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I've been trying to work this up into an essay, but I think it may work better as a meme right now. So let's go for brevity.
What follows is "Klurkor 11," a set of rules designed for better comics storytelling. These rules are especially important for action scenes in action and related genres-- fantasy, science fiction, superhero-- hence the name. (If you know where the name comes from, fifty geek points.) But they bear repeating even outside that playing field. They are a recipe for making worlds real.
1. In an "action panel," the time taken by dialogue does not exceed the time taken by an action. If two characters are embracing, paragraphs of dialogue are permissible, but if one is throwing a punch, only a few harsh words will fit. (This rule is likely to be the most controversial. Brian Michael Bendis is trampling it with his rendition of Spider-Man in THE NEW AVENGERS. There is a place for this kind of "StanChat," as there is a place for breaking the fourth wall and parody. But that place is not front and center. If you would make your world real, StanChat has to go.)
2. Dialogue must be motivated. Expository and otherwise. Dialogue must always emerge from character and situation. Characters in a crowd may call each other by name to clarify to each other whom they are addressing. If two characters are alone, though, they cannot call each other by name simply to clarify it to us. There are many other reasons to use a person's name-- and to mention other things about them or about yourself-- but there must always be a reason. The middle of a battle for your life is not an appropriate time to explain your Catholicism or discuss your homosexuality.
3. The absence of dialogue must be motivated. This includes "obfuscatory dialogue." If you're on the ground and your starship captain is back on the ship and he asks, via audio communicator, to know what the problem is, you may be too shocked to reply. But you cannot simply tell him "trouble! Big trouble!" for the sake of pith.
4. Smart people don't telegraph their moves. Master martial artists, in particular, do not waste breath by shouting the name of their attack before they make it. If a near-unstoppable monster ignores you for a second, don't grab his attention with words unless you're all out of bullets and you're trying to give someone else time to run. Also, see rule 2-- your opponents do not deserve an explanation of how you are beating them.
5. There is no "invisible mattress." Characters cannot survive the unsurvivable simply because the writer wants them to remain alive.
6. Power levels do not change arbitrarily. A hero who has been consistently outmatched by the forces of evil will not start winning just because there aren't many pages left and it's time to wrap things up. Also, getting mad can provide a brief adrenaline rush, but when the combat depends upon weapons or skill and not raw strength, emotions often
cloud performance.
7. Smart people strategize. If you're writing experienced fighters at the top of their game, then you're going to have to give some thought to tactics and overall strategy. They certainly would. Read books. For real experts, consider writing a football-style playbook.
8. There is no "white room effect." Scenes take place in places. If Spider-Man is inside a living room he cannot leap around as if he were outdoors. If Superman is downtown in a populated area, he can't simply throw cars around and trust the writers that no innocent bystanders will get hurt.
9. The rare happens rarely. If you establish that an event is an unusual occurrence, the course of events must bear this out.
10. Nobody's perfect. Not even Batman. Even the master planners will occasionally miss the detail that no one could reasonably expect to be important. Emphasize "reasonably," though, and remember rule 7.
11. Reality is self-consistent. This is the rule from which the other rules flow. Like any medium, comics' greatest power is not to reflect reality, but to create reality. Yet an artificial reality soon collapses if the writer ignores or forgets aspects of it for the sake of narrative convenience. The reader will only believe in your world if it is
real. And it will only be real if
you believe in it. Believe.
Special thanks to
Dave Belmore for rules 9 and 10, and for giving the initial draft greater focus.
Nicolas Juzda inspired some revisions to rules 2 and 3.
Your comments?