Showing posts with label Devin Grayson. Show all posts
Showing posts with label Devin Grayson. Show all posts

Wednesday, September 26, 2012

The Writer Will Take Your Questions Now (#232) -- Comic Book Panels

Tell us a little about your approach to writing a comic book panel. 

Art by Martheus Wade
Okay. There are several different approaches writers use when describing a panel in a full-script format. (And that's not even including the plot-style format.) Let's go over those first, at least the ones I can remember.

The Movie Director:
This writer covers everything from the "camera angle" to the lighting and gives the artist almost no free rein to interpret the panel. Expect to see words like "panoramic" and "bird's eye view" and "worm's eye view" a lot in the script.

The Comic Book Editor:
This writer decides exactly how the borders of the panel will look and whether it will be a full-width panel taking up the middle third of the page, etc. He or she may also provide drawings of the suggested page layout.

Art by Jim Ritchey III
The Literary Maestro:
This writer uses prose in the manner of the great authors and reveals a character's motivations and past events leading up to this panel and how it matters in the grand scheme of the character's live from this point on. Read any of Devin Grayson's scripts to see this approach. They're amazing pieces of literature in and of themselves sometimes.

The Minimalist: This writer is pretty much bare bones with the panel description. He or she simply tells what happens and leaves the camera angles, mood, tone, page layout, etc. to the artist to decide. Chuck Dixon is a shining example of this approach.

Art by Richard Kohlrus
Now to answer the question on a more personal level. I am a blend of all of these charming folks, though my default tends to be the minimalist. Whether I'm a movie director or a minimalist can depend on whether I'm working with an artist I've worked with before or writing for an artist who may not know my quirks and may need more information. When I have a scene that's particularly important in a book that's not a straight-up action book, I'll sometimes slip into being the literary maestro for a panel or two. And when I've got a certain look in mind for a creator-owned book, don't be surprised to find me become the comic book editor for some of the important pages.

The trick in each of these cases (or for each of these writers, one might say) is to trust the artist to interpret and provide the script as a guideline, regardless of the type of approach, and not as a set-in-stone monument to your ability to create a story. The artists with whom I work often will improve on my scripts and ask me about rearranging page elements or changing the size or panels or using other, far better camera angles. It's my job to trust them and make sure the book is a partnership.

Monday, May 14, 2012

The Queen of Blüd: The Devin Grayson Interview

Few writers have affected me more than Devin Grayson. I was inspired by her ability to break into the offices of DC Comics with (of all things) fan fiction. Then I followed from from book to book, enjoying her adventures with Nightwing, Arsenal, the Titans, and most of all Catwoman (her Catwoman run is still one of the seminal ones, as far as I'm concerned). And I was lucky enough to "meet" her online and find her just as warm and real as the characters she was able to put onto the page.

So it's with great honor (and a bit of pride) that I share this interview with one of my favorites, Devin Grayson.

Tell us a bit about your latest work.

The two latest projects I’ve been involved in are very special to me, and happily, both are ongoing.

The first, UGLIES: Shay’s Story, is a manga-style graphic novel with artist Steven Cummings based on Scott Westerfeld’s NY Times best-selling YA Uglies series. For readers unfamiliar with Scott’s series, our graphic novel is a great jumping on point, but for the myriad of rabid fans already in Camp Westerfeld, it’s an exciting re-telling of the story through a secondary character’s point-of-view. The book was released last month through Del Rey and has already positioned in the top ten of the New York Times paperback graphic novel bestseller list. That’s probably old hat for Scott, but it’s pretty exciting for Steven and me! And Steven is finishing up the inking on the second graphic novel in the series, UGLIES: The Crims, right now—so more fun is coming!

The second project, Womanthology, hopefully needs no introduction. In addition to being a historically successful Kickstarter comics project, it should by now be everyone’s favorite example of creating space and experience for new artists. I couldn’t be more excited about and proud of the finished project—Womanthology: Heroic—and am already hard at work on a contribution for the all-new upcoming Womanthology: Space

Oh, and for those of you who never got to see the first four pages of the story I did with Eugenia Koumaki, check them out at Womanthology’s blogspot now!: http://womanthology.blogspot.com/


What are the themes and subjects you tend to revisit in your work?

My work is about how we define family and how our families define us. It’s not something I consciously set out to do, but I find myself constantly circling themes about the ways in which family sustains and deprives us, bolsters and traps us, how it influences our sense of identity and our range of social interactions, both for better and for worse. If you ask me about family in my day to day life, I’ll reflect on my current situation and share how fortunate and gratified I feel. But we all have two families – the one we’re born (or adopted or relinquished or welcomed) into and the one we create. And that first one…man…. I’m incredibly fortunate and love and feel very close to my parents, but in my work, family often shows up as a problematic obligation or some kind of shackle to escape. Family lights our way but in so doing, also casts one hell of a shadow.

What would be your dream project?

Well, in comics, I’ve already done it. I came into the industry specifically to work with Batman and his family, and I got to do that all the way to the point of being allowed to run with Nightwing and create my own ongoing Bat-series. And then I got excited about being able to do some creator-owned work, and I was able to do that with two of my favorite artists; John Bolton on USER and Brian Stelfreeze on Matador. There are still a gazillion projects in the medium that excite and inspire me, but most of my dreams in the industry have already come true.

So these days my dream project is a prose series. I have one I’ve recently developed that I’m currently showing to a few publishers and agents, but any chance to work with a tight group of characters in an ongoing prose series would rock my world.

If you have any former project to do over to make it better, which one would it be, and what would you do?

Well, I loved every minute on Nightwing up until the very end, when my ambitiously long story-arc dovetailed (or, more correctly, torpedoed) into a huge cross-over event. I’d worked through events like that before, of course, but that time my story and the event in question were on diametrically opposed trajectories. Right when I was all set to have Nightwing save Blüdhaven and completely redeem himself, the people driving the event needed to bomb the city to smithereens. If I had it to do over again, I would keep my storylines shorter and tighter. I feel bad about the way that one ended. There were a lot of plot lines I didn’t get to tie up and issues to which I did not have a chance to bring closure.

What inspires you to write?

Ooh, good question. I’m really not sure—it’s kind of a compulsion. Though it’s indescribably wonderful to have readers, I’d do it even if none of my work ever saw the light of day. I suppose in many ways it’s how I process the world. My nonfiction writing is usually aimed at either teaching or learning something (I know of no better way to learn about something than to research and write about it), but fiction writing is a kind of meditation; an exercise in turning reality into truth.

At a simpler level, I come to love the characters I write about, and as they’re fictional beings, writing is one of the best ways to spend time with them.

What writers have influenced your style and technique?

Probably, at some level, every single piece I’ve read has influenced my writing. But the first writer who inspired me to deliberately try to incorporate some of her style into my own was Anne Rice. Her love of her characters comes shining through, and her descriptive abilities are enthralling. Some of my favorite writers are Haruki Murakami, Nabokov, Milan Kundera, Rilke, A.S. Byatt, Jeffrey Eugenides, Steinbeck and Alessandro Baricco, but I don’t think my writing is anything like any of theirs. I deliberately read a lot, and a lot of very varied material, to make sure I don’t fall into another author’s cadence when I’m writing, but more often I find it works the other way; I’ll read something and feel a sense of kinship, like, “yeah! This is my kind of writing!” I’m nowhere near as strong a plotter, but Laura Joh Rowland’s Sano Ichiro novels are like that for me—not that I feel I could have written them, exactly, but more like I feel that I know how she feels when she’s writing them, and I experience that joy as well as the joy of discovering the story as I go through the books.

In comics, it’s all about who I’ve learned from, and that list is long. The people who work in comics are, by and large, incredibly generous about sharing what they’ve learned about the medium and it would take me ten pages to thank everyone who’s made themselves available to me. But the top of that list would have to include Mark Waid, Denny O’Neil, Scott Peterson, Scott McCloud, Jay Faerber, Brian K. Vaughan, Alan Moore, Chuck Dixon, Greg Rucka and Brian Stelfreeze, not to mention every editor and artist I’ve ever worked with.

Where would you rank writing on the "Is it an art or it is a science continuum?" Why?

Is there someone arguing that writing is a science? I’ve never heard that. I don’t perceive writing as a science at all. There’s a skill and crafting element to it, but I’ve yet to apply the scientific method to a story…though perhaps that’s not such a bad idea! Actually, as I think about it, I guess writing is step four, the experiment. It’s always an experiment. And good stories often start with questions…

But then, is writing an art? Only when done extraordinarily well, right? Shakespeare=art. My fan-fic? Not so much. Writing is a medium, and what we do with that medium is as diverse and unpredictable as we are.

Any other upcoming projects you would like to plug?

As usual with publishing, I can’t talk about the stuff I’m working on right now. But I hope readers are enjoying UGLIES: Shay’s Story and Womanthology: Heroic and stay tuned for UGLIES: The Crims and Womanthology: Space. Thanks!

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To learn more about Devin and her work, visit www.devingrayson.com.

Thursday, February 23, 2012

An Issue Too Long? How Long Should a "Typical" Comic Book Arc Be?

This week's roundtable discussion comes from a reader who wrote in with the following:

If I can suggest a question for your question of the day -- How long should a 'typical' comic book story arc be? I ask for various reasons but the main one is that it used to take an issue or two to tell an origin story and I've read several new titles that are on issue 6 and not sure if they've finished any origin story arcs yet.

I loved the question and thought it would be a great one, particularly for those of us who have experience in comic book writing. However, acknowledging the variation of questions included in that one, I broke it down into its pieces.

What determines the completeness of a comic book story arc of any length?

Erik Burnham: A "typical" arc, I think, should run anywhere between 60-120 pages. So long as someone doesn't try to make a 60 page story into a 120 page story, I think we're golden. But 6 issues/120 pp is the outside of where I'd like to see for a typical arc. Longer stories can be done, but then those would be atypical.

Chuck Dixon: The easy, and obvious, answer is a story with a beginning, middle and end. And the end must come to a satisfactory conclusion either through a change in status quo, an emotional catharsis, a resolved conflict or a major reveal. In the best case scenario an arc should either create a new character or show a character growing or changing in some way. In comics, it’s okay to leave a few dangling plot threads to be picked up in the next arc. But NEVER leave the reader feeling as if the purpose of the arc was only to build to the next one. It’s okay to leave the reader wanting more but wrong to leave them feeling as though you gave them less than they expected.

Bobby Nash: Usually, it's the editor or publisher who sets the length. When creating my own stories I generally try to stick close to industry norms. Graphic novels can be 40, 66, 80, or 100 pages depending ont he needs of the story. Standard comic stories tend to be 22 or 28 pages.

Lee Houston Jr.: For a story to be complete, it must have a beginning, a middle, and an end. Granted, not all of a series ongoing subplots have to be addressed in any one specific arc, for many serve as springboards for future stories. But at the very least, the ones pertaining to the specific story in progress must be addressed and resolved, even if they result in new subplots for future arcs themselves. 

How do you work in the beginning, middle and end of individual issues against that of the central story's begging, middle and end?

Martheus Wade: I'm not average in this as I don't write issues. Writing trades allow me to block my stores according to story beats inside of a 70-80 page story. I started by knowing my ending of the story and work backward.

Chuck Dixon: Action. The simplest thing is to provide a solid action set piece in each part of your story. A reveal about a character or situation is also a good tentpole for an individual issue. “My girlfriend is from the Moon!” kind of reveal. But each issue should have something that makes it stand out as a unique reading experience. As, Andy Schmidt, my former GI Joe editor put it, each issue should have a “oh, that’s the one where Captain Skidmark found out his parents are dead” element to it. Or, I’m parphrasing him, anyway. Captain Skidmark is all mine, baby!

Lee Houston Jr.: But although I've heard the "writing to the trades" claim, the creative teams on any comic book should remember to treat each issue as just one chapter of an ongoing saga. "The never ending battle," etc. Sure, some of those chapters later get collected into a trade paperback or a hardcover, depending upon the popularity of the title and/or the creative team involved. Yet those on the other side of the page producing the comic books have to remember that a lot of people (like me) still acquire their issues monthly, especially now with the big push to promote comics in the digital realm.

Bobby Nash: I plan for that in the plot. If I'm writing a story that I know will cover multiple issues then I try to end each issue on a cliffhanger. I like cliffhangers. I wish we had more of them in comics these days. I work in the beginning, middle and end of individual issues the same way I do the overall story. I plan out my plot.

How is plotting different when you're already given a length for an arc and you must either (a) fill it or (b) cut to fit it?

Chuck Dixon: Plotting should be organic. In comics you have to think visual action first. Always trim your plot before you cut action. If you don’t have room for the action in your assigned arc then you have too much plot. Simplify your through-story and make your characters motivations more pure. None of this computer program format or Joseph Campell structure crap.

Bobby Nash: When you know you have a set number of pages to fill then you plot accordingly. Sometimes that means cuts have to be made or additional material has to be added. The later is easier, of course. It's part of the job. You just dive in and do what needs to be done to meet your publisher's expectations by your deadline.

John Morgan Neal: There's nothing worst than a story that is drug out to fill time or space.

Ken Janssens: It always depends if you are working for someone else or yourself. If you are working for yourself, you let the story itself determine how long it should be. If you are working for someone else (as a fill-in arc and not your own book), then they will likely give you an issue count for the arc. Sometimes your idea comes out of that constraint. If you already had your story in mind, then you will have to either lengthen or shorten your story. The best way to do that (I've found) is to figure the main points and themes then space them throughout the numbers of issues for which you have to write. Then you take the secondary plot points and scenes, placing them in between the main ones.  For the individual issues of arcs, they should all have beginning, middle, and ends, but since it won't be for the whole plot, those should be of theme, character, character path, or end just with sheer cliffhangers.

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To follow the works of these fine creators who took part in this roundtable, simply look at the list of Heavy Hitters links on the right side of this page. 

Thursday, January 19, 2012

Running on Feet of Clay -- How Bad Can a Hero Be and Still Be a Good Guy?

What makes a hero heroic? Where is the dividing line not just between the heroic and the ordinary, but between the hero and the villain? And how gray is the area between them where lurk the anti-heroes that fill modern action fiction?

Go ahead. Make his day.
There are the ideals of the (capital H) Hero, as seen in these quotes:

The legacy of heroes is the memory of a great name and the inheritance of a great example.
-- Benjamin Disraeli
 
Heroism is an obedience to a secret impulse of an individual's character.
-- Ralph Waldo Emerson
A hero is someone who understands the responsibility that comes with his freedom.
-- Bob Dylan

But I daresay that the more perfectly noble a hero is, the more true this next quote is:

Being a hero is about the shortest-lived profession on earth.
-- Will Rogers

Since the beginning of pulps and comics, heroes have skirted the line between good an evil actions. The Spider can be as psychotic as those he destroys. Early Batman had no qualms of shooting a villain. And so it goes.

Modern, contemporary fiction is filled with heroes that come in varying shades of gray, from almost black to bordering on silver-white. But with only a few exceptions, they aren't the cookie cutter good guys your grandmother might have taught you to look for in a hero.

To dish the dirt on fleshing the world of heroes and anti-heroes, we once again turned to some of today's working writers in the pulp, genre, and comics fields.
 


How important is it that your hero have "feet of clay"? 

What evil lurks in the silk-sacks of men?
Only the Spider knows!

Ed Erdelac: Very, to me. A hero is only as interesting as his faults. If a guy can save the world and not get dinged up along the way, where's the fun in that and who can relate to it? The kind of heroism I appreciate and can relate to comes from overcoming not just exterior, physical difficulties, which most anybody can do with proper motivation and training, but the inner obstacles we throw in front of ourselves, the moral, mental and ethical dilemmas, the self-doubt and excuses. I think I write heroes that don't quite know what the hell they're doing all the time, that aren't always sure of their plans or in complete control. If you take the time to foster this kind of thing, you also get the added bonus of making your antagonists a little more threatening if they can learn and exploit those inherent weaknesses in the hero's character.

Devin Grayson: Any good character—whether heroic or otherwise—needs some kind of balance. Otherwise you have a character people can’t relate to (which in turn can become a kind of de facto flaw, but only if the writer is conscious of it).  Drama is fueled by conflict; the more jagged edges your character has, the more friction you can generate. One of the challenges of a character like Superman is that his physical flaw is so specific—proximity to this one kind of rock that comes from this one obliterated planet and is therefore supposedly in short supply here—that writers end up going through absurd, distracting machinations to bring him face to face with it.  Fortunately he is more complex emotionally, so there are other kinds of stories that can be told. What kind of stories can you tell about a hero without any kind of Achilles’ heel? There’s nothing for a reader to invest in if there’s no possibility of the hero facing harm or defeat.

Adam Garcia: I don't like writing the "perfect" hero who is good just to be good. That's lazy writing and poor characterization. Flaws make a character three-dimensional, human and therefore relatable.

Troy Hickman: I'm a silver-agey guy, so that tends to color (no pun intended) my views. I want my characters to be as human as possible, and in stuff like Common Grounds and Twilight Guardian, the heroes have a TON of faults. However, that doesn't mean they have to stop acting like heroes. I'm sure Lenny Skutnik had all sorts of personality quirks and flaws, but it didn't stop him from pulling folks out of the freezing Potomac. And it didn't make Adam Strange any more "human" to suggest he'd cheat on his pregnant wife; it just made him a jerk.

Yes. Even in the '90s.
Lee Houston, Jr.: The main characters/heroes cannot be 100 percent perfect, otherwise, where's the adventure? Yet if they are too imperfect, how do they ever accomplish anything, let alone why bother to read about them? The best characters are the ones who do have a flaw (or two) yet are still able to do whatever is right/expected of them either because or despite the drawback(s) in their lives.

Sean Dulaney: While some faults lend a human touch to a character, "feet of clay" might be going too far and can start your character -- hero or anti-hero -- down the road to being a tragic figure rather than a protagonist. You want them to have something to overcome, but if you give them a fault/affliction/addiction that is too much, that runs the risk of being more the story than your intended plot, or can ring false if the protagonist overcomes it too easily.

Shane Berryhill: When writing fiction of any form, I think it's best to approach the persons in your stories as 'characters' first rather than functions (heroes, antiheroes, et cetera). In doing so, you'll automatically ground them in truth, giving them both strengths and hang-ups that make them real and therefore interesting. That said, there are many exceptions that work: Star Wars. Lord of the Rings. Sherlock Holmes. I could go on. But note how even these well known tales bring the reader into the story and into the lives of their 'heroes' through the 'window' of more flawed--and therefore more human--characters. With Star Wars, it's with CP30 and R2D2 that we encounter Luke and Yoda. In Lord of the Rings, it's through Frodo and Sam that we relate to Gandalf and Aragorn. And the unapproachable Sherlock Holmes is viewed through the eyes of his more down-to-Earth companion, Dr. Watson. These 'gods of myth' are best understood when filtered through the veil of humanity.

Shane Moore: When I write my heroes (and villains) it is important to me to create a real person. If I look at heroes in today's world, they have weaknesses and some wrestle with moral dilemmas that they may often lose to. In the Abyss Walker world, what makes a hero extraordinary is not their immunity to the moral and ethical downfalls--but the successes despite them.

Jim Ritchey III: Not very...I mean, how could he or she walk? Can this hypothetical character fly? Still -- GROSS! But seriously, if you’re trying to write superhero comics, and are not a spiritual descendant of Will Eisner, Stan Lee, Denny O’Neil, Steve Gerber and/or Alan Moore and their like -- at least attempting to make superheroes behave like human beings -- you’re betraying the best of what superheroes can be. The best, most identifiable hero has to fight all obstacles -- including his/her/its own fear and doubt. People without problems don’t have souls. I’m not talking about emoting all over the place, or ‘cookie-cutter,’ obligatory pining unrequitedness, like was the bane of Marvel for 2 decades after Stan quit writing comics. Just -- put some of YOU into the protagonist, and have it make sense in driving the plot -- which should be a serious challenge to the protagonist, either internally or externally.

Sarah Beach: I like writing characters of all sorts, so all variables are possibly “in play” when I’m creating them. And then too, I know where the phrase “feet of clay” comes from: Nebuchadnezzer’s dream statue of head of gold, chest & arms of silver, belly & thighs of brass, legs of iron, and feet of iron & clay. The last is important because when the feet were smashed with a rock, the whole statue came crashing down. So … no, I don’t think it is necessarily important that my hero have such flaws that he or she is utterly broken because of them.

I do think such a character can be very interesting, but I am most likely to write a character with “feet of clay” only if I want a tragic character or story. Otherwise, I will probably dial down the intensity of any flaws I give my hero.

Chuck Miller: All of my heroes are deeply flawed, though not necessarily fatally so. I'd say it's very important to me, because I just can't write paragons. I can't really identify with someone who is perfectly good all the time. But I can identify with someone who is good in spite of himself, or who isn't above using questionable means to achieve a good end. The Black Centipede is cast in this mold. He is never unsure of himself, and is cheerfully ruthless and violent in the pursuit of his strange vocation. I've given him a compelling reason to do what he does; he is pursuing knowledge of the "Dark Power" he believes is constantly at work under the surface of the everyday world. He became aware of it through his connections with H. P. Lovecraft and Lizzie Borden, both of whom play roles in his origin story. He doesn't see himself as either good or evil, and has chosen to fight crime as a way of challenging and testing the Dark Power. He has none of the standard heroic motivations. All of this is true at the beginning of his career, anyhow, though he will evolve morally as the series progresses. He's barely in his 20s when he starts out, and he was always a peculiar child. In many ways, he never "grew up" in a conventional sense. He is still teachable, but just barely. In the second book, he forms a sort of partnership with Amelia Earhart, who acts as something of a moral compass, though it isn't an easy task. The relationship changes both of them. Generally speaking, I don't like people who are absolutely morally certain that they are doing the right thing. Most of my characters have no such certainty. Which doesn't stop them from doing it anyhow.

John Morgan Neal: It depends on the character and story/series. I certainly do not believe every hero should have feet of clay or the same level of it. Certain flaws or tics or character aspects that may make then identifiable or relateable sure. And in some cases a truly deeply flawed feet of clay type. And in some cases a Lone Ranger type who is as sterling as his silver bullets.

In the battle of hero vs. anti-hero, what's your preference to write? Why?

Ed Erdelac:  Though it may seem contradictory to my previous answer, I prefer an honest to God hero to an anti-hero. I think that's because I grew up during the antihero popularity boom in the 80's. The Punisher, Rambo, Wolverine, the 80's Kyle Baker incarnation of The Shadow, the guy who would do anything to smash the bad guys as hard as the innocents were getting smashed. I ate those up as a kid, but I think I've outgrown that mentality a little. Nowadays I admire a hero with restraint, the guy who won't necessarily cross that line because even though it might not make practical sense to the outside observer, he knows in his heart what the difference is. There's so much utter badness in the world, so much mud splashed on the knight's armor, it's kind of interesting for me to see a guy who strives to keep clean. This'll sound really corny and maybe cliched, but I think it also has to do with my dad. My dad really was the one (or at least one) good cop in the bad town. There were cops that used to come to my house for coffee when I was a kid that one day I didn't see anymore because of stuff it turned out they were into. My dad never really made headway in the department, but he never crossed that line either. I didn't learn or understand about that till maybe eight or ten years ago, but I guess it informed my opinions. My writing strays a lot into antihero territory for reality's sake, but I relish writing a `pure' hero.

Is that the face of a guy who shot first or what?
Devin Grayson: I prefer anti-heroes, because they make more sense to me.  Though our world is full of altruistic acts, the people who perform them do so for personal, sometimes selfish or even dark, reasons. To be motivated to do something great because you’ve gone through something awful is a much more interesting premise to me than to be good because you just…are.  The former is a story. The latter is a characteristic.

Adam Garcia: Anti-hero; they're far more believable.

Troy Hickman: I prefer heroes. "The anti-hero is postmodern man's way of saying 'I give up.'"

Lee Houston, Jr.: Assuming by "anti-hero" you mean someone who never sets out to do good yet still accomplishes it at times anyway, while I have yet to actually write about any anti-heroes, I really don't have a preference.

Sean Dulaney: I lean more towards wanting to do more with a "hero" character, possibly because we've seen so many attempts to do the whole "bad-ass anti-hero" thing going back to the late 60s. I like the challenge of having the guy (or gal) who is out there trying to do the right thing actually be interesting rather than being the "bland do-gooder."

Shane Berryhill: Again, I've alluded to this above, and will touch on it some more below, but the best characters are grounded in reality. And in real life, people don't fit into perfect, neat little categories such as 'hero' and 'anti-hero.' Take the main character of my novel, CHANCE FORTUNE AND THE OUTLAWS. Chance falls somewhere in the middle of the spectrum -- the 'conflicted hero' area. While he's no gritty Wolverine, neither is he an 'always confident,' 'always right' Superman. In fact, in my second book, CHANCE FORTUNE IN THE SHADOWZONE, his actions, while taken with the best intentions, indirectly cause the death of his best friend. It's this gray area that mirrors real life--where right meets wrong and hero meets 'anti' -- that the most interesting characterization and storytelling take place.

Shane Moore: I prefer the anti-hero. As someone who recognizes my own downfalls and villainous inner feelings, I like to feel as if I can still be redeemed despite them.

Jim Ritchey III: Heroes, although I’m about to try to write a sympathetic, revenge-bent psychopath. Why? Because Alfred Bester already created Gully Foyle. I dunno, I try to make my antagonists as identifiable as possible, so most of the time they’re almost antiheroes. It’s good to have any character have reasons for behaving the way they do, or they’re cardboard cutouts.

Sarah Beach: Oh, definitely I prefer writing heroes. I want to write about characters I’d like to spend time with, and I find virtue more appealing than villainy. Some people complain that writing “good” characters is boring, but I actually enjoy the challenge. My take on it is that when a character chooses a more … well, virtuous route, his options for action become more limited. His emotions may be urging certain actions, but his choice to be “good” is likely to be in conflict with those impulses. I like getting into that.

The original "heel."
That said, I have chosen to write anti-heroes on occasion. I once decided I wanted to write a long narrative poem about Don Juan, based on the way the story is told in Mozart’s opera Don Giovanni. And I had to decide just how far I wanted to go with the character. Since, in the story, Don Juan is “so far gone” that he doesn’t even recognize the necessity of repentance, I wanted to write a completely amoral character. Which I did. And on another front, in a fantasy novel I’m writing, I have a character who has been utterly seduced and corrupted, except he hasn’t quite realized that yet.

So, I don’t mind writing anti-heroes if I have a point to it. But they’re not my first preference and I don’t write them very frequently.

Chuck Miller: As I say, I don't know what I'd do with a character who was pure hero. I much prefer anti-heroes and villains. They're more interesting psychologically and dramatically. I use a lot of historical figures in my stories, and I have yet to find one of them who holds up as a complete paragon of virtue. Some are worse than others. I try to identify the good and the bad and exploit both. William Randolph Hearst is my favorite so far.

John Morgan Neal: I honestly have no preference. I have as much fun writing the noble heroic Silver Age type hero to the more troubled and downtrodden Marvel type hero to the Spaghetti Western style "hero" who you can barely tell from the baddies. Just like I have great fun writing my villains. In Aym Geronimo I have my noble hero and her varied personalities on her team, a main antagonist who is a true villain's villain and a roguish 'anti-hero.' I know how to maximize my fun.

How bad can a good guy be and still be a good guy?

Ed Erdelac: The answer is that it directly correlates to how bad the bad guys are. If the villain of the piece is particularly heinous and cruel, you can get away with the good guy getting his hands a little dirty. The darker the adversary, the more relish the audience gets from his downfall and even suffering a bit. I'd personally draw the line at outright sadism and torture. Dirty Harry can step on a guy's bloody leg out of a need for expediency, but I don't think he wouldn't have gotten his sequels if he'd been smiling while he did it. Then again, you've got Mike Hammer treating his lover to a slow death when it turns out she's the one he's been looking for, or Marv in Sin City, who downright relishes torturing a serial killer to death. But on the other other hand that guy was mounting women's heads on a wall. See what I mean?

Devin Grayson: Motivation and intent counts for a lot, but I think this is an issue we struggle with outside of fiction as much as within it. Does an artist’s or politician’s good work excuse bad behavior? Can you admire someone’s professional legacy even if the dregs of their personal life make you cringe? Do the ends always justify the means? What precisely does intention count for? I don’t know the answers, but I think superhero stories are a terrific place to explore the questions.  

Adam Garcia: Very, it's all a matter of perspective.

Troy Hickman: It depends how you define "bad." Some people would define "bad" as, say, killing a villain. Some would define it as breaking the law. Personally, I try to depict my heroes as people who stick to their principles, and TRY to do the right thing. They're the people I'd like to be, and I know that even though I have myriad faults, I can still be a "good guy" despite them.

Lee Houston, Jr.: There are more shades of gray in our moral composition today than there used to be. Lying to a suspect has grown acceptable. Authorities are shown doing it all the time on television and presumably do so in real life too as the situation warrants. What is wrong to one person may be acceptable to another. Yet there are some things we can still all agree on. The ultimate line is still murder. If the villain dies during a shootout, or is killed just as they are about to take someone else's life, that's one thing. However, if the hero intentionally kills the villain outright in cold blood without provocation, that's another. But between the two points?

Sean Dulaney: A lot depends on genre and situations. Harry Callahan has a massive body count, but how many actual deaths in the Dirty Harry films were cases of him shooting first just for the hell of it. John McClain wound up killing a few terrorists, but they had his wife as a hostage and were trying to kill him. Luke Skywalker killed every member of the Empire on board the Death Star. Callahan is a cop, McClain is as well, but feels he has to act despite being out of his jurisdiction. Skywalker is part of a rebellion against a fascist empire that blew up a planet. The post-Crisis Superman killed (or his actions resulted in the deaths of) Phantom Zone criminals from a pocket universe when he was left with no other option. The fact that, even if it's part of the job, there can be remorse or an acceptance of punishment (Callahan's suspensions) for the "bad" actions, is key to the good guy staying a good guy.

Shane Berryhill: Good and bad can be very relative. Classically speaking, a good guy, even a bad good guy, truly becomes a bad one when he begins buying into a 'might makes right/ends justify the means' philosophy, and starts enforcing his will on those who disagree with him, fooling himself that he's doing it for the greater good when in fact he's become the very face of evil (Darth Vader, anyone?). Bad guys always believe they ARE in fact the good guys.

Shane Moore: That is entirely up to the demographic you are writing for.

So sensitive he kept a journal.
Jim Ritchey III: Pretty bad. The desire for or apathy towards redemption is an excellent plot device, and REAL LIFE is confusing. We can accidentally do bad things for the right reasons -- have perfect, shiny moral compasses and have horrible things happen because of our action or inaction. Violence is almost never appropriate in human behavior, but it’s our ‘bread and butter,’ and a nonviolent adventure story is usually mighty boring. So it helps to throw a little of the ‘Rube Goldberg’ nature of cause and effect into the mix, and imagine how you might have turned out morally bankrupt if you were a child soldier or raised abusively in some other way. If you can’t identify, at least have the character consistent. Plenty of ugly in the world to draw from. This is all just me talking to me -- MY self-imposed rules, so whatever floats yer proverbial boat, and gets you paid.

Sarah Beach: That’s an interesting question, though I don’t usually approach it that way. As I said since I like writing Good Guys, I don’t usually start with the deeply flawed dubious hero (like Sam Spade). Instead, I look to see how far gone any of the Bad Guys might be. Is there one, who for whatever reason, might choose to redeem himself. Some unexpected, last minute decision. The story possibilities, the drama of such a moment could be very exciting.

But to answer the question you actually asked, I don’t know. I think a lot of it has to depend on what the character’s heart is really set upon. We all know of real people who have committed very terrible acts because they really believed  in some “higher cause.” I think the last, most absolute threshold of “good” versus “evil” is the line between the ability to care for someone, anyone, other than the self and the state of caring only for oneself. The Good Guy will be in the first category, and anyone who chooses the second ceases to have the possibility of being a Good Guy.

Chuck Miller: It depends, I think, on what he's after, and where he draws the line-- if he does. A corollary to that question would be "How good can a bad guy be and still be a bad guy?" Sometimes my villains do very admirable things with good motivations, though they remain criminals, thieves and murderers.

John Morgan Neal: Well he can't be worse than the villain is the main thing. And as long as the reader/viewer can believe in/live vicarously through/want the hero to win. Deep down most folks are moral and ethical people and know what the important rules of life are. So do we as people and writers. If we have our heroes cross that line too far or too often then...well they aren't heroes any longer.

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Look for these creators on the links to the right to check out more of their work:

Edward M. Erdelac is a member of the HWA. He writes the acclaimed weird western series Merkabah Rider for Damnation Books and has contributed to Lucasfilm's Star Wars.com among other endeavors.

Devin Grayson has written for DC Comics Catwoman, The Titans, Nightwing/Huntress for DC and Black Widow for Marvel Comics and has had her work profiled in USA Today, Working Woman, and Entertainment Weekly and also in alternative press such as The Village Voice, The Advocate, and Curve.

Adam Garcia is a pulp and comic book writer, and the mastermind behind the Green Lama Unbound novel.

Troy Hickman's work includes his Eisner-nominated series Common Grounds, and his Pilot Season-winning title, Twilight Guardian , both from Top Cow. He's also done City of Heroes, Witchblade, Turok, ACTOR Comics Presents, and a ton of other stuff.

Lee Houston Jr. is a freelance writer and editor. He is the author of Hugh Monn and is writing for the forthcoming The New Adventures of the Eagle Volume One from Pulp Obscura.

Sean Dulaney's  work in comics includes various serials in the DIGITAL WEBBING PRESENTS anthology, 2007 Comic Book Challenge qualifier "The Misguided Travels of Earl O. Possum," 51 DELTA from Arcana and MISS VICKY & HER CUTIE COMMANDOS.

Shane Berryhill is the author of THE ADVENTURES OF CHANCE FORTUNE series from Tor Books.

Shane Moore is a former police detective turned novelist and the creator of the Abyss Walker fantasy series.

Jim Ritchey III is a comic book writer and artist and the creator of the Green Lama: Man of Strength comic book published by AC Comics, among others.
Sarah Beach writes screenplays, novels, short stories, comics, and nonfiction, and is the author of THE SCRIBBLER'S GUIDE TO THE LAND OF MYTH.
Chuck Miller is the author of "Creeping Dawn: The Rise of the Black Centipede."
J. Morgan Neal is co-creator (along with Todd Fox) of AYM GERONIMO AND THE POSTMODERN PIONEERS, and he was a founder, partner, editor and writer at Shooting Star Comics. He was the co-creator and co-writer of GONE TO TEXAS and REX SOLOMON along with Gregg Noon and the soon to debut THEM! along with artist and co-creator Rob Bavington. 
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Friday, January 6, 2012

[Link] Geek Talk: An Interview With Devin Grayson

Devin Grayson began writing comic books back in 1997. Her comic book work include USER, MATADOR, BLACK WIDOW, BATMAN: GOTHAM KNIGHTS, THE TITANS, and NIGHTWING. She’s written the novels BATMAN: RISE OF SIN TZU, SMALLVILLE: CITY, and DC UNIVERSE: INHERITANCE. She is currently working on the comic adaptation of UGLIES - a science fiction novel is set in the future, where everyone is made "Pretty" by cosmetic surgery upon turning 16. She is also a part of the WOMANTHOLOGY project, a large-scale anthology comic involving past, current, and future female talent in the industry.

For this interview with one of my fave writers: http://www.thefellowshipofthegeeks.net/2011/11/geek-talk-interview-with-devin-grayson.html