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 Little Writers Corner, Tips!
LanceDanger
  Posted: Jan 18 2006, 02:05 AM


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Ok, I'll be thefirst to say I am not the be all to end all writers. I have next to nothing in terms of experiance, but the little I know I will share with you all, especially since a lot of people think I'm a pretty decent writer wacko.gif

This week, and hopefully every week, I will post something different about my approach to writing, but anybody else is MORE than welcome to share their techniques as well, mmmmkay? happy.gif Anywho, this week, I'll start out with 10 elements I learned quite a few years ago ninja.gif

1- Make your words count

The only thing that is as bad as a bad story, is a potencially good story that is just TOO filled up with unnecessary text. The reader doesn't have to read every single detail about the panel, because of two reasons:
a) The reader will get bored as hell.
cool.gif Writing every single detail about a panel not only covers too much of the artwork, but it kinda makes the artist look a little weak, becaus eyou're not letting his artwork speak for your story.

Sometimes, it's more effective to have a panel of say, Grandiose Universon looking real pissed off. Don't have the artist draw a pissed off Grandi and have a text box saying "And there Grandiose Universon gave Ultra-Mega-Chabienda a glance so full of anger and rage, Satan himself nearly made a prayer to the All Mighty in fear". Just let the artist draw the panel with the pissed-off Grandi without the text, and not only will the artist be able to showcase the emotion, it'll actually give the character itself some level of respect as well.

2- Have something to say

A lot of people, when they first read my publised stories, or my scripts, the first thing they always say is "whoa, your characters sound so real!". Sometime you have to bring some emotion to the characters. You can play off of that depending on the character and background. Sometimes you have to relate to your character.

For example, let's see Laura from Lapaix's "Faire". She is a loner, and not exactly by choice, and she's a small fish in a huge pirahna tank. More time sthan not, a lot of people has at one time or another felt like that, whether at work, school, or even in your own family. You can use that to your advantage to flesh out the character a little more. It's all in the small details on the character and where that character is coming from.

3- Dream big, think small

Ok, I enjoy the big slugfest issues as much as the next guy, but with no character development, who is gonna care who wins the friggin' fight, if you don't even know who to root for?! I know it's very tempting to write the big, cool fight scene, especially if we're writing for the very first time. So, the idea is to think big, BUT, before the big pay-off climax, let it flow, play around with the main character interacting with supporting characters or the villains in smaller, slower paced stories, a little more character driven. That way, you can flesh out everybodies personalities better.

Let's say Alafta is in a head first crash course collision course in a fight that will decide the fates of millions of people against a super powerfull agent sent by the Omega Reign. At least an issue befoer the big fight, have her play off of the supporting cast, with some worried about her, others excited to see the fight, try and show her own views and feeling about what is about to happen, buid up the hype (no pun intended) of the fight happy.gif

4- Excite the artist

In the occasion that you're going to write a story that an artist is gong to draw the story for you, psyche the artist out. Pump em up, make them want to draw the damn story like it's the only thing the artist want to do in the whole wide friggin' world! Talk with the artist, him/her as much info you can about the story, go into a lot of detail in the scripts. Hell, even send a small paper with very loose skecthes as suggestions of how a certain angle or sequence should look. Remember, when an artist is having fun and excited about doing the artwork, more times than not, that energy will be felt and noticeable in the artwork.

I hate to use this example, but look at Jeff Contreras. When he did the infamouse Goat Sucker Saga, he drew way below the potencial he's capable of drawing. But now over at Blackrose, the product of Nightblaze is being sold like it's the uber-bad girl comic, and his art has made an amazing turnaround and has revived his art.

5- Start big and end even BIGGER

One thing that is pretty much rule of thumb, is that the very first page of a comic is pretty much the second cover of the comic. It's the very first aspect of the story that people will read. So, you have to have something there that catches the readers attention right away and make him go "wow, I wantto keep reading to see how this will end". It could a splash page of something interesting, wether it's violence or an awkward funny thing that has happened or about to happen. If not, do something that will engage the attention and curiousity of the reader, but make it worthwhile, or you might turn off the reader. The same thing goes with the final page. It has to be something that makes the reader goes "oh my God! I HAVE to get the next issue!"

6- Pace yourself

Basic rule of thumb, something they even teach in 6th grade english/spanish classes. All stories should be composed of 3 things: A beggining, a middle, and an ending. Let's go into that in a bit of detail (please bear with me, I'm more than halfway through the 10 points lol!)

Act One: The Beggining; Here you show the basics of your story, the premise. And it ends in a seg-way with a point that joins into....

Act Two: The Bulk of the Story; This is the met of the story you want to tell, going into detail. And that will continue until an event unchains.....

Act Three: The Climax; The final resolution to the story.

These three items do not only apply to a single issue, but to entire story archs as well. In time, you will develop your own style of doing this. The main thin is to flesh out the story, pace it so that everything will make senese, and then write it out in detail.

7- Explain your characters

I know that since we all are pretty much the writer creator of our characters, it's kinda boring to re-introduce your character everytime, especially because we already know who he is, what he does, his motivations, etc, etc. But, it's crucial to do it, becuase everyday, there will be somebody new who has never read your title before. With enough time and practice, you can even do it without old readers realizing the explanatin of the main characters was made, and at the same time introduce that chatacter for the very first time to somebody tha just picked up the comic (hence, the opening line I almost always use for Fred Peterson, The Mighty Warlord in the comic and in most of the promos, you know, the "Hello, my name is Fred Peterson. I'm also known as the mighty Warlord").

Of course, you don't have to do it EVERY issue. And you don't exactly have to give everthing away either, to maintain a bit of a mysterious edge to certain characters (examples, Wolverine and Gambit, who's origins weren't given away inmediately, but the writers wrote their personalities so well and played around the mystery angle, it worked out in the end).

8- Vary the dialogue

Another thing I usually hear when somebody reads my stuff, is "man, the dialouge is insane! That's something that I probably would've said myself, or I know somebody who would say that!". You HAVE to have your characters sound differently from one another. Don't just look at two characters in a scene as two personalities, look at them as two different rational people. If the two people sound too much alike, you run the risk of turning off the readers. Remember, in the real world, not everybody share the same thoughts, speech patterns, laugh at the same joke.

You the tip for artists, to go to the mall and draw there, so you can learn to draw different types of people? The same things applies for writers as well. Go to the mall and just pay attention to your surroundings, sooner or later you'll hear a Golden Line you could use for your characters.

For instance, once my mom and I where walking in the mall, and suddenly, this lady besides us says very outloud to her daughter "Tengo escalosfrios, mi cuerpo me esta pidiendo una dosis de Coca-Cola!". 'Nuff said happy.gif

9- Find your own style

We all should create or own styles, because writing is very difficult in a way, that you don' want to be to influated by your favorite writer. Just two little pieces of advice: Superheroes initial reactios are the same reactions that a normal person would have and that all fantasy story has it's roots and grounded in reality.

To find your own style, don't just read comics. Reads novels, see movies, tv, any outside source from the comics field not only will help you in developing your own style, but it will also help you bring something newer and perhaps more exciting to the comics scene, and certainly set you apart from a lot of writers.

And always remember, in the real world, every action ALWAYS has a consequence. So when you write something, it's always good to play around and followup to the consequence in the events of your characters.

10 (finally!)- Be ready to compromise

When writing for another studio, remember, some comprimises have to be made, because your vision of a character doesn't neccesarily reflects those of the creator or editor of the book. If you have to fight for a story that will be good for the title, go ahead and discussm but only if the story would be good, not out of pride! And also keep in mind that sometimes while you want to write the greatest story ever, the editor might be thinking in ways of selling merchendise and liscening the character to certail audiances, so be careful of that.

Well, that's about it (at last!) for now. To close this out, just also remember two things, that will always help out: Write something that will excite you. If you're excited writing about something, it will be contagiouse and make the readers excited to read your stuff. And always listen to criticism. If you write only for people to confirm how outstanding you are, you're goingto earn people to turn away more than you'll attract readers, and you will not grow as a writer. And if a certain story or something does not get the acceptance that you would've liked it to have had, remember, it was the story that didn't work and does not neccesairily means you are a bad writer. Sometimes it flows, other times it doesn't. Just keep writing, my friend, just keep writing smile.gif Well, I'm off, hope all this helps out in any way ninja.gif
~Alvaro





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Krey
Posted: Jan 23 2006, 05:42 PM


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Eso esta super cool. Gracias por ese post Alvaro.

Tambien quisiera añadir el siguiente tip que lei sobre algun escritor que en este momento no recuerdo sad.gif
" Un escritor es como un artista, si no practica todo los dias se oxida todo ese talento."

espero poder verte en la conve de Utuado y poder charlar un poco mas en persona.
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LanceDanger
  Posted: Jan 24 2006, 01:36 PM


Fall into a dream....
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Hey dude, gracias por leer! Y gracias tambien, por otro punto importante que pusistes! Es como dijo Pauolo Cohelo una vez, "escriba todo el tiempo, sea un poema, una historia, o un diario, la cosa es esrcibir algo, todos los dias" happy.gif

Todos para Utuadoooo!!!!!!!!!!! nekita24.gif
~Alvaro


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Reality2099
Posted: Jan 24 2006, 05:50 PM


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Just a few notes.

1 Go out an live - Yeah go out, travel, get high, get drunk, GET LAID! The more life experiences you have the more you understand the life around you and hence can write about it.

2 Buy a Thesaurus and Dictonary- dont use the same words all the time, and use propper grammer. If not you look like an amatuer.

3 Listen - Listen to the way people speak, the tones in their voices, the words they use. I recomend taking a day and spending in in the mall listening to strangers conversations.

4 Be descriptive - The more descriptions you use, the better. It helps the artist draw the best possible story and it gives you control of the product.

5 Read - Novels not just comics, whether it be fiction or non fiction, it helps to observe the structure of a novel and the way the characters come to life, non fiction helps with the settings and the mechanics of how the world works.
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Angel Fuentes
Posted: Jan 24 2006, 11:31 PM


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sad.gif Oh, shit...

After reading this... I just realized how much I suck as a writer.

I... I guess I'm not a writer after all...

I'm just a wannabe...

Oh my God, this is really awful! What am I gonna do now?

Oh, well. I guess the damage is aleady done.

In light of the recent revelations brought to us all by Lance, I officially announce my retirement from 'writing", and will now embark on becoming a used car salesman. With the crappy brown stripped suit and all...

Thank's a lot Lance, you just fucked up what little confidence I had in myself...

Man, this sucks... sad.gif


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LanceDanger
  Posted: Jan 24 2006, 11:42 PM


Fall into a dream....
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QUOTE (Angel Fuentes @ Jan 25 2006, 03:31 AM)
sad.gif Oh, shit...

After reading this... I just realized how much I suck as a writer.

I... I guess I'm not a writer after all...

I'm just a wannabe...

Oh my God, this is really awful! What am I gonna do now?

Oh, well. I guess the damage is aleady done.

In light of the recent revelations brought to us all by Lance, I officially announce my retirement from 'writing", and will now embark on becoming a used car salesman. With the crappy brown stripped suit and all...

Thank's a lot Lance, you just fucked up what little confidence I had in myself...

Man, this sucks... sad.gif

Bwa-hahahahahahahaha!!!!! First Parallel Zero, then The Bullets, now Santa Cristal!!!! That's right, Angel, you keep puttin' 'em up, and I'll keep knockin' it down!!!!! Don't forget about Nightblaze 20-whatever! So you can retire with a bang!!! tongue.gif
~Alvaro:3, Angel:0 angelopinion.gif


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LanceDanger
  Posted: Jan 24 2006, 11:48 PM


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Jejejeje, just to let you know I do have mercy on my prey every once in a while, Angel, you should know that in my forum in the Danger Fan Awards, you're making a killing in the Favorite Writer nominations, almost unanimously! Come to think of it, nearly every category Panico is making a killing. Anyway, here's the link to prove it, and chin-up, little soldier!!! angelopinion.gif http://s14.invisionfree.com/The_Dangerzone...hp?showtopic=27
~Alvaro:3, Angel:0


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Angel Fuentes
Posted: Jan 28 2006, 01:08 PM


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22_yikes.gif Oh my god! I am king among all 10 people that have voted! YESSSS!!!!

See? Who needs writing skills to become a popular writer, I always say!

tongue.gif


Seriously, though. I think Mojtrito should win the Moment of the year. You just can't compete with a monster that throws crap at it's enemies. Now that's what I call great writing!


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LanceDanger
  Posted: Jan 30 2006, 02:05 AM


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QUOTE (Angel Fuentes @ Jan 28 2006, 05:08 PM)
22_yikes.gif Oh my god! I am king among all 10 people that have voted! YESSSS!!!!


laugh.gif laugh.gif laugh.gif
~Alvaro:3, Angel:1


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Krey
Posted: Feb 8 2006, 11:01 PM


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Congrats to all Danger Fan Awards.

Hola LanceDanger

He estado trabajando en un par de proyectos que siempre quise escribir y los tips que he sacado de esta seccion me han ayudado mucho.
Voy a tratar de darles los toques finales a una de estas historias para ver si la llevo a la Convencion de Utuado, la otra historia que estoy trabajando es de un grupo y con mas paginas asi que esta se ha quedado un poco atras, pero seguimos dandole cantazos biggrin.gif

Quiero sumar unas cuantas tecnicas que uso en el proceso de crear la historia, para ser mas especifico el "Story Arc" por que como han dicho anteriormente toda historia necesita un principio, un medio y un final. Asi que ahora con ustedes mi seccion (Todos los puntos de vista usados para esto son mios, pueden serle de ayuda o pueden no usarlos, eso esta su discrecion) de...

STORY PLOTTING:

1. Piensa bien de que va a ser tu historia

2. Escribe tu historia en forma de "draft" (como si se lo estuvieses contando a alguien)

3. De ese "draft" usa un lapiz y separa lo que seran cada pagina de tu comic (antes de esto tienes que saber de cuantas paginas es la historia)

4. Ahora de cada pagina debes determinar cuales seran "Splash Pages" y cuantos paneles puedes sacar de cada pagina (Teniendo en cuenta cuan grande o diminuta es la pagina, para referencia mira cualquier comic y determina segun tu necesidad). Siempre me gusta empezar con un "splash page" cosa que me gusta de escritores como Chuck Dixon. Si puedes dibujar personajes con palitos esto te puede ayudar a desarrollar la pagina, en esa parte estoy chavao'.

5. Ahora que ya tienes el papel todo marcado con el lapiz leelo de nuevo y determina que cambios se pueden hacer para mejorar la historia, que parte debes sacar y que parte puedes mejorar, todo esto dandole importancia a la historia. Puedes tener el mejor artista y una historia monga mata las ganas de leer el comic, para un ejemplo vean All-Star Batman & Robin, Digan lo que digan para mi ese tipo del disfraz no es el Batman que yo conozco.

6. Ahora viene la parte importante, pasar toda esa informacion a un scrip o sea lo que ustedes les dan a los dibujantes para que ellos dibujen la historia.

Si todavia estan leyendo espero que esto les pueda ayudar o al menos les resulte interesante. Al no tener una onza de talento como dibujante le damos mas duro a esto de escribir y estas tecnicas que les menciono me han ayudado bastante.

Asi que hasta nos vemos en la conve de Utuado o como afectuosamente le digo...
The U-CON (Utuado CONvention)

PS: No se olviden de dejar sus impresiones, comentarios, aplausos, abucheos y/o amezanas sobre este topico cool.gif
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nahiros
Posted: Feb 9 2006, 09:40 AM


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JAJAJAJAJAJAJAA.......me encanto tu P.D. En cuentro todo bien lo unico que no concuerdo es en el que uno tiene que pensar cuantas paginas son antes de terminar la obra. Eso te limita por mi parte escribo escribo y escribo y luego lo diagramo y si se pasa de lo que yo pensaba busco el famoso continuara o si es mas corto se le puede añadir ilustraciones de paginas completas o doble pagina, tambien alargar la accion, eso le gusta a la gente. Bueno no se no soy escritor como tal solo escribo en tinta lo que esta en mi mente....


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CHIZ
Posted: Feb 10 2006, 06:35 PM


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oye krey,muy buena la forma q explicaste el como componer historias,de ahi sake pal de ideas man coolguy.gif


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Krey
Posted: Feb 10 2006, 11:55 PM


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Gracias por los comentarios, suerte que no hubieron amenazas biggrin.gif

Como he dicho por aqui m gusta escribir y que bueno que les haya gustado. Chizz y Nahiros ustedes tiene ya experiencia y sus trabajos lo demuestran. Espero verlos en la U-Con y compartir con ustedes.

Hasta luego muchachos
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Fantomas
Posted: Feb 12 2006, 12:13 AM


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Siempre he creído que el estar conciente de cuantas páginas se dispone para escribir una historia es bien importante y es algo en que muchos creadores profesionales fallan.

Cada comic debe satisfacer al cliente, aunque continúe. Si en el comic no pasa nada que adelante la trama, dificilmente la gente va a quedar satisfecha con el producto.

He visto mucho en comics de EU que ponen a los personajes a hablar y hablar sandeces para poner un poco de trama a lo último y continuar en el próximo comic. Por eso mucha gente espera a comprar el paperback. Eso es un lujo que no se puede dar el creador local, hay que engancharlos desde el principio.

Hay un libro muy bueno sobre este tema, DC Comics guide to writing, escrito por Denny O'Neil, escritor y editor de Batman por muchos años y profesor de talleres de libretos de comics en muchas escuelas. Ahí describe un método de uno de sus escritores que a mi mejor recuerdo es el siguiente, usando una computadora:

1. El tipo hacía un folder o directorio por cada comic que escribía. Dentro de ese folder creaba tres:
1. Bosquejo
2. Páginas
3. Ideas

En el folder de bosquejo ponía un pequeño resumen de lo que sería la trama de la historia.

En el folder de Páginas es donde ponía el libreto del comic. Para hacerlo creaba un archivo con la misma cantidad de páginas que el comic que le tocaba escribir. Eso le permitía tener un mejor control del ritmo del comic y así darse cuenta a tiempo de que estaba realizando el comic de anera que pudiera completar la historia en el espacio adecuado.

El folder de Ideas es exactamente eso, una trascripción de ideas y notas que escribía ahí para poder consultarlas al escribir el comic.

Parece complicado, pero es una manera sistemática de escribir y los que viven de esto tienen que tener disciplina.

Claro que siempre está el caso opuesto. Una persona como Grant Morrison escribe un comic cada 4 días y el cuenta que a menudo esctribe de más para cortar y pegar las mejores escenas. Cada cual usa su método!



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Krey
Posted: Feb 21 2006, 10:08 PM


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Saludos Fantomas

Eso que comentas se oye de lo mas interesante, tengo que conseguir ese libro y mas si es por O'neill cool.gif , y yo que pensaba que me habia inventao eso LOL, just a case of dumb luck.

Otro ejercisio que hago y que puede ser como calentamiento es lo que yo le llamo "Reverse Writing". Cuando aparece uno de los atemorizantes Writer's Block los unblockeo con esto. Consigo un comic que haya leido y lo paso del comic a un scrip. Eso me ayuda a poner en una buena perspectiva la historia y me ayuda a desarrollar la mia. Eso esta bueno hacerlo con alguno de estos comics que traen el scrip aparte, lo pasas a scrip y luego comparas.

Quiero decir tambien que el script se influencia del artista que lo va a dibujar, le puedes dar la misma historia a dibujar a tres artistas diferentes y van a haber resultados diferentes ya que la historia se filtra por el estilo, influencia y experiencia del artista. Cuando tienes un artista para un proyecto y conoces su estilo pues escribes para ese artista y eso define tu historia.

Bueno hasta aqui los dejo, tengo que seguir trabajando en un script que quiero llevar para la conve, y si sigo dandole a las teclas pues me coje la noche...
Hasta luego y nos vemos en la Conve de Utuado

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