Showing posts with label Brandon Sanderson. Show all posts
Showing posts with label Brandon Sanderson. Show all posts

Monday, October 7, 2024

Promise, Progress, Payoff--in Stories, Acts & Scenes


When lecturing on plot, New York Times best-selling author Brandon Sanderson often breaks structure down into three parts: promise, progress, and payoff. These fit beginning, middle, and end, respectively. 

While I find this approach too simplistic for what I need to write a great story (hey, I'm not Brandon Sanderson!), it is an excellent foundation to build on. Without these things in place, your story will always be lacking. Without these things in place, you'll run into problems that will lead to bored (or even annoyed) readers.

Lately, I've been thinking about how these principles not only apply to the story as a whole, but how they are useful for smaller structural units as well--acts and scenes.

As always, I'm not going to say using them is vital to every scene or every act of every story.

But I will say, they can be super helpful if this approach resonates with you, your story, your act, or your scene.

Before I explain all that, though, let me give a brief overview of Sanderson's perspective . . . (though I admit to sprinkling in some of my own thoughts along the way). 

Promise, Progress, Payoff

Essentially all stories are made up of beginnings, middles, and ends. And as mentioned, Brandon Sanderson assigns these three different purposes (broadly speaking of course). The beginning makes promises to the audience. The middle shows progress toward those promises. And the end illustrates the payoff of the promises and progress. 


Beginning--Promise

When the reader opens up the book, they want to know what sort of story this is going to be (and if they want to stick around for it). As a writer, it's your job to make promises that convey that. 

Sanderson talks about several promises you need to make:

- Genre (The opening of the book should make it clear the story is science fiction, historical, romance, crime, or whatever it is. However, Sanderson does acknowledge the cover, title, and back cover will likely illustrate this as well.)

- Tone (the feel--will this be comedic? Dark? Whimsical? Cheerful? etc.)

- Plot (Will this be a mystery? Travelogue? A heist? A rivalry? etc.)

- Character (Who is the protagonist and what is he like?)

- There should also be a promise of change or conflict--it's a promise that something will be in motion.


I admit that Sanderson uses the term "promises" a little differently than I have on here in the past, but I think it's fair to call these promises (and Sanderson also admits to wanting the alliteration of three P's: promise, progress, payoff).

I want to mention, too, that you are essentially setting up the story here. You are conveying to the audience where and when the story takes place, who it's about, what's going to happen, and why it matters (the "why" would be the stakes). When you look at Sanderson's list of promises, you see they basically cover all that as well. (But I'm pointing it out for something I will bring up later.)


Middle--Progress

When the reader gets into the middle of the story, you need to keep them reading by showing progress on what you promised. If this story is a mystery, you need to show the characters finding clues. If the story is about traveling to a destination, you need to show the characters traveling. If this story is about a competitive rivalry, you need to show each character striving to outdo the other.

After introducing the protagonist in the beginning, you need to show how she is progressing toward her wants, as well as how that character is progressing through her character arc.

You may also want to show "progression" related to genre. If you introduced a magic system in the beginning, you may want to dig deeper into it in the middle. (And you don't want to introduce magic in the beginning, and then have no magic in the middle (usually).)


End--Payoff

This one is pretty straightforward. As the reader gets to the end, you are going to pay off everything you promised and progressed. The mystery gets solved. The destination gets reached. The rivalry ends with one or the other as the victor.

The character achieves her objective and/or completes her arc.

And you'll probably have the biggest, best illustrations of your genre at the end.

This is all simplistically speaking though. Of course not every story ends with the character reaching her destination or achieving her objective. There are absolutely ways to turn the ending with a surprise, or twist or subvert an expectation, but that's beyond the scope of today's article. 

Basically, the ending is about doing a good, satisfying job of completing what you started. 

As Brandon Sanderson says, ideally you want to give the audience the expected thing (what you first promised), but in a way that is better (read: bigger, more surprising, more powerful) than expected.


Application to Acts

Recently I've been thinking about how these same basic principles can be used to create satisfying acts.

If you've been following me for a long time, you may know that I see basic story structure as fractal

This basic shape has smaller versions of it that live inside it, like a Russian nesting doll.

Not only does the story as a whole take this shape.

But so does each act.

And most scenes.

It's just that, the smaller the structural unit, the less impactful and important the pieces are.


I think I also feel that way with the concepts of promise, progress, and payoff. Yes, they're very important to the story as a whole, but to a smaller degree, for many stories, they are also important to acts. 

If it suits your story, you can likewise view acts as following these principles of promise, progress, and payoff--they just show up a little watered down.

I'm not necessarily saying you have to promise genre, tone, and everything else, all over again. 

But what I mean is, it's this idea that there is a sense of setup and promise for the act. 

Then a sense of progress.

Then a sense of payoff.

If we look at the first act of Harry Potter and the Sorcerer's Stone (which I've been using as an act example lately), you'll see how this works.

The story opens with the Dursleys and then Harry being left on the doorstep before we move forward in time to when he is ten--this has both promises for the story as a whole, and also for the act.

In the middle of Act I, strange things start happening. Harry can make odd things happen, and odd things seem to be happening around him, while the Dursleys continue to hate anything out of the ordinary (including Harry). 

We hit Act I's peak turn, which is when Hagrid reveals Harry is a wizard, and he's been accepted into Hogwarts.

Promise. Progress. Payoff.

Start Act II (Part I).

As Hagrid takes Harry to Diagon Alley, we get promises of what Harry's new life will be like as he gets a wand, and we also see Hagrid take a mysterious package from Gringotts.

Harry starts his new life and begins learning magic. On the train ride to Hogwarts, Ron mentions someone tried to rob Gringotts, and later Harry learns from the paper, that that was the same day he went there with Hagrid.

Harry goes to meet Malfoy for a midnight duel, and then finds the trapdoor with Fluffy. Harry realizes that whatever Hagrid took from Gringotts is now below the trapdoor, being protected. Soon after, someone tries to steal the item (which results in a troll getting loose). The thief is at Hogwarts.

Promise. Progress. Payoff.

No, it's not as big or as obvious as the story as a whole, but I certainly think it can be useful at times to look at acts in this way. 


Application to Scenes

Likewise, it may also be helpful to consider these principles in relation to scenes.

When you open the scene, and set it up, you make promises about what's going to happen in the scene.

Then you show the character taking action toward an objective (progress).

Then you hit the scene's peak, where it often becomes clear if the character did or didn't get their scene-level objective (simplistically speaking). Promise, progress, payoff.

So as a quick example, Harry plays his first quidditch match. . . . 

The start of the scene sets up the time and place and characters involved, and makes the promise that yes, this scene is going to be about a quidditch match. We know Harry's objective is to catch the snitch. We know the stakes.

As the game starts, we get a sense of progress as the characters play, and Harry searches for the snitch. (And there are some other surprises along the way, too.)

The game ends with Harry successfully catching (in his mouth) the snitch.

Promise. Progress. Payoff.

--They can be useful for any structural unit. 😊

***

Recently I attended FanX as a panelist, and it turned out great! Later this month I will be teaching a class on balancing dialogue, description, action, and interiority in scenes, at LDSPMA in Orem, Utah. I'll also have a vendor table while there. (So if it seems like I've been slightly MIA lately, just know I've been busy with these things ☺️)



Monday, April 5, 2021

Sanderson's Character Scales


Hey everyone, today I'm here to share a perspective on characters that comes from #1 New York Times best-selling author Brandon Sanderson. I love learning from Sanderson because he's prolific, experienced, and successful (Wheel of Time, Mistborn, The Way of Kings . . .). I also love learning from him because he shares concepts and techniques that I have found nowhere else. Lately, one of his concepts has been revisiting my mind--his character scales. 

So in this post, I'm going to explain what they are and how they work, while sharing my own ideas and interpretations along the way. Let's dig in!

Monday, November 7, 2016

The Mechanics of Rendering Mysteries and Undercurrents—How to Withhold Info from the Reader Right



For months (years?) I've been saying I'm going to post the mechanics of writing mysteries. And today it's finally here! I'm a huge fan of stories that include a good mystery--if not as a main focus, as a side line. Last month, I did a whole post on crafting killer undercurrents. It's worth noting that the techniques needed to render mystery are the same techniques needed to create a strong undercurrent! Win-win!

In the future, I will be doing a post that argues that you absolutely can withhold important information from the reader (even if the viewpoint character knows it)--as long as you do it the right way. That article will reference this one for techniques.

Selecting the Experience You Want for Your Reader

Conscious Mysteries vs. Subconscious Mysteries (works for Undercurrents too)

There are different types of mysteries. A conscious mystery is one that (as you may have guessed) the reader is aware of. In whodunnit stories, the mystery comes from the reader (and protagonist) trying to figure out who the murderer is. It's on the page. The reader is very aware of it, and trying to solve it with the character. In the Harry Potter series, Harry trying to figure out who opened the Chamber of Secrets, who put his name in the Goblet of Fire, and what Malfoy is up to, are all conscious mysteries. The reader is actively looking for clues and hints in the text to find answers.

Monday, May 30, 2016

Sanderson's 3 Laws of Magic Systems




I've never done a post on magic systems. The closest I've gotten to it is my post on writing magical items. One of the reasons I haven't approached magic systems is because others have done a much better job talking about them than I can, and to be honest, I haven't studied them that much. But my work-in-progress does have some magic systems in it, even though I don't always think of them as magic systems, and so today I'm bringing you the source that I use when I need help with magic in my story--and really, it's such a good resource that it deserves its own post on my blog.

Brandon Sanderson is one of the top-selling fantasy writers today, and what's even cooler is that he understands and is conscious of what does in his writing and can teach it well to others.

Monday, February 1, 2016

The REAL Key to Brainstorming: Restrictions



If you're like me, you probably learned how to brainstorm in a classroom. Some teacher gave you some methods, like this mind map or just told you to write down everything that came to mind. Maybe you connected them with lines. But for a lot of people, like me, it just wasn't really that effective. Sure, I might get a great idea eventually, but the truth is, there are more efficient ways to get better results, faster.

Here is why I wish my teachers didn't tell me I could brainstorm anything.

You brainstorm better with restrictions.

I know it sounds like the exact opposite of what should work . . . because it is. But it works, and it works better.

The problem with the "anything can go" approach is that nothing really ends up going. In this post, I'll explain why restrictions are so important and effective in brainstorming quality work, and give you some restrictions to get you brainstorming a fantastic character in minutes, as an example.

Monday, May 5, 2014

LDStorymakers Highlights: Learning from the Pros

First off, small announcement. I'm moving my Facebook Page to a Facebook Profile. So if you "like" my page, please make this less difficult for me by "following" or "friending" this profile. I'll eventually be deleting my page.



A week or so ago, I attended a writing conference called LDStorymakers, and I'm sharing some of what I learned by request. For those that don't know, a writing conference usually lasts a few days and provides attendees with the opportunity to learn from professional writers, editors, and literary agents. Some conferences, like LDStorymakers, also offer critiques from professionals and pitch sessions to agents. Every conference is a great opportunity to meet, befriend, and network with other writers.

This year, I was particularly excited to take classes from the author of Ender's Game, Orson Scott Card, and the author of Wheel of Time and Mistborn, Brandon Sanderson--both bestselling professionals.  

Here are the highlights of my experience.

Slush Pile Simulation

The first class I chose to go to was a slush pile simulation with literary agents and editors. "Slush pile" is jargon for "submission pile." People call it a "slush" pile because there is so much slush and junk in it. Here, the pros listened to an attendee's first page and, just like on some reality t.v. show, raised their hands when they would have decided to reject the manuscript. When all four judges had their hands up, the reader stopped reading, and each pro explained why they would reject the manuscript. Do they really reject a manuscript based on one page? Yes. My first page didn't get read, but it was interesting to hear why they rejected certain novels.

First Chapter Contest

Every year LDStorymakers holds a first chapter contest. I entered, and although I didn't win, I at least got feedback from five judges.  Unfortunately, some of the feedback was completely contradictory. Here are some short examples:

Friday, March 14, 2014

Get 6 Novels from Best-selling Fantasy Authors for $5



Neil Gaiman, Brandon Sanderson, Tracy Hickman, Kevin J. Anderson, James A. Owen, Peter David, David Farland, Kristine Kathryn Rusch. What do these people have in common? Well, they're all professional, established writers, most of them are best-selling authors, and they all have books up on StoryBundle.com right now. And I figured my followers would want to know about it.

StoryBundle lets you buy novels in groups, and let's you decide how much you want to pay for them. So, you can get their Truly Epic Fantasy Bundle for $5, $20, $30--you decide. If you pay the average price that others have, or more, you get three bonus books.

This is the craziest bundle they've done so far. Neil Gaiman is known for Newbery Award-winning novel The Graveyard Book, and for Caroline, and Stardust (which was turned into a film adaptation), and he's even written episodes of Dr. Who. Brandon Sanderson is an author I've mentioned several times on my blog. He wrote Mistborn and finished the Wheel of Time series. He's very popular in the fantasy world.

International and NYT Best-selling fantasy author Tracy Hickman is best known for the Dragonlance series, and he has over fifty books in print. Kevin J. Anderson has had 51 of his books appear on national or international bestseller lists; he has won or been nominated for the Nebula Award, Bram Stoker Award, the SFX Reader's Choice Award, and New York Times Notable Book, and has worked on the Dune series and in the Star Wars franchise.



And then my buddy and boss, David Farland has won plenty of awards and hit best-seller lists. He's also worked in the Star Wars franchise, and on movies and video games, and taught #1 New York Times Best-selling writers such as Brandon Mull (Fablehaven), Brandon Sanderson (Wheel of Time), James Dashner (The Maze Runner) and Stephenie Meyer (Twilight).

Okay, bragging done. You can check out everyone's bios at StoryBundle. And of course, read what each novel in the bundle is about. It's a great deal, so if you're interested, fork out $5 to get six of them. Some of the money goes to charity (you decide how much).

And if you want to know about more novel bundles, you can follow StoryBundle.

Saturday, June 22, 2013

Mists, Metals, and Heists: A Review of Mistborn by Brandon Sanderson

Fiction for Readers


Once, a hero arose to save the world. A young man with a mysterious heritage courageously challenged the darkness that strangled the land.

He failed.

For a thousand years since, the world has been a wasteland of ash and mist ruled by the immortal emperor know as the Lord Ruler. Every revolt has failed miserably.

Yet somehow, hope survives. Hope that dares to dream of ending the empire and even the Lord Rule himself. A new kind of uprising is being planned, one built around the ultimate caper, one that depends on the cunning of a brilliant criminal mastermind and the determination of an unlikely heroine, a street urchin who must learn to master Allomancy, the power of a Mistborn.

Who is it for?

Mistborn is a high fantasy novel that will appeal to both hard fantasy fans and the casual fantasy reader. If you like fresh action, other worlds, magic systems, heists, and characters with personality, this one is for you. 

Though marketed for adults, one of the main characters is a 16-year-old girl, the other, the criminal mastermind, is an adult man, so the novel can capture both teenagers and adults, males and females, people who like intense fight scenes and people who like to dress up to attend political balls and possibly fall in love with a nobleman.

Storyline and Review

I only had to get several pages into the novel to know that I was in the hands of a storytelling master. 

The narrative follows Kelsier, a charismatic, happy madman, who has escaped the clutches of the Lord Ruler (losing his wife in the process) and now plans to overthrow the Lord Ruler himself; and Vin, a poor, young girl who has learned to survive the slums of the criminal world by making herself invisible (figuratively) and trusting no one.

These two characters create a great contrast, and Sanderson gives them wonderful voices, so you know who they are and what they're about almost immediately, and you love them. Several of the main characters have very strong, clear personalities. (Although I have to admit, I had a harder time differentiating some of the more minor characters. )


The world they live on only rains ash, and mysterious mists seep into the streets every night. Society is basically split into two classes: the noblemen and the skaa--the slaves who support the noblemen and the Lord Ruler. Many of the noblemen are Mistings, people who can ingest a specific metal to gain a special ability. Because the noblemen have raped skaa, some of the skaa are Mistings as well.



I have to say that the idea of people swallowing vials of metal that can enable them to influence others' emotions, pull and push on metallic objects without contact (think Magneto, sort of), and even affect time, was awesome! The action scenes Sanderson created with this "magic" were astounding!

The set-up and plot were fresh. How many fantasy stories are there where the main character is pure, a prophecy has been made, and he has to defeat an epic villain? Mistborn turns that expectation upside down. We are in a world where the prophesied "Hero" has already failed, and we're following lovable thieves as they gather underground skaa armies, steal from the emperor, and impostor noblemen. 

The twists in the last third of the book were shocking, amazing, and satisfactory--there is no way anyone can see all of them coming.

If You Read it You Should Know