The Well-Tempered Plot Device

It's not THAT bad . . .

Deadguy said:
So, no, I didn't find it funny. Just the standard hackwork of a snob that doesn't understand the appeal of the truly imaginative.


Hmm . . . I feel a need to defend the article. (Should I put on my flame suit? :) )

For one, the guy's not a hack. He obviously knows the SF & F field pretty well (at least as it stood in the mid-80s); he writes with a lot of zing, panache, and real insight; and, he has a good point in the end. (There's also a decent dose of irony in the piece, a bit of tongue-in-cheek playfulness.)

He's also not necessarily a snob. Look very closely at the examples that he actually quotes: they really are dreadful writing, such as those four related passages from Lin Carter's The Black Star. Just because someone takes a stand and criticizes something as lacking does not equate directly to snobbery. :)

Moreover, he's not focussing on the "truly imaginative"; instead, he's focussing on the very technical issue of how to judge what makes not just good SF & F, but good storytelling in general. Personally, I don't see why SF & F should be somehow exempt from such considerations. Even though the article is rather old, Lowe is still right.

Yep, I said it: Lowe is right. :D

I think that what lies at the heart of his contention is that SF & F has become formulaic. And he's right. It's become clichéd and predictable for the most part (which is not to say that good writers are not out there; sadly, they just don't form the majority) -- and readers in general feel comfortable with this predictability, and that comfort drives the market as a whole for SF & F (i.e., the publishing companies are doing their marketing surveys and ensuring that they make money with their releases).

For instance, behind Lowe's criticisms is this sense that SF & F has lost a sense of "craft" and innovation. Mind you, when you start talking about more recent authors such as Dan Simmons (the Hyperion series) or George R.R. Martin, you can see that some authors do practice "craft"; such authors have not fallen prey to the easy road of cliché and predictability. Simmons and Martin aside, though, SF & F really is home to a lot of . . . well, bad writing and bad plotting.

Lowe makes reference to Aristotle's comments on plot. Aristotle suggests that the plot should unfold naturally from the characters' actions and desires; if a plot seems overly constructed, then it's a poor plot that can't achieve its end purpose (which Aristotle calls catharsis, at least with regard to tragedy). Maybe that was written centuries and centuries ago, but it's still very sound criticism. Much of the history of literary criticism has been concerned in some way with Aristotle's notions on plot as a basis for judging works of literature. Again, I don't see why SF & F should be exempt.

I kind of see Lowe's article in this light: his real goal, ultimately, is to make SF & F better. Here's where the irony is working in his piece. If we can develop a language to say what's bad in SF & F books, then by a kind of default we'll get on to what's really, really good. He's taking his pot shots, true, and even Tolkien comes under fire, but perhaps Lowe is doing so because he cares about SF & F. It bugs me, too, that so much . . . junk gets published -- though I suppose all the junk only makes the truly fabulous stuff stand out all the more.

Lowe made me laugh, out loud even. It's a fun article, and it's on target for the most part.

Think, then, of D&D and how a campaign might run. When do the players feel more involved: if the actions and decisions of their characters are driving the story, or if they're constantly yanked along on the DM's tether (i.e., "railroaded")? Players can get frustrated pretty quickly once they realize that the DM has made everything fit his or her plan. On the other hand, a campaign can be a ringing success if its events appear to arise primarily from what the PCs do.

There, see, I got this post on topic in the end! :D
 

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Interesting, Mike! My main beef with the guy, actually, was that he seems to consider coupons, vouchers, and writer-interference to be inequivocally bad things. I think they're actually staples of myth and legend -- IIRC, Joseph Campbell talks a lot about grail-quests and wise older figures.

His rants about predictability, however, were spot-on. And when coupons vouchers and writer-interference are used to the exclusion of character initiative, then I agree that there's a problem.

My favorite recent fantasy series, in fact -- His Dark Materials -- makes great use of vouchers and a bit of use of writer-interference. They provide a wonderful element to the story, I think, and I hardly think the books are predictable.

Daniel
 

Pielorinho said:
Interesting, Mike! My main beef with the guy, actually, was that he seems to consider coupons, vouchers, and writer-interference to be inequivocally bad things. I think they're actually staples of myth and legend -- IIRC, Joseph Campbell talks a lot about grail-quests and wise older figures.


Yeah, on that score you do have a point. One could see Lowe as pressing the issue nearly to becoming absurd . . . but he stops short of going over the edge, I think. :)

The key is that if these "plot devices" are employed obviously, without reason other than perhaps a lack of imagination and skill -- i.e., if they're employed like following the steps of a formula instead of seeming to be natural elements of the story.

You're spot on in terms of Joseph Campbell and myth! It is truly fascinating to see how similar stories can be across cultures and the sweep of human history. Then again, myths are of a slightly different order than SF & F novels (though the "mythological" is also what makes LotR and even Star Wars so successful): they are attempting to explain the unexplainable in some ways, so they need to work in structures and a language that we can understand and access easily.

Every writer (and DM?) at some point uses plot devices, I guess. The difference is in the execution, ultimately. :)
 

FDP Mike said:

The key is that if these "plot devices" are employed obviously, without reason other than perhaps a lack of imagination and skill -- i.e., if they're employed like following the steps of a formula instead of seeming to be natural elements of the story.

In our games, we call it the Zelda Syndrome (okay, we don't really, but I think of it that way). If there's a plot device that's a little too obviously a plot device, then whoever's playing the PC that gets the device will pantomime being Link when he gets a section of the heart: they'll face upward, lift their hands as if they're raising something above their heads, and hum three rising notes. "I've got: the Amulet!" they'll say.

It keeps us DMs in line.

Daniel
 

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