The Comic Toolbox’s Lessons and Tools
Comedy is truth and pain . . . Religion, sex, and death are
rich areas for humor because they touch some pretty strongly held beliefs.
The Rule of Nine . . . For every ten jokes you tell, nine
will be trash . . . Depressing? Not really.
In fact, the rule of nine turns out to be highly liberating because once
you embrace it, you instantly and permanently lose the toxic expectation of
succeeding every time.
Lower your Sights . . . I lower my sights. I concentrate on this chapter, this
paragraph, this sentence, this phrase, this word. Why? Because the hope of success can kill
comedy just as surely as the fear of failure.
Okay, now we have two tools . . . the rule of nine and
lowering our sights.
The better you imagine yourself to be, the better you
become.
Change your focus.
Concentrate on the process, not the product . . . Concentrate on the
task at hand . . . When you are concentrating on the task at hand, the outside
world truly does not exist.
The comic premise is the gap between comic reality and real
reality . . . Anytime you have a comic voice or character or world or attitude
that looks at things from a skewed point of view, you have a gap between
realities. Comedy lives in this gap.
The comic premise exists in all comic structures.
Use the comic premise as a tool to create comic situations.
We start by looking for something unexpected to create the
comic reality.
There are multiple gaps in a comic premise. They all turn on conflict, and the deeper the
conflict gets, the more interesting the premise becomes.
In classic dramatic structure, there are three types of
conflict: man against nature, man against man, and man against self.
The first type of conflict, so-called global conflict, is
the conflict between people and their world.
A normal character in a comic world stands in for the reader
or viewer or listener and represents real reality.
Comedy is also created when a comic character appears in a
normal world.
There are two types of local conflicts. One pits a comic character against a normal
character, and the other finds comic characters in opposition.
Not just in comedy but in all storytelling, the richest
conflict is the conflict within . . . nothing beats seeing characters at war
with themselves.
In on sort of inner conflict, a normal character becomes a
comic character, and the comedy is rooted in the character’s change of state.
In the best comic storytelling, all three types [global,
local, and inner conflict] are present in the same situation.
You may have noticed that I try to keep my comic premises
short, the length of a sentence of less.
Like they say, brevity is the soul of wit.
To recap: The comic premise is the gap between real reality
and comic reality. Every form of humor, from
the smallest jokes to the largest comic tales, has some sort of defining gap or
comic conflict. There are three types of
comic conflict: Global conflict takes place between an individual and his/her
world. Local conflict us about people
fighting people . . . Inner conflict features a character at war with
himself./herself. Inner conflict is
always the richest and most rewarding.
The heart and soul of any comic character is his strong
comic perspective. I repeat these
words—strong comic perspective . . . they [these three words] may be the three
most important words in this book.
The comic perspective is a character’s unique way of looking
at his world which differs in a clear and substantial way from the “normal”
world view . . . The comic perspective functions in a character exactly as the
comic premise functions in a story: it defines the gap that the laughs will
spark across.
A character’s strong comic perspective is the motor that
drives his comic engine. Comedy flows
from character.
Comic perspective is a new tool, a single, clearly defined
way of looking at the world.
Virtually anything can be filtered through a comic
perspective, and virtually any point of view can be a comic perspective.
Exaggeration is the tool that makes the comic perspective
interesting.
The tool of exaggeration simply takes a comic perspective
and pushes and stretches and accelerates it until it’s sufficiently so far from
our [normal] perspective that it starts to be funny.
This tool, exaggeration, requires you to be bold . .
.There’s no such thing as exaggerating too much.
Flaws are another tool in creating comic characters. A comic character is funny as a function of
his/her flaws. Flaws are failings or
negative qualities within a person’s attributes or aspects.
Flaws in a comic character work to open emotional distance
between a comic character and viewers or readers . . . flaws work to make a
comic character “the other guy” in readers’ and viewers’ minds.
The more flaws you can find for your comic characters, the
more interesting and complex and funny those characters will become.
Find a flaw and you’ve found a comic character.
Here, then, is another comic premise you can exploit, the
inner comic premise, the gap between how a character sees himself/herself and
who he/she really is.
Flaws serve two purposes: they create conflict within
characters, and they create emotional distance between character and audience.
Humanity is used to build a bridge between character and
audience . . . a comic character’s humanity (identifiable sympathetic human
qualities) create empathy.
Humanity, then, is the sum of a character’s positive human
qualities that inspire either sympathy or empathy.
Comic perspective is the unique worldview at variance with
normal reality; it is what drives the character’s comic engine.
Flaws are the elements of a comic character that separate
him from “real” people. If he has no
flaws, he’s generic and not funny.
Humanity is the quality of a comic character that unites him
with the audience, building sympathy and empathy.
Another tool is the clash of context. Clash of context is the forced union of
incompatibles. Clash of context takes
something from its usual place and sticks it where it doesn’t fit.
Clash of context is a surprisingly easy tool to use. Stick a character in the opposite setting
he/she is usually found in.
The wildly inappropriate response is another highly useful
tool.
We want a wildly, not a mildly, inappropriate response.
The wildly inappropriate response is also pretty simple to
use. Just pick a situation and ask
yourself what the logical response to that situation would be. Then find the opposite (taking a cooler full
of beer to a funeral).
The law of comic opposites seeks the diametric opposite of a
comic character’s strong comic perspective and assigns that opposite to a
second character.
The tool of comic opposites is one of the most common in
comedy.
To find a comic opposite is to ask who could give your comic
character the worst possible time.
Using tension and release is another comic tool. You raise tension, and then you release it.
Allow tension (expectation) to build up.
Tension and release is not only a function of time, they are
also a function of circumstance as well.
To make a joke funny, delay the payoff; to make a situation
funny, create dire circumstances . . . maximum tension, suspended release.
Positioning the payoff: place the payoff at the end.
Tool: telling the truth for comic effect (stating the
obvious).
Tool: telling a lie for comic effect . . . Telling a lie for comic effect is like
finding the wildly inappropriate response.
Simply locate the truth of a situation and then say the opposite of
that.
Telling the truth and telling a lie for comic effect work
well together.
Comic story: in the center-and-eccentric configuration you
have a straight man/woman surrounded by comic characters . . .The comic premise
of the center-eccentric story is found in the gap between the central
character’s normal perspective and the uncommon comic perspectives of the
surrounding eccentric characters.
Comic story: fish-out-of-water tale, a normal character in a
comic world, or a comic character in a normal world.
Fish-out-of-water stories don’t require an actual physical
change of place. Often a character
undergoes an internal change.
Comic story: Character comedy, the direct emotional war
between strong comic opposites . . . law of comic opposites becomes the comic
premise.
Character comedy is also often character romance.
Comic story: magical powers, the comic premise os the power
itself.
Readers and viewers have tremendous tolerance for magic in
comic stories, but give an explanation, establish your rules . . .readers and
viewers will tolerate almost any stupid explanation.
Comic story: ensemble comedy, a group of people in conflict
with each other and their world, a common storyline for TV sitcoms.
The trick to making an ensemble comedy work is to layer in
sufficient lines of conflict within the group.
Comic story: slapstick, the easiest sort of comedy . . .you
don’t have to worry about inner conflict of emotional core issues or any of the
things that make writing hard. All you
have to do is to make it funny in superficial ways (slipping on a banana peel).
A slapstick character never experiences self-doubt . . .the
comic premise of the gap between the slapstick character’s self-assurance and
his/her manifest incompetence.
Because slapstick comedy denies self-doubt, it is physical
comedy as opposed to cerebral/emotional comedy.
To create slapstick comedy, create a comic character with
delusions of grandeur, and then put the character in a situation designed to
torment those delusions.
Comic story: satire and parody, satire attacks the substance
of a social or cultural icon or phenomenon from the outside. Parody attacks from within.
The common denominator between satire and parody is this:
both find their comic premise in the gap between the world as they present it
and the world as their audience understands it to be.
The best parody and satire operate on two levels at the same
time. You might have a fish-out-of-water
tale that involves a comic character in a new and challenging world that, at
the same time, mocks a facet of that world.
A throughline is a simple, direct path from the start to the
end of a tale.
The comic throughline:
1.
Who is the hero?
2.
What does the hero want? (inner and outer needs)
3.
The door opens (a new and challenging world—hero
never the same).
4.
The hero takes control
5.
A monkey wrench is thrown in.
6.
Things fall apart.
7.
The hero hits bottom.
8.
The hero risks all.
9.
What does the hero get?
A monkey wrench is a new bad thing—a new screw-up, a new
threat, a new character, a new complication.
In TV sitcoms, the monkey wrench is usually thrown in at the
act break, the moment just before the commercial when the hero realizes things
aren’t going according to plan.
The moment of maximum remove occurs when the her realizes
just how distant he/she is from the goal.
You find the monkey wrench in your story by asking and
answering the question: when does something go completely wrong?
In a comic story, the monkey wrench is usually thrown in
when the hero falls in love.
The key word is loyalty.
A character always starts out with loyalty to himself and to his
goal. What happens when the monkey
wrench is thrown is that the hero experiences displaced loyalty.
This new conflict between original loyalty and displaced
loyalty turns the story on its head.
Create conflict between what the hero wanted originally and
what the hero now wants.
The rule of three is a helpful tool that’s built on three
iterations of an idea or theme. The
first iteration presents a theme. The
second iteration validates the theme.
The third iteration violates the theme/sequence. The rule of three is thus: introduction,
validation, and violation.
Another tool is the jokoid, something that looks and sounds
like a joke but is not funny. A jokoid
is a placeholder in your story and can easily be revised. It’s always easier to revise than invent.
The doorbell effect is a sudden unexpected complication.
The character has a certain expectation—the doorbell won’t
ring—and then that expectation is denied/defeated—the doorbell rings. As a tool, the doorbell effect can be a
humorous way of complicating the character’s situation.
Avoid clichés, cheap worn-down lazy formulas that allow
writers to take shortcuts. Cliches risk
alienating readers/viewers.
The running gag use the structure of a joke that never
changes, while the substance always changes.
A close cousin to the running gag, the callback works by
direct reference to an earlier joke or idea . . . callbacks are a marvelously
effective way to finish, or button, a
scene or story. End with your story’s
beginning.
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