The Art of the Unexpected – Humor and Writing

Humor is one of humanity’s unifying experiences. Nothing draws a group of people together like a good joke, laughing actually alters brain chemistry in ways that makes people more friendly, more enthusiastic and less stressed. Even people who are not particularly funny still tend to have one or two good jokes they can share with others to break the ice in new situations or just keep a conversation moving when it’s stalled. But original humor requires a great deal of intelligence and social awareness to pull off and, even then, it’s very subjective, so what leaves one audience in stitches will leave another bored and restless. Any stand-up comedian can attest to this.

Most writers try to have some humor in their works. Getting that humor to land can be very difficult for all the reasons above but when it does the benefits it provides in getting and keeping your audience is immeasurable. Humor isn’t a formula or a set of tricks but instead a fresh perspective combined with penetrating understanding of the world in general and human nature in particular. The two basic keys to good humor tend to be honesty and surprise. The first, honesty, is very simple. You cannot get a laugh if it’s not founded on some truth of the world that your audience recognizes. There’s a lot of nuance to that, cultures and limited perceptions playing a huge part in it, but that’s the core of it.

The harder part is being unexpected. We laugh because our expectations have been violated but not badly violated, or violated in a way that is very harmful. People in stressful situations often say that they laugh because the only other option is to cry, a testament to the fact that the biggest difference between humor and trauma is how deeply the wound cuts. Another way to look at it is the difference between being tickled and rubbed with sandpaper – one causes laughter, another tears.

Unsurprisingly, this means that a failed joke often causes some kind of emotional distress. Anger, sadness and general discomfort are the outcomes of a failed joke, which means using humor in your writing carries a great deal of risk with it. More than just breaking immersion, a bad joke can actually turn audiences against your story if it really rubs them the wrong way. It’s true that you can chalk this up to part of the audience being thin skinned or overly stodgy. But at the same time, it could be that your use of humor didn’t suit the story or audience you were trying to find. These kinds of judgement calls ultimately rest in the hand of the author but, as always, are also things you must be aware of in order to make those calls effectively.

There are three basic ways to violate expectations for humorists. The first is to cross societal bounds, the second to set up non sequiturs, the third is to construct running gags.

Crossing societal bounds is touchy stuff, the kind of humor most likely to cause offense and, naturally, the funniest when done right. The most famous example of this is probably George Carlin’s “Seven Words You Can’t Say on TV”, although the modern masters of the art are undoubtedly Bill Burr and Dave Chappelle. Beware strong language – Here’s a great example of Bill Burr explaining why there’s always a reason to hit a woman (but you shouldn’t).

So yeah. That kind of humor is potent, potentially destructive stuff. I’d say it’s for advanced users only but, honestly, it’s probably impossible to master that kind of biting social commentary any way other than going out and doing it. But, for the aspiring writer it might be wise to practice this kind of humor a great deal in less permanent venues before immortalizing it in writing. Test it on trusted friends first, then maybe writing groups and, if you have access and can speak in front of people, at comedy clubs. Get really good at judging this kind of thing and exactly where it’s funny for most people because once it’s out there in writing it’s never going away.

Of course, there are many much milder ways to play on societal expectations for humor. Consider the punchline of this gag from Girl Genius. The setup is when General Zog hears Dimo was listening at the door like a great big sneakypants and he says, “Dimo, I am shocked at this behavior!” And the payoff is when we realize he found it shocking because it was smart, not rude. Our understanding of shocking behavior is violated by the general’s. Puns are another great example of a very mild form of humor relying on social norms.

It’s important to note that this kind of humor can fail for reasons other than being offensive. Someone from a culture where listening at doors is normal and accepted, for example, might immediately conclude General Zog was shocked at Dimo’s display of social awareness in knowing when to listen at doors rather than the fact that he did it at all. Humor based on social conventions needs to be placed in a story that will appeal to an audience that will understand those social conventions or it won’t play.

The second kind of humor is the non sequitur. As the phrase implies, this is humor that violates our expectations simply because the punchline does not follow directly from the setup. All absurdist humor follows under this banner, as does a good bit of sketch comedy and improvisational comedy. Fish out of water humor is an interesting blend of non sequitur and societal norm humor as it revolves around people taking actions that make perfect sense to them but no sense to the audience (see Demolition Man’s three seashells gag), or taking actions that make sense to the audience but produce absurd results.

One of my favorite examples of a non sequitur gag is demonstrated in Dr. McNinja on this page and the next.

No explanation is ever given for what happened in that missing third of a page, if you’re wondering. Christopher Hastings is a master of non sequitur humor in addition to great plot based storytelling but cutting out a typical encounter in the middle of a typical adventure story and using that absence to remind us that the Doc is, in fact, a ninja is delightfully absurd. He violates both our expectation to see the Doc manage a cop quickly and easily and our expectation to learn something new about what’s going on at the same time and he does it so skillfully we don’t hold it against him. And we get to see Doc fight the NASAghasts that much faster.

Non sequiturs also have their weaknesses as humor devices. You have to present the audience with something surprising in order for it to really work and that gets harder to do every day. There’s a sequence in The Orville episode “About A Girl” where a Mexican standoff turns into a dance-off because one of the officers has been tinkering with the holodeck programs. It’s supposed to be funny but it flopped, first because Guardians of the Galaxy already attempted that gag and flubbed it but secondly, and more importantly, because going from Mexican standoff (an exotic and unusual situation) to dance off (not particularly exotic, and still less unusual than a Mexican standoff) is a poor non sequitur joke. The sequence of events started us someplace more in violation of our expectations than where we wound up, which is not funny.

Finally, there is the running gag.

It may seem strange to say that a thing that happens over and over again is a violation of our expectations. But the secret of a running gag is not that it is the same thing over and over again, but that we keep seeing the gag in places where it hasn’t shown up before and doesn’t make sense. The best examples tend to come from long running media or entertainment careers that have the time to really find the best use for these gags, things like the black cat in Trigun or the way Harpo Marx never speaks, in spite of take the roles of many people who would have to be excellent public speakers. Even Bugs Bunny’s “What’s up, Doc?” is a running gag of sorts. Star Trek: Deep Space Nine found nearly infinite uses for self-sealing stem bolts, and the accompanying reverse-ratcheting routers. And the Nostalgia Critic’s relationship with the Bat Credit Card is the stuff of legend. But one of the greatest running gags of my childhood has to be the Noodle Incident from Calvin and Hobbes. The less said about that the better.

There tends to be a danger that running gags become overused. They can’t turn up constantly because then they stop being unexpected and funny. But if they’re forgotten completely or only mentioned once or twice then they can’t build up the force of a good running gag. Of course, repeating a gag that is naturally funny, as often happens on Who’s Line is it Anyway? helps make reusing it easier, but even these gags can wear out their welcome. The best part about running gags is that they’re easy to set up and bear little of the risk of other kinds of humor – basically, the only two risks are setting up a running gag that isn’t funny at all or running one to death so that your audience loses interest whenever it comes up instead of laughing. Of course, the opposite side of the less risky coin is that few running gags are exceptionally funny. Typically they just are. People like them but don’t love them.

Humor brings a lot to a work but it’s also important to know what kind of humor best suits what you’re writing. Running gags rarely fit commentaries, for example, while social humor is going to completely miss with younger audiences, who don’t get puns and don’t fully grasp the contexts that make other forms of social humor funny. Learning what humor goes best in what situation is just another part of sorting out how you’ll use it in your writing. Sorting it all out is half the fun – for you, if not your audience. But once it works the payoff will be more than worth it.

This is a Post About Star Trek Discovery

This post is not about the mean spirited, self congratulatory way the series was marketed. It is not about the absurd way the achievements of Nichelle Nichols, George Takei, Michael Dorn, LeVar Burton, Avery Brooks, Tim Russ, Garrett Wang and many others who I am no doubt forgetting were ignored in the rush to congratulate the cast of Discovery. Believe me, I feel that clear disrespect was shown to all the cast and crew of previous Trek series in the way the rollout for Discovery was handled. But I’m not going to talk about it. I feel it, but it’s not what we’re here for today. If you need to get it out of your system you can go and scream into that hole I dug in the corner. And while we’re waiting for the concrete to mix so we can patch it, let’s take a look at what really matters here.

You see, there’s an unfortunate fact that sometimes, particularly when you’re restarting a semi-dead franchise, you have to build up what’s in the here and now as hard and as you can just to get attention and hope it’s enough pull in people outside your hardcore fanbase. Yes, said fanbase might not like you’re overlooking the past for the present. Yes, that goes triple or more for a fanbase as rabid as Trekkies. But if your goal is to serve the franchise as well as you can, make a great piece of entertainment and bring the greatness of a franchise like Star Trek to a new generation then sometimes these are the compromises you must make. I would have forgiven CBS in a heartbeat if Discovery had been great Star Trek. If it had been good Star Trek I would have forgiven them eventually.

Discovery is not Star Trek.

There’s a veneer of things that look and sound like Star Trek all over the series. It has the name, the logo, the door sound effect, the languages and vague look of some of the characters. There’s even a guy name Sarek on the show, though he doesn’t act anything like Spock’s father. And that’s the problem with all these vaguely familiar touchstones. They look like they should be familiar but all the things that made them familiar have been hollowed out and replaced with vomit.

For this we are supposed to be grateful that we have a new Star Trek show to watch.

I am not.

We’re going to start with how Discovery betrayed the very concept of Star Trek, then touch on all the ways the show also ignored the story of Star Trek. Then we’re going to talk a little about how Discovery fails as TV show. But before that, for exactly two paragraphs, I hope you’ll forgive me for being nice to Discovery for just a second.

CBS has set a new bar for special effects in a TV show. The design and execution of the visuals, from make up to starscapes to the look of the starships and the feel of them maneuvering through space, it’s all great. Everything, down to small details like how the starships are never aligned with each other, instead having slightly different axis and lines of travel as you’d expect of two ships in the 3d vastness of space, works like magic. It’s beautiful. I know the design of the ship Discovery itself drew a lot of flack and it’s certainly not as nice looking as the Shenzhou, the ship in the first two episodes, which leads me to wonder why they didn’t just use the Shenzhou design for the whole show.

Furthermore, the story itself could be good. It’s not something I’d want to watch with the current main character, Mike the Girl, in the lead and in fact the way it was executed in the first two episodes doesn’t fill me with confidence. But that may be all the other problems the show has clouding my judgment. Regardless, with a different writing team and it’s own brand Discovery could possibly have been something I enjoyed. But the thing is… the story isn’t Star Trek.

From the very beginning, Star Trek has been about people in space, solving problems by working with one another. Whenever Our Heroes would encounter a problem they’d pull out their trusty tricorders and switch on the sound effects, angle the shields in case of trouble and start reversing polarities until they found a solution. The point wasn’t the science, which was pretty flimsy, and it wasn’t the morals, although they were definitely there. What made Star Trek definitively Star Trek was when the crew – regardless of what ship or station they were on – went out into the great limitless Out There and confronted a Problem. There were new Problems almost every week, and some Problems were so big they’d come up again and again, never quite solved. But for the most part the wonder and vastness of the Cosmos would bring us something new and unique and possibly dangerous but definitely interesting and the crew would pull together and solve it.

There’s no want in Star Trek’s time. Replicators and antimatter reactors solved it. There’s no ethnicity in Star Trek’s time. The Eugenics Wars made it irrelevant. All the problems left are problems of people – conflicting personalities and priorities, alien cultures and philosophies, ignorance, disease and old age. And no matter how daunting they seemed, when the crew pulled together and relied on one another’s skills and insights, grit their teeth at each other’s rough spots and valued each other for their strengths, then the Problem could be solved.

In Star Trek, there is no main character. Yes, the captains/commanders did get a little more emphasis, as on a ship the captain has final say in most matters. But ultimately the crew had to function as a unit to tackle their Problems. Each member of the crew was the lead at least once a season. Faces came and went, but the crew endured. The ship itself came to be a character, from the stubborn workhorse nature of the Constitution-class Enterprise to the tricky two-in-one design of the Galaxy-class, ship and crew alike were stars of the show. Trying to separate them out would be foolish.

Discovery is different.

For starters, they wreck the first ship after two episodes. (I don’t care about spoiling this show and neither should you.) But worse, Discovery has a main character. Star Trek isn’t about one character. It’s about all of them choosing to collaborate and make something greater than themselves. That kind of idealistic storytelling was a little utopian, sure, but the purity – and occasional corniness – of it was part of the charm. Discovery promises to be a deep dive into one character. Something that far too many shows are trying to be these days. Why not stick to what Star Trek has always been and, at the same time, show how you’re different from the rest of the crowd? But Discovery chose to discard that and loose one of it’s greatest strengths.

It gets worse.

Discovery has trashed Star Trek’s longstanding lore and history. Vulcans have gone from an intensely, self-destructively pacifistic race that exercises rigid self control to generic, psudospiritual space elves that is willing to attack Klingons on sight because of a single encounter that went badly. Gone is logic ruling over emotions so that the wild passions of Vulcan would not eat its own people alive. Instead there is awkwardly expressed sentiment free of any reasoning principles at all. There’s a person named Sarek on the screen but he doesn’t sound anything like Spock’s father. And it’s not just because of the actor is different.

Klingons suffer the most in the pilot episodes. Kahless the Unforgettable, the Klingon’s Buddha-esque figure, who taught them the ways of honor and enlightenment, has morphed into some sort of weird pseudo Mohammed, driving them to acts of martyrdom.

I understand that this wasn’t the goal of the creators. They reportedly wanted Klingons to be the space-KKK. This is stupid, not because there’s no role for the space-KKK but because Klingons are the wrong choice for two reasons. First, visually and culturally, they’re meant to be Asian analogs. Yes, most Asian cultures are ethno-supremacists like the KKK but the most important part of their culture is their closely knit family systems, which the patronymics and clans of the Klingons harken to. Kahless’ system of honor is a simulacrum of bushido (and chivalry but mostly bushido) and his teachings, again, are more about enlightenment, courage and fidelity than race or purity. This transformation is a real reach.

Second, Star Trek already has the space-KKK, they’re called Romulans. They could have fit the role seamlessly with no major changes to what’s known about them or their philosophies. It’s almost as if whoever wrote this trainwreck knew nothing about Star Trek lore at all.

Let’s talk some more about Klingons for a second. Some idiot in CBS’ Makeup room decided Klingons needed to be space orcs now. No. No no no no no. You cannot bury 85% of the actors faces under two inches of rubber prosthetics and expect them to emote. Michael Dorn brought a subtlety and breadth of emotion to Worf that made him one of the most memorable characters in Star Trek canon and he did it because we could see his expressions clearly and understand that, even when he was not talking he was feeling just like a real person would. It was a masterpiece of acting that is rarely appreciated, especially when he’s placed next to some of the other wonderful actors he shared the screen with. But slap him in the travesty of makeup that these Klingons are under and there’s no way he could deliver the same performance.

And, while not quite the disservice the other aspects of the Klingon rework present, the costume and starship designs are also horrid. None of the Klingon ships look like Klingon battlecruisers or birds of prey. These were stately, graceful ships who’s designs were still eminently practical, meeting all the needs of warships. In Discovery we get generic space musclecars in Klingon green. Klingon clothes were sleek and distinctive, iconic even, and again practical as melee armor. In Discovery, they wear gaudy tin cans that restrict movement, look like they’d snag on just about anything and provide no defensive properties whatsoever. Also, the wonderful, if impractical, silhouette of the bat’leth is gone. And though there is a potential mek’leth sighting it’s been reduced to an overly elaborate, spikey thing that doesn’t really fit the traditional Klingon aesthetic.

And that’s just what we’ve seen in two episodes. How likely are other beloved parts of the franchise to be represented well?

The icing on the cake is how badly Discovery is shot. I’m not a camerawork guru, I don’t geek out over framing or other camera techniques like some people do – although I do know good camera work when I see it and like it for what it is – but the weird Dutch angles in the cinematography and the overuse of lens flares just ruin a lot of the scenes in this show. They serve no purpose and feel confusing or pretentious or both. With the exception of the rare cases, like the unaligned ships in space I mentioned before, it’s just distracting. Worse, everything is dark. They know how to make electric lights in the 23rd century, CBS. Kirk, Picard, Sisko, Janeway, they all had well lit ships. Would it kill you to pay the electric bill for a few more set lights? Or were you just trying to hide the fact that your ship interior design is pretty lackluster?

The dialog is tolerable and the acting is of similar quality. But it’s not enough to make the show interesting even if you look at it as a stand alone TV show with no connection to any franchise. It’s painfully clear, from the lack of details in the ship’s interior to the lack of meaningful characterization of anyone outside of the captain and a single forced scene with a random bridge officer in the second episode, that this whole setup exists in service of Mike the Girl, the only person who matters on the whole ship. To drive that point home, they’re all dead except for Mike and the ship is gone by the end of the second episode. It’s grossly exploitative and kills pretty much any stakes the show could hope to build now by making it so obvious that Mikey is the only one that matters.

Star Trek is a great franchise with a lot of cultural cachet and a history of poking at social controversy from the cover of its scifi framework. The creators knew this, and clearly wanted to borrow some of that history to lend power to their own points. Unfortunately they blunted any points the show could have made by ignoring the format and history of Star Trek that made it so effective to start with and even failing to craft a show that might be interesting in spite of that. Yes, their hostility to the fans who love the franchise is annoying but it’s not what doomed the show. That would be the apathy towards Star Trek of CBS and the showrunners.

The cultural force of Star Trek has been languishing for a while. The J.J. Abrams movies tried to revive some of it but that turned out to be more of a Star Wars parody in Star Trek clothing, with little of the panache or insightfulness of the original’s legacy. But there is one other take on that legacy ongoing. Yes, Seth Macfarlane. Next week, we’re coming for you.

Star Wars and the Metanarrative

You can’t really discuss metanarratives these days without talking about George Lucas. Over the last two weeks I’ve talked about how ignoring the importance of a metanarrative can cripple a franchise over time and how putting a solid metanarrative (or better yet, two or three) at the center of a franchise can result in a fresh, invigorating take on a seemingly worn out genre. But metanarratives are not all sweetness a light. It’s possible to become too invested in them and Star Wars is the perfect example. Most people see this, to a certain extent, when discussing things like “ring theory”, the idea that certain scenes and plot points occur at similar times in the classic and prequel trilogies, and in the recent revival The Force Awakens. I would propose that, even from the original trilogy, the franchise shows signs of being mired down by Lucas’ obsession with the Hero’s Journey.

Now it has been, and continues to be, my premise that metanarratives in and of themselves are not bad. But, just as The Simpsons threw out the prevailing metanarrative and missed how it set up one of its own, Star Wars introduced a metanarrative and never did anything beyond the bare basics with it.

The Star Wars interpretation of the hero’s journey is pretty standard: introduce menace, introduce main character, have main character leave home to do something simple, get caught up with mentor figure in the midst of some kind of trouble, learn of the Force to varying degrees, face struggle and ultimately triumph.

There were slight variations on this theme, some of which are truly excellent. The death of Uncle Owen and Aunt Beru in A New Hope are suitably emotional and impactful as an inciting incident. We knew enough about both characters to feel their mutual affection for Luke and their death was as senseless and tragic as you’d expect at the hands of an evil empire. The Degobah Cave sequence in Empire Strikes Back shows the fears Luke has about himself in a memorable fashion, making it one of only two worthwhile Degobah sequences. (The other is the introduction of Yoda.) The chase through Coruscant in Attack of the Clones is pretty fun and introduces a kind of buddy cop dynamic to the Obi-Wan/Anakin relationship that could have been the heart of a better movie. The Order 66 sequence in Revenge of the Sith is a horrific twist on the main character’s moment of triumph and, contrary to what many think, Anakin murdering the younglings is the perfect capstone on his descent into evil. Introducing Han Solo and, later, Luke Skywalker as the mentor figures of The Force Awakens is leveraging the franchise mythos for all it’s worth.

The core problem with Star Wars is that the story never really changes. It’s more like playing a game of mad libs. In the very broad sense plot elements could be substituted for one another at random and smoothed into a coherent narrative with little trouble. Imagine if the plot to Star Wars 3 1/4th was that Luke Skywalker hopped a ship to Jaku with Yoda after the Clone Army raided Hoth and blew up his bar. Yoda convinced him to join the Rebel Alliance and help BB-8 hijack the Millennium Falcon and smuggle it to Coruscant where they could use the plans onboard to ambush and destroy the new Super Star Destroyer. On the way Luke rescue Qui-Gon Jin, ace pilot, and his starfighter squadron from a prison camp and scrapes together ships for them to fly and the agree to help him in his ambush. Qui-Gon’s second in command, Lieutenant Amidala, is a former Jedi padawan and teaches Luke the basics of the Force, which enable Luke to fly the Falcon through the Star Destroyer’s defenses and ensure its demise.

Just like that, you have a Star Wars story. It meets all the requirements. It has some potential for fun and action. And it’s almost beat for beat what all the other Star Wars stories have been.

Like I said when talking about The Simpsons – there’s nothing wrong with a serviceable metanarrative. But when it’s the only one at work that leaves a lot of room for other kinds of stories, other metanarratives, to move in and set up shop as your metanarrative gets old, stale and self referential. It happened with The Simpsons. Will it happen to Star Wars?

Well, that’s a harder question to answer. Rogue One has already kind of broken the mold, telling a different kind of story with very different beats but sticking to the mythos and style of Star Wars (for the most part). Unfortunately, for numerous reason all of which we may never know, Rogue One was not very good as a story. At the same time it as such a radical departure from most of what Star Wars had offered until that point many longtime fans of the franchise still loved it. There’s a lot of room for Star Wars to expand on its current core metanarrative, as Rogue One showed. But if the “core” films continue to beat the same drum then the moderately positive reception The Force Awakens received is likely to die out quickly and leave the franchise much where it was after Revenge of the Sith: under a bit of a cloud as hard core fans dream of the days when it was fresh and exciting. Regardless of which way it goes, the lesson is the same: Pay attention to what you’re doing and be sure to switch it up from time to time.

My Hero Academia and Building Metanarratives

Last week we talked a bit about metanarratives the way not being aware of them can lead to a death spiral in a particularly long running work of fiction over time. The same can happen in a broader genre if no one is paying attention to metanarratives. Something of the sort has happened amongst superheroes in the last few years, both in comics and in movies. If you’re interested in tracing the spiral in comics, at least in a very generalized, scattershot kind of way, I recommend the excellent YouTuber Diversity and Comics. In movies the metanarrative is pretty simple, usually revolving around some kind of rebirthing arc.

The hero starts out either normal or somehow denied his heroic aspect by outside pressures, undergoes a transformation that cuts him off from his old life and grants him great power, finds some way to use said power for the greater good and eventually discovers that some part of his old life is now cut off from him by his power or the circumstances it forces on him. These story arcs are typically introspective, the hero’s transformation frequently being as much an epiphany about him or herself, and lead to deeper, richer characters. The problem is, by examining the same portion of the hero’s story over and over again, the industry is running out of possible permutations of variables to use and the arc doesn’t leave a whole lot of room for the kind of conflict superheroes do best – the kind where they clash with supervillains.

My Hero Academia does do the occasional introspective arc where the hero, Deku, contemplates himself, his abilities and how to better use them. It’s standard issue stuff in the “shonen” or adolescent boy’s comic books. But there are two other kinds of narratives the series does that build on major shonen metanarratives by fusing them with similar metanarratives in the superhero genre. These are the “paragon” metanarrative and the “antithesis” metanarrative.

Paragons are people who embody certain traits particularly well, the term is typically used in reference to good or noble traits although one could also be a paragon of ruthlessness or cruelty. In superhero comics the most notable paragons are Captain America and Superman, people who’s strong moral fiber and dedication to noble ideas challenge those around them to likewise dedicate themselves to higher callings. Paragons in superhero tales are almost always moral paragons, leading by example and encouraging responsible and courageous living in everyone they meet. Many stories from the long history of comics’ top two paragons embody this metanarrative but the greatest of these is found in All-Star Superman #10, when Superman, slowly dying from a fatal poisoning, pauses in his mad rush to banish as much evil in the world as possible to talk a suicidal girl away from the edge of a building. It’s an unforgettable moment in a great story overall.

In shonen, paragons embody a much broader set of traits, usually perseverance, dedication, passion for a skill or calling, general lust for life, loyalty to friends and family, or some mix of those traits. Oga Tatsumi, protagonist of Beelzebub, is a perfect example of this kind of paragon. He’s a delinquent who gets into fights but he has grit, values people he calls allies and has no respect for illegitimate authority but plenty of respect for people who try to stand on their own two feet. People who know Oga gain self-reliance, self-respect and confidence from his example, even though he himself is rarely a very good person.

The protagonist of My Hero Academia, Izuku Midoriya, codename Deku, is a paragon for heroes. He’s not very special in the world he lives in, beyond the fact that not having a superpower basically counts as being handicapped. What he does have is a heroic instinct. When he sees someone in trouble he responds without thinking, moving to help them in whatever way he can. The first time the audience sees this is in the first chapter of the story, Izuku Midoriya: Origin. The way Deku’s behavior influences his peers is highlighted in two other chapters, suitably named Katsuki Bakugo: Origin and Shouto Todoroki: Origin.

In both cases the characters in question are influenced by Deku’s impulse to help them. Bakugo’s story is told in flashback as a young Bakugo falls from a bridge and Deku rushes to help him. This seemingly simple happenstance leaves his arrogance and confidence are shaken when a totally normal kid takes actions more reminiscent of their mutual idol, All Might, than anything Katsuki has done. Unsurprisingly this early event left Bakugo with a strong sense of rivalry towards Deku and a surprisingly pure-hearted sense of a hero’s duty. Even if it is a duty Bakugo is terribly unsuited for, emotionally speaking.

For Todoroki, Deku’s help takes the form of helping his schoolmate make peace with the abusive legacy of his family by fully embracing his superpowers. As the son of an established and horrifically ambitious “hero” called Endeavor, Todoroki has set himself the goal of being a top pro without ever using the powers he inherited from his dad, only those from his mom. With Deku’s help Todoroki makes peace with his origins and becomes a better, more balanced person. Both of these events make those influence by Deku better suited to be pro heroes – in fact, it may be the event that makes them true heroes, hence it being called their origin. Bakugo’s story meets the superhero comic definition of paragon to a T, Todoroki’s, as it takes place during a school sparing competition, hits all the highlights of shonen paragons.

By the same token the “antithesis” metanarrative is part and parcel of both superhero books and shonen manga.  The clearest example in comics is probably Captain America and Red Skull, both supersoldiers for their sides but with totally different ideals and methods that draw them into constant conflict to emphasize the differences.

In manga and anime you need look no further than Vash the Stampede and Legato Bluesummers to see completely opposite ideologies playing out in direct contrast.

Like those two great heroes before him, Deku faces a villain who his exact opposite. Shiragaki Tomura, the nominal head of the League of Villains, is not an all-powerful villain that can dominate Deku at every step with brilliant plans. Instead he’s also a teenager, maybe a year or two older, and still very much learning the ropes just as Deku is. As Deku’s experience as a hero grows, so does Shiragaki’s understanding of how to manage his personnel and his available supply of minions. As Deku’s resolve and compassion grows, so does Shiragaki’s malice and antipathy towards society. By occasionally bringing these two together we seen exponential changes in each character take place and get great moments of heroism to boot.

These kinds of metanarratives are missing from most American comics franchises these days, typically set aside as juvenile or simplistic. But, to be perfectly frank, without these metanarratives Deku’s story would have gotten stale a long time ago and no fresh take on the genre – either superhero or shonen – would have come about.

As we discussed last week, metanarratives are not inherently bad. By consciously examining them and planning a story around them, as Kohei Horikoshi clearly did with My Hero Academia, you can build very clear and compelling plots to hang great characters and ideas on. Study stories like Horikoshi’s for ideas, yes, but study their structure as well. You might be able to bang out a great story or two if you plunge in without a thought towards metanarratives, but if you try to sustain those stories then they’ll quickly become Simpsons-esque narratives caught in their own ideas with nowhere to go. Like any good building, a story with a solid blueprint will last longer than one without.

Postmodernism, Metanarratives and The Simpsons

A while back, when I wrote about creativity, I made a passing mention to postmodernism, a philosophy that had, and still has, a huge impact on the cultural landscape of the last fifty years or so. I thought it might be a good idea, at some point, to put out a few words on what postmodernism is, how it’s shaped culture and what seems to be happening to it today. Since it is such a big part of our media today understanding exactly what it is and what it’s doing, and how we can take advantage of it to make our own stories better.

Let’s start with the basics. Postmodernism is a philosophy that specializes in breaking down and analyzing metanarratives. What is a metanarrative? In short, Joseph Campbell.

The Hero With a Thousand Faces is the magnum opus of a writer and mythologist named Joseph Campbell and in it he describes the narrative arc of the typical mythological hero and what that narrative arc means symbolically. This foundational narrative arc, the hero myth, is a basic metanarrative. I’m not planning on running through how the hero myth works in general, that’s outside the scope of our discussion (but more on it in a few weeks). What’s important is that this metanarrative embodies a certain idea, namely that going out of what’s familiar, struggling and overcoming, then returning to make your home a better place is an admirable way of life, something that people – and in it’s original codification, men in particular – should aspire to do.

The catch to postmodernism is that it doesn’t stop with breaking down metanarratives. Another component of postmodernism is that it interprets them as deliberately benefiting those that tell them at the expense of others and then tries to dismiss them using irony, satire or other methods that trivialize them. In the case of the hero myth postmodernism would likely characterize it as an attempt to prop up some kind of masculine hegemony by idealizing the man who goes out and overcomes obstacles as the heroes of society.

In the late 1990s and early 2000s it was common for heavily plot driven TV shows to introduce some kind of conspiracy theory that sought to spin cover stories for events and hide their true meaning from the public. The X-Files and Heroes both did this, for example, as did The Golden Compass in YA literature. These are classic postmodern devices. The people who set up these conspiracies hide the truth from the rest of the world so they can manipulate the public to their advantage.

While this idea that everyone is using you is one of the biggest appeals of postmodernism; stories where that’s the basic premise quickly boil down to a trite “be yourself” and end with the protagonist leaving whatever group he conformed with before and quickly conforming to whatever group he joins up with. Hardly the stuff of greatness. Instead, we must look someplace surprising for the greatest triumph of postmodern media.

We need to take a few minutes to discuss The Simpsons.

I’m not an expert on this show. I’ve watched maybe two full episodes and caught parts of others. Much of what I’m going to say is lacking in nuance. But I think I’ve got the core of the idea and it does seem to carry a lot of postmodernism in it.

The late 1980s and 1990s featured a lot of really wholesome sitcoms with a narrow focus on single families and the things that happened to them. The Cosby Show, Family Matters, Full House and Home Improvement were all examples of this basic mold: Reasonably well off family, educated and caring father present in the home, loving mother struggling to find a balance among all the things pulling her home in different directions, kids about average in school and dipping in and out of trouble as the plot demands. The metanarrative says that these families were the kinds of people you might know or even want to be like and ultimately, while it might not always be pleasant, it was more good than bad and you could make it work if you tried. The Simpsons… didn’t try.

Homer is stupid and uninvested in his family… until it looks like they might fall apart, then he puts in just enough effort to maintain the status quo. Marge keeps the family above water by being the voice of morality but said morality is never based on anything stronger than Marge herself. When she has breakdowns or is otherwise absent her regulating effect on the family vanishes. Bart rebels against authority but never learns or accomplishes anything by it. Lisa overachives but never finds satisfaction through it. The Simpsons family is the perfect rejection of the family sitcom metanarrative – watching The Simpsons is funny (arguably, I don’t find it laugh out loud funny and for me that’s the litmus test) but it’s not anything people really want to emulate. Or even have around them in real life. Rather than pushing postimodernism The Simpsons just is postmodern.

A lot of people loved The Simpsons in the early days of the show. Unfortunately almost everyone agrees that it has now “jumped the shark” or lost the spark that made it what it was. How this happened is interesting, as it’s a case study in why postmodernism doesn’t work as a way of life or creativity, even if what it does can be useful.

The Simpsons was a classic case of postmodernism. It deconstructed the prevailing metanarrative of happy, functional families in funny situations and gave us a new, fresh take on a dysfunctional but (debateably) funny family that was funny partly because of how it contradicted the prevailing metanarrative. After five or six years the entertainment landscape shifted and The Simpsons began to loose relevance. More shows were mimicking the way The Simpsons lampooned the old media landscape and the founding writers were beginning to run out of ideas to satirize the old sitcom formula with. Ultimately Family Guy would come along in 1999 and satirize The Simpsons by taking their format and stuffing it full off pop culture references and painfully drawn out gags that went nowhere to poke fun at the overly complicated and often absurdist gags The Simpsons relied on. The Simpsons had gone from deconstructing the metanarrative to being the metanarrative and new shows were deconstructing it in turn.

The Simpsons was breaking down before the first epsidoe of Family Guy. The inherent weaknesses of postmodernism came to full force in an episode of the eigth season called “The Principal and the Pauper”, in which the principle of the local elementary school, a well established character, had all his backstory thrown out the window when it was revealed the real principal had died in the Vietnam war and his identity was stolen by an army buddy. This is classic postmodernism – what you think is true is a façade manipulated by someone else for their own convenience and must be broken down so you can put your own façade in place. This not only happened with the Principal’s character but the show itself – by this point the original writing team was gone and new writers were asserting their own vision for the show with no regard to what others had done before.

Eventually Family Guy would eat The Simpsons alive, overtaking that show in the ratings and building a new formula that The Simpsons would mimick until the two shows inevitably crossed over because they had become indistinguishable from one another.

Postmodernism does something very useful for a writer. It teaches you how to break down the elements of a story and really understand what they are doing. But it also teaches you to view these story elements and their thematic import as inherently suspicious. Once idetified and broken down metanarratives must be replaced because they can only come to exist because those that created them were seeking to bend them to their own advantage. But a study of postmodern storytelling shows the fallacy in that thought – postmodernists build metanarratives of their own, as often as not without meaning to do so. This leads to a wild orgy of deconstruction and reconstruction that often winds up chasing its own tail until the stories become indistinguishable from one antoher and, very frequently, lacking nuance, depth or anything interesting at all, really.

We see this in the lifecycle of The Simpsons and how it intersected with other shows like Family Guy. We see it in the incredible slump of Marvel Comics as its books have leaned more and more on postmodern, deconstructionist characters and storytelling. We see it to a lesser extent in modern art and music, where rules of pleasing visuals and sounds are largely rebuilt over and over again instead of carefully passed on to the next generation.

The sitcoms of the 80s, while capable of great entertainment, were stuck in a rut and The Simpsons attempting to break out of that mold was a worthy goal. By the same token deconstructing metanarratives has a lot of value for the author and it can help you make stories fresh and relevant again. But when you do, consider that, once you know how that metanarrative works, it might be worth keeping in place so you can make it work like a well oiled machine rather than replacing it.

Voltron: The Legendary Five Man Band

A month or so ago I wrote about how five man groups are pretty much the gold standard for good storytelling, presenting good options for different character dynamics without bringing too many characters for the audience to track to the table.

There’s a great example of this character dynamic in the Netflix series Voltron: Legendary Defender. The basic premise of this shown is that five ancient and powerful alien war robots fall into the hands of human pilots, who must then wield them as separate entities and in the combined super robot known as Voltron. These five pilots are, of course, the core five man band of the show. The cast starts out by with a central cast that fits basic archetypes – Shiro, the soldier, Keith, the loner, Lance, the goofball, Hunk, the anxious, and Pidge, the nerd. These archetypes quickly flesh out as the character’s various motivations keep them moving at odds with one another.

The clearest example of this is Pidge, a girl who is passing herself as a boy in an effort to track down her father and brother, who went missing on a deep space mission. She’s hiding her identity because she’s already drawn too much bad attention from the authorities prying into classified files but, when she meets Shiro, who disappeared on the same mission and reappears under equally mysterious circumstances, she has to decide how much she trusts him and the three others whisked away on the wild ride they’re undertaking. It’s a particularly cryptic balancing act to watch as we’re not aware Pidge is a girl at first.

Character dynamics are at the heart of Voltron, from the clashing personalities of Keith and Lance to the uncertain relationship between Allura, the alien princess who’s father built Voltron, and her human paladins. But these aren’t the only important character dynamics. In fact, arguably the most important character dynamic exists between Shiro, the tyrannical Emperor Zarkon, and the Black Lion, the war machine both men wielded in battle at one time. Zarkon seeks to reclaim the lion with single-minded zeal while Shiro is driven by conscience and a clear desire not to let down his current team like he fears he did his last. (Shiro has a touch of the amnesia.)

It’s not just the heroes who have good character dynamics. There are interesting faces and motives among the villains as well, including factions and traitors, double agents who give the two sides multiple points of contact and an interesting glimpse into how the two sides are similar and different. It’s this kind of character writing that makes the show so very compelling and, with the third season introducing a five man band on the villain’s side, we can only expect these dynamics to go deeper.

Last week I went on about how I’ve found Marvel’s Netflix lineup to be incredibly lackluster. Serviceable but not compelling. Oddly enough, Voltron, with a total running time comparable to the length of Daredevil alone, has managed to build more compelling villains and, as a direct result, more compelling heroes than the entire Marvel Netflix line.

Voltron doesn’t just have strong heroes with deep flaws, who bond with each other in interesting and meaningful ways. It has surprisingly deep villains in a struggle that makes it clear one side has a moral edge over the other without letting the villains become caricatures or jokes. While Zarkon can come off as a bit of a tantrum thrower his deep connection to the Black Lion and a fuller understanding of his history, as revealed in season three, actually makes his single mindedness a little clearer. If I have one worry about the future of the show it’s how the story seems to be casting Zarkon as a victim of crystallized evil, rather than a man who turned to evil of his own volition, seeking goals he thought were good. There’s elements of both in his story right now.

C.S. Lewis’ most lasting works of fiction were the Chronicles of Narnia, a series of books that meant for children that people of all ages love reading over and over. Sometimes stories meant for children make the strongest impressions and one thing is sure – Voltron: Legendary Defender may be aimed at children but it’s making a really strong impression right now. Worth checking out if you have the time.

Marvel’s Defenders and Making Peace

So I watched Marvel’s The Defenders a few weeks back. Based on what I saw I’ve had to make peace with a simple fact. Marvel’s Netflix TV shows are not really intended for me.

There’s far too much politics, too much dickering over who will take what piece of what pie, too much general pettiness among most of those involved. I realize that grounding your characters in real life is part of what makes them relateable and enjoyable for a lot of people. But the fact is that, of the three Marvel Netflix shows I’ve watch parts of, Iron Fist, Luke Cage and Daredevil, there’s a common thread. None of them live “normal” lives I can really understand. Daredevil is the closest but even there the only remotely human relationships he seems to have are between himself and his partners at the law firm. And possibly with his priest, although I’m not a Catholic so I can’t comment there.

Worse, none of the shows have compelling villains to drive the heroes into a corner. Madame Gao in Iron Fist comes closest, and I understand she’s a player in later Daredevil episodes, but I just can’t get past the petty, self absorbed, two bit scheming of Kingpin, Diamondback and the Meechums. They all just whine and throw tantrums like children.

The Defenders didn’t do much to change that impression. Alexandra is afraid of death. That’s an understandable but very basic motivation. Unfortunately they never did anything much to expand on her or the rest of the Hand. We know they claim to serve life itself but, beyond collecting “the substance” to prolong their own lives, we don’t get any sense of what that means. They want to go back to Kun Lund. Sure, no one likes getting kicked out of the cool kids club. It’s still a terribly adolescent drive and not one I can see carrying a person through the entire course of human history.

One thing the show does well, possibly the only thing, is show how each character is at a different phase of growing into their role as street level hero. Daredevil is dealing with the personal cost, Luke Cage the economic cost. Danny Rand is still in the first flush of optimism, Jessica Jones isn’t sure she’ll ever have any. The four tempering each other over the eight episode run is a major part of their character arcs.

That said, it’s pretty much all the arc there is. The plot is simplistic and – dare I say – comic book thin. There’s an attempt at a twist in the last few episodes that was about as lacking in clear motivation and impact as the rest of the villain’s shenanigans. I’m not going to go over why I think villains are important or what their shortcomings do to potentially good stories. Suffice it to say that I’ve found all of the Marvel villains outside of Loki and Kaecilius to be very flat and uninteresting foils for the Marvel heroes.

That’s not always a bad thing. Some stories are more about a person looking in, they may only call for an antagonist and not a true villain. But sooner or later superheroes call for true supervillains to square off against them and let us really see what they’re made of.

I’ve made peace with the fact that most Marvel vehicles are not interested in these kinds of struggles and more interested in exploring interpersonal dynamics between their core characters and throwing action scenes in at the end. That’s fine and good, there’s definitely a place for those kinds of stories. I really dig them when they’re a part of a larger franchise with other themes to explore. But that’s pretty much all Marvel’s done with it’s franchise. I can dig it… it’s just getting stale.

It might be time to move on to something else, Marvel. For the time being, I know I will be.

Fall of a Villain – Cipher Pol 9

This is a continuation of last week’s discussion of villainy as seen through the lens of One Piece’s Water Seven arc. For the first half, introducing the story and characters and examining the ascendancy of Cipher Pol 9, the saga’s villains, click here. Further links, if you wish to go back and reread the Art of Evil series where we discussed villains in depth, are available at the end of this post.

Knowing what to do with your villain after they reach apotheosis can be difficult. Many stories have the villains ascending for the vast majority of the story, reach apotheosis for the climax, and then rapidly fall into defeat. Some have the villain reach apotheosis then disappear to the top of a gigantic tower for half the story and never influence the plot again *coughKefkacough*. Not so CP 9.

The Cipher Pol agents hit apotheosis at the end of the Water Seven saga’s first act and remain at their most powerful and threatening throughout the second act. This helps ratchet up and the tension through parts of the story that would otherwise slow things down.

The second act kicks off with Dr. Chopper rescuing Iceberg and the other Galley-la people left to die in the fire CP 9 set to cover their tracks. Iceberg then tells the Straw Hat pirates that, while CP 9 was searching the other room for the blueprints they wanted he interrogated Robin about her motives for helping the world government. It turns out that CP 9 had access to a Buster Call code, a terrifying military clearance that would let the leader of CP 9 summon a fleet capable of wiping most national fleets off the map from a nearby World Government garrison. They threatened to deploy the Buster Call against the Straw Hat pirates unless Robin acquiesced to their demands and, out of loyalty and love for the people that gave her a home for the first time in twenty years, Robin agreed.

Resolve hardened, the Straw Hat pirates gather themselves together and try to catch the last sea train before it leaves the city and Aqua Laguna seals them in.

Usopp winds up with Franky in a hidden warehouse in the city. Franky’s brought Usopp and the Merry Go there as bait to lure Luffy out so he can continue a fight they started earlier but, being quite the emotional kind of guy, after hearing how Luffy and Usopp came to blows over the fate of the ship he’s been moved and has a friendlier disposition. Some interesting character building happens but the most important part is that we learn Usopp has seen a Klaubatermann, a kind of sprite that appears on well loved ships. Franky tells Usopp he’s heard of them but never met anyone who’s seen one before, and that they’re basically a sign that the ship has become a touch self aware and cares for its crew. This will be important down the line.

CP 9 has been searching the city for Franky, convinced he has the blueprints they want, and at this point they find him, defeat both Franky and Usopp, and take them prisoner. We learn that CP 9 also had an agent keeping tabs on Franky all this time, along with the three watching Iceberg. Out of respect for their old profession, before leaving the warehouse one of the Cipher Pol agents drains the drydock and lets Merry Go out for the tide to take her. Then there is a flashback.

Much of this flashback isn’t relevant to our discussion but it gives us a few useful facts: It confirms that Franky has the blueprints for the superweapon CP 9 is hunting. It introduces Spandam, the commander of CP 9, and establishes his history with Franky. And it sets up the sea train’s connection between Water Seven and Enis Lobby, an island where the World Government holds prisoners until they can be transferred through the Gates of Justice and put beyond the reach of the rest of the world.

Back in the present, the Cipher Pol agents take Franky and Usopp to the sea train and join Robin there to set out for Enis Lobby and put the whole lot of them beyond the reach of the Straw Hats. Luffy doesn’t catch the train before it sets out but it turns out there’s a prototype of the sea train stowed away in an old Galley-la warehouse they can use to chase CP 9. The prototype is just like the normal sea train with two exceptions. It has fewer cars and no brakes. The Straw Hats are on a one way trip.

Once they hit the rails Luffy and crew have several close calls, nearly getting swamped by Aqua Laguna as the tide comes in and having other close shaves with CP 9’s backup. Unfortunately Cipher Pol gets to Enis Lobby ahead of the Straw Hats and digs in to wait until the Gates of Justice open and they can transfer their prisoners. CP 9’s other field team is introduced and Spandam reappears, followed shortly by the Straw Hats making landfall. Luffy bounces his rubber self over the walls of the island fortress on Enis Lobby, rushing ahead to engage the troops there as the Straw Hats trail behind at a more normal pace.

Luffy gets far enough ahead to fight and defeat the first member of CP 9, a moment that might signal the beginning of the end for the agents if not for the fact that their goals don’t require they defeat the Straw Hats, just move Robin and Franky through the Gates of Justice before Luffy and Co. can rescue them. Instead the fall of CP 9 begins a few moments later.

It takes some time for the Straw Hats to navigate the layers of internal defenses that make up Enis Lobby. As they wait for their allies to lower a drawbridge across a moat the Straw Hats reassemble on top of the gatehouse where the bridge will lower from. The full roster of Cipher Pol 9 assembles on the far side, waiting for the pirates’ move, and Spandam takes the moment to mock them. He tells the Straw Hats how Robin’s home city was leveled by a Buster Call, killing her mother and all her friends, which explains how a normally coolheaded woman could be bullied with one so easily. Then he directs their attention to the World Government flag that flies overhead and warns Luffy that if they cross the bridge and try to take Robin back they’ll not be fighting CP 9 but rather the entire world.

Without hesitation Luffy orders Usopp to shoot the flag down. Without hesitation the crew’s biggest coward puts a hole through the center of the World Government’s symbol of authority and declares war on the world.

CP 9’s apotheosis is an interesting one and reflects their goals quite well. Their ability to hunt down Franky quickly once it’s clear he’s the missing piece is noteworthy and, on top of the way all four undercover agents were introduced long before their reveal, establishes that Cipher Pol is indeed the world’s foremost experts in intelligence and infiltration. Their willingness to turn on old friends and a well crafted plan to escape the city is testament to their cold and professional conduct. But all this will not be enough to save them.

Villains are destroyed by their contradictions. Cipher Pol 9 was an organization built on secrecy and information gathering. But they failed to gather who had the plans they needed and what he had done with them. They failed to understand Luffy’s temperament, that he would ignore what his crew said under duress and refuse to give up on them. And they missed numerous other small things, like Sanji stowing away on their train as they escaped, that would add up to just enough of a delay to keep them in the Straw Hats’ reach. Additionally, in chasing superweapons, making threats with massive fleets and finally invoking the public face of the World Government they ceased to be anything like a secret organization. Spandam’s ambition and tactics ignored the nature of his role in the government and doomed him to failure.

The long apotheosis of CP 9 gave us time to not only see them at their best, dancing away from the Straw Hats time and again, but it showed us all the cracks in the armor that would ensure the pirates would catch them in the end and win out.

Once the Straw Hats confront Cipher Pol at Enis Lobby the collapse of the World Government’s top spies is only a matter of time and the defeat of the individual members of the group aren’t really important from the perspective of building villains. But the finishing touches on their defeat that wrap up the story’s plot threads and seal CP 9’s fate are instructive.

First off, One Piece is a “shonen battle manga”, meaning the emphasis of the story is on action, typically in the form of one on one duels. Usopp doesn’t have a duel with a CP 9 member per se, somewhat fitting since he’s not officially a member of the crew at the time. But he knows that the fact he hadn’t parted ways with Luffy when Robin left means she’d taken a fall for him as much as the others and so, when Spandam is dragging her towards the Gates of Justice and none of the other Straw Hats are in any position to help her, Usopp takes to the top of the gatehouse once more and snipes Spandam and his men, guaranteeing that the World Government will always consider him part of the Straw Hats. CP 9 didn’t take a direct hand in dividing him from his friends but they were the driving force that would bring the Straw Hats back together. Usopp ultimately stays with the crew after they leave Water Seven.

Second, as his minions are defeated one by one Spandam begins the Buster Call protocol and brings the Navy down on the Straw Hats like a hammer. With the sea train far behind them on the other side of the island the Straw Hats have no way off the island and find themselves surrounded by more and more powerful Navy combatants. As the situation begins to look hopeless Usopp hears the voice of the Klaubatermann and the Merry Go arrives, now aware enough to sail itself to its crew, to take the Straw Hats to sea one last time.

From the moment Kaku of CP 9 declared the ship useless the ship has served as a symbol for the health of the crew. Every setback the crew suffers in the Water Seven saga sees the ship become more and more tattered. Multiple people declare Merry Go will never sail again, including Iceberg and Franky. The infiltrators from CP 9 tell the Straw Hats over and over again the ship is dead. They might as well be saying that they’ll never have Robin back, that they’ll never be a family again. But when Merry comes for its crew we realize that all that disdain was meaningless. The Straw Hats hung together in the end and so did Merry. The crew was broken and struggled through to a new unity and Merry answered that. Sadly, the stalwart ship was still well and truly done for with this final task complete. But that… is not a part of the story of CP 9. For now, just know that the ship’s final act, not Usopp sniping Spandam, Luffy punching out Rob Lucci or Franky freeing Robin from her chains, marks the final defeat of Cipher Pol 9. When Merry sails into view every last aspersion cast on the crew’s honor is blown away and the crew is whole again, if only for a brief time.

Your villain is not defeated when he lies on the ground. He is defeated when the shadows he cast are gone.

As the villains of the Water Seven arc, CP 9 stands out as one of the best parts of one of the best arcs in One Piece. Built less as an extension of the One Piece world and more to oppose the Straw Hats at this particular juncture Cipher Pol 9 is, in many ways, an inversion of the Straw Hat Pirates. Their personalities match in many ways but the group dynamics are completely opposite. CP 9 has none of the Straw Hats’ camaraderie or cohesion. Spandam is a small and petty man who engenders no loyalty, Luffy a generous man who’s comrades trust and love him. With over a year and a half to tell the story of Water Seven, Oda clearly layed out these contrasts and made it very easy to see why pirates like the Straw Hats are better than self proclaimed emissaries of justice like CP 9 and his excellent command of the first two thirds of villainous storytelling made the third act less a flurry of realizations and desperate gambits and more the visitation of a well deserved reckoning on misguided villains. It’s worth the reading if you have the time and opportunity.

Further reading on the art of the villain:

Rise of a Villain – Cipher Pol 9

Last year I wrote a series on building good villains. You can read the parts in order using the links at the end of this post but it’s not necessary to read all that to appreciate what I’ve got to share over the next two weeks. It may make some of the terminology easier to understand as I fully explain the concepts I’m talking about there.

So, since I did a lot of talk about villains and the purposes they serve previously I thought it might be fun to go through the rise and fall of a story’s villains and see how all the aspects were employed. After some debate back and forth I settled on the villainous organization Cipher Pol 9, from the Water Seven arc of One Piece.

Some background. One Piece is a manga – or Japanese comic – written and illustrated by Echiro Oda. It is the best selling manga in Japan and has been for years. The premise is simple: Ever since legendary pirate Gold Rogers announced his treasure was out there for the taking if only anyone could find it to the crowd at his execution thousands have set sail to seek the One Piece and claim Rogers’ legacy. Captain Luffy D. Monkey is one such pirate, seeking the ultimate prize and the title King of Pirates that goes with it.

Luffy and his Straw Hat Pirates have faced many dastardly villains in their journey around the world. Many of them have been other pirates but every once and a while they cross paths with representatives of the World Government. One such group of government enforcers is Cipher Pol 9, the off-the-books, ultra secret arm of the World Government’s intelligence agency. Whenever the Government needs something done, no matter who must die or what cost be payed, CP 9 is sent. The Water Seven saga is my personal favorite One Piece saga, although there are many strong arcs in the story, and the strength of CP 9 as villains is a big part of why I liked it.

Before we dig too deep into the arc of CP 9 here’s a quick look at the six most important characters we’ll be discussing. These aren’t the only people in the story but they’re the most important for our purposes – other names will be brought up but aren’t people you’ll have to remember.

From the Straw Hat Pirates: 

Luffy D. Monkey, Captain of the Straw Hat Pirates – Luffy is a ball of energy and optimism, the crew’s strongest fighter and a total idiot. The crew sticks with him because he is endlessly loyal to them and anyone else he extends friendship to. He’s also very stubborn which, when combined with a lack of common sense and poor general knowledge of the world, can easily get him stuck in bad situations. Thanks to eating a magic fruit when he was young his body can stretch like rubber. He’s worth 100,000,000, dead or alive.

Usopp, the Sniper King – Usopp is one of the crew’s founding members. Remarkable for his long nose, incredible accuracy with any kind of ranged weapon and unbelievable cowardice, Usopp is Luffy’s opposite in many ways. He’s pretty smart and calls himself a Captain but almost always hides behind others when he thinks he can get away with it. He’s still loyal to the crew and a skilled inventor and he has risked his life for his friends. He’s just not very good at the whole adventuring thing.

Robin Nico – Robin is a woman of mystery. She joined the Straw Hats after Luffy defeated her last employer and has always been viewed with some degree of suspicion by the crew. Except for Luffy, who lacks any sense of danger. By profession she’s an archaeologist and speaks a number of languages, including a dead language. At the start of the Water Seven arc the crew doesn’t know much beyond the fact that she used to work for a very dangerous pirate and her head is worth 79,000,000, dead or alive.

From CP 9: 

Rob Lucchi – Rob Lucchi is the top operative in CP 9. In many ways he’s Luffy’s opposite; quiet, restrained and unambitious. But when there’s a job to be done he does it with a single minded focus and grim brutality that has made him a legend in the World Government. The kind of legend spoke of in hushed voices and careful whispers. But he is like Luffy in one way – his unshakable faith in his own power and that of his comrades.

Commissioner Spandam – The leash for CP 9, Spandam is the man who points Rob Lucchi and company in a direction and lets them go. He’s vain, self centered and ambitious. He’s more interested in what he gets out of catching the Straw Hat Pirates than in how it will make the world a better place.

From Water Seven: 

Franky the Shipbreaker – A professional scrapper and part time bounty hunter, Franky lives on the outskirts of Water Seven, occasionally capturing pirates with the help of a gang of small time muscle. He’s also a cyborg that runs on cola. Best not to ask, the technology level of the One Piece world is pretty inconsistent.

Our story dawns with the Straw Hat pirates headed to the great city of Water Seven, a place roughly analogous to Venice, down to the city’s having canals for streets and slowly sinking down under the water. Water Seven is best known for it’s shipyards and Luffy hopes to have the crew’s ship, the Merry Go, repaired by a reliable group and possibly hire a carpenter to keep the ship afloat. While the Straw Hats have made a name for themselves in many perilous battles, coming through each encounter stronger, their ship has grown leakier and less reliable with each encounter.

On making anchor at Water Seven the Straw Hats split up and head in different directions, Luffy and Usopp heading off with the ship’s navigator, Nami, to turn some gold into cash so they can pay for repairs then heading off to the shipyards to hire some contractors.

Meanwhile, Robin takes Tony Tony Chopper, ship’s doctor, to buy some medical reference books. Along the way they pass people in masks, another call back to Venice’s culture and an important plot device. Chopper gets ahead of Robin when she’s stopped by one of these masked people. This masked figure is a member of CP 9 and our first glimpse of them establishes a few things in a single image. It tells us they’re vaguely sinister, cut an imposing figure and have some kind of leverage over Robin, as the masked figure manages to lure her away from Chopper of her own volition. This is the beginning of the group’s ascendance.

Our next glimpse of CP 9 comes very quickly, although we don’t know it yet. When Luffy and his group arrives at the docks they head to the offices of the Galley-la company, a united shipwrights guild forged by the best shipwright on the island, Iceberg. We’re introduced to Galley-la as they kick a bunch of rowdy pirates off their drydocks for refusal to pay. At first this just serves to prove that the shipwrights are a tough bunch but one foreman in particular makes a good showing of himself. It’s Rob Lucci, part of a deep cover mission by CP 9.

In fact, along with Rob two other Cipher Pol agents are hidden in Galley-la, another foreman named Kaku and Iceburg’s secretary Kalifa. Both Rob and Kaku make a good showing against the pirates, impressing Luffy and the audience with skills that will soon be turned against our heroes. But for the moment the wily agents stay under cover and Kaku goes to inspect the Straw Hats’ ship to see what can be done about it.

What happens next is very important, yet very few authors think of doing it when writing a villain. The CP 9 agents in Water Seven get lucky. The Merry Go has suffered so much punishment it’s no longer seaworthy and no ammount of work will make it sail again. The Straw Hats will need a new ship. Luffy resists the notion at first but eventually gives in.

A number of smaller misadventurs take place, introducing the audience to Franky, then Usopp, who missed the pronouncment of Merry’s fate due to Franky’s goons, learns of the ship’s fate. Merry Go was a gift to the Straw Hats from a wealthy girl on Usopp’s home island and he’s been in charge of keeping it afloat since they set out. All of the Straw Hats have an attachment to the ship but Usopp’s is particularly strong. He can’t bring himself to let go.

Worse, he got beaten to a pulp by the Franky family earlier that afternoon and he’s a low point, emotionally speaking. He doesn’t feel like he can measure up to the level of the other Straw Hat pirates and so, when Luffy gets heated and says Usopp can accept his decision to get a new ship or leave, Usopp takes the route that makes the most sense. He quits the crew.

As soon as he does so he challenges Luffy to a single combat, stating if he wins he’ll take the Merry Go with him. The two fight and Luffy wins, but not before Usopp’s cunning lets him run circles around Luffy for a few minutes. Unlike many fights in One Piece the fight isn’t an exhilirating battle of grit and strategy, although those things are there, it’s more of a painful rending of the fabric of the story. The heroes of One Piece are all unique and lovable, but their ability to look after and care for one another makes them particularly lovable. Luffy vs. Usopp strains that relationship past the breaking point, going to a place where the story never has before (or since).

This split in the crew leaves the Straw Hats even weaker than they were before. Usopp and Robin were the closest things the crew had to strategists. Usopp is excellent at finding and exploiting weaknesses, Robin excells at reading between the lines. Both abilities are now gone from the Straw Hat crew, leaving them particularly crippled against an enemy like CP 9 that excells in cunning.

Most authors would have tried to make this another cunning play on the part of the Cipher Pol agents, like the one they used against Robin (more on that next week).  But by making this weakness of the Straw Hats come from the incredible punishment the ship took – and that the audience has seen build up for years – Oda manages to cripple the Straw Hats in the face of their villains without said villains having to run gambits that require comical omniscience (as many spy type villains wind up with) or otherwise overextend themselves. Or worse, making the Straw Hats behave out of character for the express purpose of putting them in a worse situation.

The next morning, still reeling from the fight with Usopp, the Straw Hats wake up to learn that Mayor Iceberg was shot the night before. As they hurry to the Galley-la docks to learn more they learn that a seasonal high tide called Aqua Laguna is coming that evening and will flood most of the lower city, making travel almost impossible. Once they reach Galley-la they’re forced to run when it turns out Iceberg told the locals he was attacked by Robin and a man in a mask. The pirates go to ground to dodge patrols and vow to figure out who’s framing them and why.

After an afternoon of shenanigans the assassins finally come for Iceberg again that night. Not only do the Galley-la crew try to foil the assassins the Straw Hats take advantage of the confusion to see what’s really going on.

Matters come to a head when CP 9’s deep cover agents reveal themselves to their old employers and demand Iceberg turn the blueprints of a superweapon from a bygon era over to them. They were tasked to steal it but haven’t been able to locate it. With this revelation clearing his crew Luffy could leave at this point except Robin is with the Cipher Pol agents and Luffy isn’t ready to walk away from a second crewman in as many days.

For his part Iceberg refuses to tell CP 9 anything. The blueprints in his hands came from his teacher who warned him that the superweapon was too powerful to be trusted to anyone except as a deterent against a similar weapon. Other such weapons existed but only in a long forgotten language only one living person can understand. With Robin Nico apparently on their side CP 9 already held the key to one allpowerful superweapon. Iceberg won’t give them a second.

Unfortunately Cipher Pol already has a clue where he might have left the blueprints so they tie up Iceberg and his employees who know their true identities, fight the Straw Hats until they’re thrown out or flee, and set fire to Galley-la headquarters. There’s a striking image of Rob Lucci and his agents watching the building burn that pretty definitively marks the moment CP 9 reaches apotheosis. The Straw Hats are defeated or captured, nothing stands between CP 9 and what they want and the lives of dozens of innocents lie in shambles as the agents of Cipher Pol fade into the shadows without a care for those they’ve hurt.

It’s time for CP 9 to find Franky and secure the blueprints that will give them a monopoly on world ending superweapons once and for all. They need to move fast. Aqua Laguna is coming and once they’re away and the tides come in there will be nothing left to stop them.

The ascendancy of Cipher Pol 9 is excellent for a number of reasons. First, as mentioned earlier, it manages to put the Straw Hats in a terrible position without requiring the villains to do all the work. Overworking your characters, villain or not, can tire your audience so avoiding it in this way is a good move and one more authors should look in to. Second, it drives a knife in the wound by revealing Robin’s betrayal not long after Usopp and Luffy tore the crew apart. Third, it establishes CP 9 as both masterful actors and horrific traitors by showing them working well with Galley-la then remorselessly turning on them when the time came. Finally, it leaves the Straw Hats exactly where heroes should be when the villains are at their peak: Scattered, lonely, hurting inside and out, but not quite beaten yet.

Come back next week and we’ll break down the apotheosis and eventual downfall of Cipher Pol 9 and the fate of the Straw Hat pirates and their brave little ship.

Further reading on the art of the villain:

 

Numerology and the Author

Numbers, numbers, everywhere. Many authors I know complain about math and how unforgiving numbers are. But numbers play a very important role in fiction as well. So what are the numerals of power in fiction? Let’s count them off!

One – The loneliest number. This is the number of narrators in most stories, chosen for simplicity. It’s also the number of major changes any given character should have in a single story, so as to keep them recognizable to the audience. It’s not particularly significant to story structure or characterization but rather a guard against doing too much in a given story. Pretty much any time you have to ask yourself “how much should this happen?” The answer is “One time.” Two characters with similar traits? There can be only one. One is the number that maximizes clarity and impact so don’t be afraid to use it when needed.

Two – There’s an intimacy to this number that’s important to preserve. Two is about as many threads of conversation a person can follow. Whenever you have a string of dialog that’s meant to be particularly strong, whether impactful, dramatic, or funny it’s important that you have no more than two speakers in the scene. Lots of speakers may be important at times, due to the nature of what’s being discussed or the situation of the characters, but the height of that conversation should always boil down to just two speakers and the rest should either be tied up in side conversations or just waiting for the climax of the dialog to play out.

Three – This one goes a lot of different places. First off, three characters serve as the foundation of any group in your narrative. That’s because three is the smallest group that allows for both intimacy and exclusion. That is to say, two them can turn against the third. And there’s always the possibility that the two can split up, leaving one betrayed as the other two form a new alliance. Or, if a pair needs someone to step in and arbitrate some disagreement the third is there to fill in. These kinds of character “trinities” are common in fiction. Star Trek, the original series, had Kirk, Spock and McCoy. Star Wars, the classic trilogy, had Han, Luke and Leia. DC Comics has Superman, Batman and Wonder Woman. Each of these triads features three distinct personalities and specialties that make the characters distinct and memorable and allows them to complement each other.

Three is also a good number for plot elements. For example, a set of three important items that must be collected or protected from those seeking to steal them. Three quests to carry out. Three different places to explore. Even if the items, activities or places themselves are different, as in the case of the Japanese sacred treasures (a sword, mirror and jewel) they will all serve the same purpose. In the case of the Japanese treasures, showing that the emperor was divine. A perfect example of this is in Avatar: The Last Airbender, in which the main character is seeking to understand three fundamentally different forces of nature in order to unite them and balance them. Mastering each is a unique task in a unique place but leads to a single end.

Three also serves as a good number for tasks because it lets you have a variety of outcomes for those tasks to build suspense without stretching things out enough that wondering about outcomes becomes boring. Whether things go lose, lose, win or win, win, lose, or some combination of those it can switch things up and be interesting but happens fast enough that the audience isn’t waiting for it to end.

Why three is a number humans place such significance on is hard to pin down. It’s a fairly constant theme in human culture but it’s not clear what abandoning three for some other number would do to storytelling. My personal theory is that three is just an easy number to grasp and by sticking to it you can keep your audience from feeling overburdened by the complexities of your story.

Five – This is another number important to interpersonal dynamics. The ideal group size in fiction seems to be five. Yes, the three are the foundation but five is the perfect number. There are five Power Rangers – to start with – in most seasons of that show for a reason.

A group of five easily breaks down into the two smaller groups of characters. Two can go off on their own for an intimate moment while the other three form the backbone of a situation evolving on the outside of the group. While single stories might not ever build a solid five, instead keeping pairs of other people orbiting around a central three, any franchise that strives for narrative cohesion will build a central five or, at the very least, keep five characters at the center of any given story. TV shows like Firefly, Cheers and Friends all serve as excellent examples of this. No more than five of the central cast are in play in the majority of episodes and often a pair of side characters take center stage with a trio from the main cast.

Five is also the number of a good family set-up, with a mother, father, and children that are younger, older and in the middle. Frequently characters will not have this relation by blood but still relate this way in terms of character dynamics. This means everyone in the audience can recognize their place in the dynamic.

Seven – Seven is considered a “lucky” number in the West (the Easter equivalent is the number eight). It represents completion or divine appointment, so when you group things in batches of seven keep those concepts in mind. It’s a good way to show purity or morality behind concepts as well, as seen in the seven deadly sins and seven noble virtues (the Eight Trigrams in Taoist thought are a sort-of equivalent but probably not something to worry about unless China or Korea is your story’s setting). Seven often works in concert with the number thirteen, which is seven (the number of divine completion) plus six (the number of human frailty). Thirteen is just as unlucky as seven is lucky, possibly more so.

In some traditions ten, twelve and forty are considered numbers of completion as well. They don’t have quite the same cultural cachet as seven and definitely should be used sparingly. They should always be groups of similar things, like forty days or a dozen men, rather than rather disparate things like virtues.

And that’s pretty much all the numbers a writer needs. Single digits is best. But that doesn’t mean that deciding on the numbers isn’t a thing you really need to think about when writing. So don’t eschew math – just modify it to suit being an author.