwing in something so outlandish and improbable/impossible that it doesn't pass their "crap detector" test, and they can't willingly suspend their disbelief in the first place anyway.
The problem, of course, is that the deus ex machina (unlike the inciting incident) is not used to kick off problems, it's used to solve them.
2. Strong Plots Resolve Conflicts Based on Knowledge and Understanding
Internationally best-selling author Brandon Sanderson is known for his magic systems, for which he has developed three "laws."
Sanderson's first law of magic states: "An author’s ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic."
That's all fine and well, September, you may be thinking, but what does this have to do with the deus ex machina?
A lot.
As Sanderson realized later in his career, all of his magic system laws actually apply to storytelling in general.
So let's unpack this.
"An author’s ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic." What this means is that if you are using magic to solve a problem, the audience usually needs to understand that magic beforehand to buy into that resolution. The more they know and understand how the magic works, the more accepting they'll be of it solving major problems.
He goes on to explain that the less the audience understands how the magic works, the more it should be used to cause problems, not solve them.
So in It: Chapter One, the antagonist's abilities are largely used to cause horrific problems. We don't (yet) understand what this entity is, and it's causing conflict for the heroes.
But in Sanderson's Mistborn, the heroes are using magic to solve problems. Kelsier teaches Vin the ins and outs of the magic system, and she uses it to defeat the antagonist.
As always, this is more of a spectrum in writing, and there are variations and complex situations--I'm greatly oversimplifying these examples to lay down a basic understanding of the principle.
But these ideas apply to storytelling in general.
"An author's ability to solve conflicts with _____ is directly proportional to how well the reader understands ____."
In other words, the reader needs to know about and understand whatever solves the conflict, before it solves the conflict.
A deus ex machina usually breaks this rule, because a deus ex machina is unexpected, unlikely, and unforeseen.
Writing Try/Fail Cycles: Strengths vs. Weaknesses
What is the Try/Fail Cycle?
The try/fail cycle is a writing approach where a character attempts to achieve a goal multiple times and fails at least twice before succeeding.
For example, our child protagonist may have the goal to own a bike. She goes to a neighbor who has outgrown hers, and asks if she can have it (try), and the neighbor says no (fail). So, then she decides to do a bake sale on her sidewalk to earn money to buy a new one (try), but it rains, so no one shows up (fail). She learns about a contest that has a new bike as a prize, so she competes (try), and wins (success). She now has her own bike.
This is a very simple example, but the try/fail cycle is simple in and of itself (which is simultaneously a strength and a weakness).
The try/fail cycle approach was common in the 1950s, and taught by author, editor, and critic Algis Budrys. Unfortunately, though, no one seems to know who originated it, since it wasn't Budrys himself. I first learned about it from David Farland, who was mentored by Budrys, but I've never been able to track down the original source (though David talks about it in his book, Million Dollar Outlines). David himself mentored many writers who went on to become best-selling authors (like Brandon Sanderson and Dan Wells, to name two). And in more recent times, some of those writers (and others) have evolved the concept. For example, Mary Robinette Kowel pairs it with the "No, and" vs. "Yes, but" rule. And I've seen others relate it to Orson Scott Card's M.I.C.E. quotient.
In its initial form, though, the try/fail cycle is that simple. The character tries and fails at least twice, before succeeding.
Why Write Failures?
A story where a character fails is more interesting. If the character succeeded on her first try, then the antagonistic forces weren't formidable. They were weak or nonexistent. It also, in some sense, isn't much of a story.
At the most basic level, a strong plot needs to have a goal, antagonist, conflict, and consequences. But if little Suzy wanted her own bike, went and asked a neighbor for one, and the neighbor said yes, we would be missing the antagonist and conflict. The plot would be unsatisfying.
And not only does it weaken plot, but it weakens the character. It's only through antagonistic forces and conflict that we can truly show how badly little Suzy wants this bike and what it means to her. If she fails twice and keeps trying, we know it's that important to her.
Also, without opposition, we can't have much of a character arc, because Suzy can't grow. She's not being challenged to change or remain steadfast. Likewise, we can't show much depth with her, because a person's layers usually come off only when facing difficulties. The easy road rarely reveals true character. The hard road does. The hard road reveals things about Suzy we wouldn't know otherwise.
If the character succeeds on the second attempt, the story isn't much better. It takes three attempts to convey the difficulty and test the character's perseverance. (There is also something about the human mind that prefers the number three in general.) It also makes the final success feel "earned," and therefore more satisfying.
Strengths of the Try/Fail Cycle
As I alluded to above, one of the strengths of the try/fail cycle is its simplicity. It's easy to teach. It's easy to learn. It's easy to plot with (though it won't guarantee you'll never have problems). It also inherently ensures you have a goal, antagonist, and conflict in your story.
And like most approaches to story structure, it can work within scenes, acts, or the whole narrative arc (the whole story). However, it's most frequently referenced in relation to the narrative arc.
Most stories follow the three-act structure, with the second act taking up about 50% of the story (though often that second act gets split in half by a major turn, the midpoint). I like to diagram it like this:
When the try/fail cycle is applied to the whole narrative arc, it shows up like this:
As a note, the first major peak in the story, Plot Point 1, is often neither a success nor failure, but rather used to get the protagonist into the main conflict. However, it can appear as one or the other, so with the try/fail cycle, it can show up as a fail, like this.
The idea behind the try/fail cycle is that the character is failing two or more times, until he succeeds at the end.
So, I'm writing a story where the protagonist's name is left unknown up until the last half of the story.
My issue is.. HOW DO I REFER TO HER!?!
I can't keep calling her the woman as that's not clear if I'm referring to her or some other lady.
And referring to her as the nameless rider sounds wrong
Pls help!!
Hi! This can be extremely difficult to pull off in written stories (or specifically long-form stories). Your best option is to probably give her an alias or nickname. You can also *sometimes* get away with using titles like “The Man in the Yellow Hat” or “The Sly Gunman.”
But if the person is the pov character, it’s best to use some sort of alias/nickname, mainly because the character would probably not think of herself by a title, so it feels like sort of a pov error (which could be why it feels wrong).
If she is the protagonist and pov character, you could consider writing in first person, which will have you relying on “I” and “me,” so that it is less of an issue.
Also, you definitely should write what you want, but because I don’t know its purpose, I want to mention withholding a name like this (specifically for a pov character) is often frowned upon in the professional industry, for various reasons, and I just wanted to mention that because if you are planning on publishing professionally, doing that will be looked down upon. However, if this is not a professional endeavor, you can do whatever you want.
I hope that helps
When your WIP doesn’t write itself:
Terrible news. I read a story I wrote a while back and got invested, but I never finished it. It just ended mid chapter. Absolutely devastated. If I want to read the book I also have to write the book.
perks of writing:
its fun
i can do literally whatever I want
cons of writing
i just forgot the word "passenger" and had to search for "cargo synonym referring to a person"
Using Character & Theme to Fix a Scene
Recently I rewatched the original Pirates of the Caribbean trilogy (if you haven't noticed from my latest posts), and it really holds up: complex and sophisticated plotting, iconic characters with sturdy arcs, and nuanced themes about honor and freedom.
This trilogy did so many things right. It's no surprise it was a huge hit. (Do they even make movies like this anymore?)
While I could go on long about everything that it does right, today I actually want to zoom in on what I consider its weakest element: Davy Jones's Locker.
This is one (1) scene in the whole trilogy, but it's always felt off and just . . . weird to me. To the extent that it sort of taints my memory of the last film (which, revisiting it again, is actually quite well written).
Don't get me wrong--I get it's meant to be weird.
But it's weird in the wrong way.
It's weird in a weak way.
What could have been a major opportunity to add depth and dimension to the series' themes, and to Jack's character . . .
. . . is nothing but a strange, delusional 8-minute experience that actually could be cut without really affecting the story.
And that's the main problem. It's not doing enough.
Yes, it did what it needed to on the plot level: The point of the scene is to show Jack trapped, slipping into madness in Davy Jones's Locker. It does that.
But it doesn't do that in a resonating way.
Really, if that's all it's doing, the filmmakers could cut the scene and simply show the crew arriving at the Locker to interact with a delusional Jack. (Though I don't quite like that idea either.)
Watching this film again, I realized, on a subconscious level, I always look forward to Davy Jones's Locker because it's a fate Jack spent the whole previous installment trying to avoid. And now he's trapped there.
I also think I subconsciously look forward to it, because it's a scene loaded with opportunity--because this is where we see (or could have seen) Jack in his most vulnerable state. It's begging to be used to develop character and explore the themes.
But instead, we get a (basically filler) madness trip--one that's trying to be comedic yet doesn't quite deliver--and some rock crabs that don't carry enough significance beyond helping move the ship (yes, I get they relate to Calypso. . . . They aren't terrible, but . . . )
Not as satisfying.
Let's go over what could have been done differently, and maybe it will help you with your own less-than-satisfying scenes. . . .
The bones of storytelling are character, plot, and theme.
And the best ideas for your scenes, are going to be those that hit on at least two--or preferably all three--of those.
When you understand that, you can produce more meaningful scenes (and stories).
Digging into Character & Theme to Revise the Scene
One of the most important aspects of any main character is his wants. His motives.
If you've followed me for a while, you may know I refer to this as the "abstract want."
The abstract want (or wants) exists behind nearly every major concrete goal the character pursues in the plot. (Or it should.)
Katniss wants to survive and save others. That's why she aims to win the Hunger Games. That's why she volunteers to take Prim's place and risks her life to save Peeta.
Luke wants to become, or be part of, something great. That's why he plans to go to Academy, become a Jedi, rescue Leia, and destroy the Death Star.
To add depth to a character, it's often a great idea to dig into this abstract want: What does it mean to the character? Why does fulfilling it matter? And how come the character has it in the first place?
In Pirates of the Caribbean, Jack's abstract want is to live free, preferably forever (as I wrote about somewhat recently). This is why he wants The Black Pearl back, and to be its captain, in the first installment. This is why he wants to avoid Davy Jones and the Kraken in the second installment. And this is why he wants to replace Davy Jones in the third installment.
Every major concrete plot goal Jack has, ties back to being free (and alive).
And so do many of his minor ones. ("You will always remember this as the day that you almost caught Captain Jack Sparrow.")
Also noteworthy is that in the first installment, it's said that The Black Pearl symbolizes freedom.
So, having a scene where Jack is trapped in Davy Jones's Locker, with The Black Pearl, would have been the perfect opportunity to explore his abstract want more deeply.
Instead of slipping into madness and envisioning copies of himself on The Pearl, it would have been more meaningful to delve into why freedom matters so much to Jack, and even better, why he has that want in the first place.
Ok ok fine. I’ll start writing the next story to make the current WIPs jealous. Maybe THEN they’ll want to cooperate.
In retrospect, the devil sure sounds a lot like me saying, “Sure, I can work on this for a few minutes before bed, that won’t be a problem. I can just stop when I need to.”
The issue with writing is that talking about it leads to the most inspiration for me and helps me break blocks, but if i talk about it i want to peel my skin
writing is just detective work but the suspect is you