Writing, Producing & Selling
Your Play
by Louis E. Catron
Guidelines for the First Play
The beginning playwright is encouraged to accept the following guidelines to write the first play. Later plays can be more free. Indeed, deliberately breaking selected guidelines later will help you better understand the nature of dramatic writing. For now, however, let these guidelines help you in your initial steps toward learning the art and craft of playwriting. 1. Start with a one-act play. A full-length play isn't merely three times longer and therefore only three times more difficult. But that a one-act is easier doesn't mean it is insignificant. On the contrary, the one-act play can be exciting and vibrantly alive. Starting with the one-act, however, lets the writer begin with a canvas that is easily seen at a glance, instead of a mural that covers such a huge space the perception doesn't grasp it all. The one-act typically has only a few characters, is an examination of a single dramatic incident, and runs about half an hour in length. It usually stays within one time frame and one place. Because there are fewer writing complexities, you'll be able to focus more upon actual writing and you'll have less concern about a number of stage problems which come with the full-length. 2. Write about something that touches your heart. Writing manuals usually tell the beginner to write "about what you know best." I think that can lead the beginner to think in terms of the daily mundane events. Better, I believe, is for the beginner to care; if the playwright is involved with the subject, that interest will pull an audience along. 3. Conflict is essential to drama.
For your first play there should be conflict. Drama is the art of
the showdown. Force must be opposed by force, person (or group) against
person (or group), desire against desire. 4. Let there be emotions People care in your first play, I hope, people feel strongly, whether it is love or hate, happiness or despair. If you are able to get them emotional, your characters more than likely are going to be active, going somewhere. The audience will care more about emotional people than they'll respond to those dull-eyed, unfeeling dramatic deadbeats. 5. Stay within the "Realistic" mode
Realism deals with contemporary people the sort who might live next
door, in their contemporary activities. Realism also involves the
selective use of ordinary speech It avoids the aside and the soliloquy.
It is quite comfortable inside the traditional box set. Realism is
selective and sometimes critical, in its presentation of objective
facts. 6. Limit the number of characters.
Too many characters and you may lose some: they'll be on stage but
saying and doing nothing, so you'll send them off to make dinner
or fix the car while you focus on the remaining characters you like
better. Consider eliminating those who are dead. Confidants, by the way, are easily recognized: their faces are covered with a huge question mark. They seem to be asking questions eternally, without any apparent interest in question or answer. The playwright uses the confidant to get to the answer. If such a person is necessary, let the human be more than a pair of ears. Just how many characters should be in the play? Three is a good number for the first play. The triangle is always helpful; three characters allow development of good action and conflict and variety. More, and there's the risk of excess baggage; less, and the characters may quickly become thin and tired. 7. Keep them all on stage as long
as you can. All too often I've seen plays developing potentially
exciting situations, only to be deflated by the exit of a prime character.
The audience will feel let down: promised excitement evaporated through
the swinging door. 8. No breaks: no scene shifts, no time lapses. just as some playwrights have people leaving when stage action is growing, so also there are authors who cut from the forthcoming explosion with a pause to shift scenery or to indicate a passage of time. There is a break in the action and that always is disappointing. Such lapses all too often are barriers to the play's communication with the audience. If you have in mind a play that takes place first in an apartment, then in a grocery store, then in a subway, you have let motion pictures overly influence your theatrical concept. This just won't wash, not in a one-act stage play: that calls for so many sets and breaks that producers will shy away from your script. (Yes, yes, you can cite this or that exception, but we're talking about a beginner's first play, not a script by someone with the established reputation.) Reduce the locales to the one place where the essential action takes place, and forget the travelogue. So also with the jumps in time: find the single prime moment for these events to take place. Later you can jump freely in time and space, as Miller does so magnificently in After the Fall. Your first play, however, needs your concentrated attention on action, not on inventive devices to jump around through time and apparent interest in question or answer. The playwright uses the confidant to get to the answer. If such a person is necessary, let the human be more than a pair of ears. 9. Aim for a forty minute play. One-act plays are delightfully free of the restrictions placed upon full-lengths, and can be only a few minutes long to something well over an hour. The freedom is heady stuff for a beginning writer. Aim for around thirty to forty-five minutes. Less than that and you probably only sketched the characters and action; much longer, and you might exhaust your initial energies (and your audience!). Your goal, of course, is to be sure you achieve adequate amplification: too many beginners start with a play only eight to ten minutes long, and it seems full of holes. Your concept should be one that demands something over half an hour to be shown. 10. Start the plot as soon as you can. Let the exposition, foreshadowing, mood, and character come after the beginning of the plot (the point of attack). Get into the action quickly, and let the other elements follow. 11. Remember the advantage of the Protagonist-Antagonist structure. Our era of the anti-hero apparently has removed the Protagonist from the stage. Too bad. The Protagonist is a very handy character indeed, and the Protagonist/Antagonist structure automatically brings conflict which you recall is essential for drama. The Protagonist is the "good
guy," the one with whom we sympathize and/or empathize, the
central character of the play. A better definition: the one whose
conscious will is driving to attain a goal. The Antagonist stands
firmly in the way. Both should be equal forces at the beginning of
the play: if one is obviously stronger, the conflict is over quickly
and so should the play be. 12. Keep speeches short. Long speeches often grow boring. Sometimes they are didactic, the playwright Delivering The Play's Message. Always they drag the tempo. But the worst sin of a long speech is that it means the playwright is thinking just of that one character and all the others are lying about dead. Short speeches, quick exchanges between characters, on the other hand, keep all of them alive and make the play appear to be more crisp and more vital. The play will increase in pace and you'll automatically feel a need to increase the complications. How long is "short"? Let the dialog carry but one idea per speech. Or, to give you another answer, let your ear "listen" to the other characters while one is talking, and see who wants to interrupt. A third answer: try to keep the speeches under, say, some twenty words. 13. Complications are the Plot's Heart Beat. A play depends upon conflict for its dramatic effect, and complications are the active subdivisions of the basic conflict. From: Writing, Producing & Selling Your Play by Louis E. Catron |
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