Showing posts with label villains. Show all posts
Showing posts with label villains. Show all posts

Wednesday, February 25, 2015

Inspiration, Black Magic, and Spite: The Creation of "Little Gods" in The Big Bad II

As I warned people way back in my first post I occasionally take time to talk about what I'm doing with my career. Today is one of those posts, and this is the reason why.

Buy The Big Bad II on Amazon! Seriously, do it.
This book, as you might have guessed, is an anthology edited by John G. Hartness (he hosted a guest post of mine titled Stories Beyond Good and Evil) and Emily Lavin Leverett. The 24 stories inside the collection are all about bad characters doing some truly evil things, and they're the protagonists we follow. My story, "Little Gods" is one of the contributions to the book. As such today I'd like to talk a little bit about that story, about inspiration, and about how some of the best ideas will come at you out of sheer spite.

Inspiration Comes In Many Forms


I do not remember the title, or even the complete plot, of the first modern fantasy book I read. I do remember I was about 10 or 11 years old, I found it in a stack of my grandfather's old dollar store paperbacks, and the cover was a thing of pulp fiction glory. It was the traditional shot of a detective in an overcoat and fedora with his back to the wall and his gat in his hand looking down a dark alley with a beautiful dame pressed up against him, except the alley was full of a black cloud covered in red eyes, and the dame had pale skin and two bright red pinpricks on her neck. As you might guess the story was about a private eye who took a job from a vampire. They questioned trolls, sweated ghouls, and used shapeshifting magic and rune-etched bullets to cut a swath through the dark underbelly of this town.

I was completely and irredeemably hooked.

When people ask me how it feels to write, I just show them this image.
Like any avid reader who discovered a new genre I kept my eyes peeled for more. While a good private detective story would always hit the spot there was just something particularly satisfying about one of those stories that also involved a werewolf, or a vampire, or any of a trove of other beloved monsters. Over the years I realized something though; while there was a lot of modern fantasy on the market there were definite sour notes ringing in my ears.

What were some of the cardinal sins I kept seeing the genre commit over and over again? Well there was using mythical figures as props and place holders instead of turning them into actual characters and parts of your story (Neil Gaiman's American Gods is the opposite of what I'm complaining about). Another big problem for me was seeing stories which had the power progression and magic system of a roleplaying game, which led to main characters starting off as low-powered boots on the ground and ended several books later with them fighting archangels with ancient swords and punching the devil in the face. I wanted to know why so many worlds had huge, global organizations to keep supernatural things a secret when those creatures had consistently kept themselves in the shadows for most of human civilization. I watched as story after story focused on spectacle and coolness factor without providing the sort of atmosphere, hard character choices, and gray areas I'd come to love.

That said, I have a rule when it comes to complaining. Don't criticize unless you're willing to step up and swing for the fences. That's why I decided to create my own modern fantasy world.

Chicago Strange and The Little Gods of The City


My goal in writing "Little Gods" was to craft a short, sharp story that would grab readers by the back of the neck and shove them face first into the demimonde. I wanted to bring readers to a place where the shadows are deeper, the alleys narrower, and the secrets more blasphemous than they're used to. A place where old magic rots in the meat beneath the concrete scabs of the city, and where horrors the uninitiated will never know dance in the darkness.

A place ruled by the Little Gods.

You can hear them if you pray hard, and listen harder.
What are the Little Gods you ask? They are the gods of the city, and the myths of the modern men and women. The Shoot-Up Man, who hands you a needle full of poison and a smile full of promises as you pass him on by. Skid Row Sue, the pretty girl in the tattered dress who wants you to take her home to join the bones in the basement. The Hook Man, who slavers and babbles while he stalks lovers' lane with murder on his mind. They're urban legends whose myths are told and re-told, keeping them vital and powerful.

The Little Gods are not omnipotent though; they can be killed. Their mantles, their crowns, their titles can be passed on to someone else. That's why urban legends take on new names, new faces, and their stories change over the years. There's always a killer lurking on highway two, and before the Hook Man it was Bloody Jacob with his father's straight razor. Before him it was Katey Hatchet the butcher's daughter. Before her it was the Wendigo, and before the Wendigo probably something else.

Our story opens up when someone decides to steal the crown of the Little God of Murder.

Darker Shades of Gray


The tale begins with the Sterile Saint putting word on the street that she wants Richard Blackheart to come find her. The warlock-for-hire comes looking for the Saint, and finds out that she has a plan to rob the Hook Man of his glory. All she needs is muscle, and she's willing to pay his price. There's more to Blackheart than his reputation suggests though, and his client finds out too late that when you buy trouble from the Bad Luck Man you get every penny of what you pay for.

There are a lot of reasons for you to read The Big Bad II in general, and "Little Gods" in particular. It's a story that provides all the darkness you could ask for, and an extra serving of grit for you to swish around in your cheek. It paints a picture of a uniquely bizarre world, and it gives you a snapshot of the kinds of macabre wonders that lurk in out-of-the-way places. Lastly though it strips out good and evil, leaving you in a world where there is only power and those who use it.

Who's the hero? Who's the villain? That's up to you when you get your copy of The Big Bad II.


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Thursday, November 7, 2013

Under the Black Hat: Writing Believable Bad Guys

Heroes and heroines tend to be the characters readers root for. Whether they're ass-kicking monster slayers, knights in shining armor, or everymen and women placed into extraordinary circumstances, it's their collective duty to get the job done. Without villains though (who see no need to differentiate based on gender), the whole story falls apart. What's the hero going to do without an evil count to oppose, a shady corporation to investigate, or a monster from the depths to slay? Absolutely nothing, that's what.

More often than not though, villains get the short end of the stick when it comes to an author's creativity. They receive stock lines, ham-handed backstories, laughable motivation, and dozens of other hiccoughs that render them paper tigers to be slain by charismatic leads. Great villains make the heroes up their collective game though, and they create better stories overall. So here is the Literary Mercenary's guide to helping you make your antagonists more awesome, brought to you courtesy of Notes From the Editor's Desk.

1. Avoid Accidental Tropes

Let me guess, you call yourself...
Every writer's first step when creating a villain should be to carefully read this list. Go ahead, I'll wait. Did you read it? Good, then I don't need to go over every trope you've just seen.

The Evil Overlord List hits on some of the biggest, most common tropes that writers have used for villains in novels, comic books, movies, and television for decades. These tropes aren't inherently bad, but they are tropes for a reason. Sometimes recognizing one of these tropes, like the hero stealing a bad guy's uniform to sneak into the castle of doom undetected, will end with readers rage-quitting and not even reading to the good part.

2. What's Their Motivation?

But why is he tying Nell to the tracks?
This is a major problem I've seen both as a reader and an editor. Readers understand villains are doing bad things... but why are they doing them? Sometimes that why is just as important as the actions themselves.

I'll give you an example. In Shakespeare's "Othello" (if you haven't seen it there's a fantastic film with Lawrence Fishburne, which I highly recommend) the title character's life is ruined by the meanness and duplicity of a fellow soldier named Iago. Iago pours poison in the cast's ears, raising every hand against Othello until the big O murders his loving, loyal wife, alienates everyone he once called friend, and is driven to suicide. Why did Iago do this? Because of rumors that Othello slept with Iago's wife, and because Othello passed Iago over for promotion.

Is that petty? Of course it is. The reason such a petty motivation makes sense is because Iago is a man playing for very small stakes. His reputation and livelihood, neither very great to begin with, are trod underfoot. Othello didn't do this maliciously, but Iago needs someone to blame for his problems. Once he has someone to blame he uses every resource at his command to bring absolute ruin to that man as a way to lash out and feel like he's getting revenge. A villain's goals, and the reasons for those goals, have to make sense in the context of that character's story. Otherwise the character is pushing the big red button without provocation, and that is the surest way to bore readers.

3. Just Because They Are Bad-Guys, That Doesn't Mean They Are Bad Guys

Art Thou Wroth, Brother?
Generally speaking, no one thinks of themselves as the villain. Dr. Doom views himself as a benevolent dictator, taking care of his people and his country. Dracula is an ancient being leaving behind a country that's killing him to seek out richer opportunity among the fresh blood of the new world. Darth Vader is the right hand of the emperor, a man who brought order to a galaxy that was tearing itself apart with war and corruption. Every character on this list, and thousands of others besides, could very easily have been the hero if the book was written with a slightly different take. No one sits around twirling his mustache and laughing wickedly about the wrongs that have just been successfully perpetrated.

It is important to mention this rule only applies to human characters who possess all of their mental faculties. A character like the Joker, who suffers from mental instability, can perpetrate acts of wanton destruction and murder for no reason other than the sheer, personal pleasure it brings. Other characters, like H.P. Lovecraft's Cthulhu or Clive Barker's cenobites, are not human. The idea of good or bad as humans know it doesn't really apply to forces of nature, or beings with a truly alien view of reality. That's why characters like these tend to have human followers whose motivations and purposes we can more clearly understand.

4. The Sliding Scale of Villainy

Just how big of an inconvenience is awakening the Old Ones going to be...?
Villains come in all shapes, and sizes. They come with a bevy of motivations, desires, goals, and wants. They are characters. It's also important to remember that villains dictate the scope of a story. Bad guys always make the first move, and they're the ones who decide just how epic a story is going to get.

Take one of the oldest stories in fantasy; the knight in shining armor fighting a dragon. The dragon has kidnapped a girl, and the knight steps in to save her. This basic setup is exciting, but the stakes are only the lives of the knight, the girl, and the dragon. Maybe the knight's horse as well. Now, say the dragon stole a princess. This implies the bloodline of a royal family, and possibly a nation, is also in the balance. Take it one step further; say the girl who was kidnapped is tied to the well-being of the world, and if she dies then the world's life force will also be snuffed out.

Villains can always escalate a situation, but writers need to ask why. What will be added to the story by increasing the stakes? Do the villains need to be on the big screen, or are their motives and goals meant for a small scale? Take Jack the Ripper. Jack terrorized White Chapel, killed a dozen women, and carved a reputation as a fiendish serial killer that lives to this day. But how much of a threat could a lone, knife-wielding killer be? Could he affect the fate of an entire city? A nation? The world? Probably not, and especially not without some serious plot-stretching or historical re-touching. This is why murder mysteries tend be very small, and very personal. By contrast, a character like Azathoth (pictured above) simply cannot work on anything less than an epic scale. A crawling chaos who devours worlds and rends souls from galaxies without truly noticing is a major league force to be reckoned with. Just the implication of his existence ups the ante.

5. Kill Your Darlings

Yes, editing feels like this. Every Time.
To paraphrase the great sage and eminent junkie Stephen King, "kill your darlings". Nowhere is this truer than with your villains. If a goal makes no sense, if dialogue feels forced or grandiose, or if the bad guy is making decisions that don't jive with the setup you've given, uncap the red pen and get to work. Most importantly, ask yourself why. Why does your villain want to rule the world? Why does he keep murdering his lieutenants when they fail? Why does he play chess, collect art, or give the hero a fighting chance? In the end, why is the most important question you can ask.


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