sglen
Wednesday 21st August 2013 9:51pm
Manchester
599 posts
Are you talking about plot or structure?
With plotting I always end up adding too much, so the main trick is to make sure you don't add too many ideas, otherwise it loses focus. It's easiest to do this if the plot comes from the faults of the characters. So, let's say Henry has spent all his money gambling and needs to get money. Then you can sketch out your plot on the sole basis of 'Henry goes to ridiculous lengths to get money'. You need to do the same for your other characters as well, though, and have at least two storylines. So, annoyed at Henry's gambling, Sam continuously tries to stage an intervention (or something). Either 'Sam goes to ridiculous lengths to stage an intervention' or 'Sam starts of looking for advice on interventions but is converted by a religious cult who say he can cure his friend by invoking the spirit of Lord Blathma from the planet Froggle'.
When it comes to structure, you want to break it down into inciting incident, followed by crisis, then climax, then resolution.
So inciting incident is what it sounds like: the event that kicks everything off. (Henry discovers he has run out of cash, Sam gets angry at Henry and vows to change him).
In the traditional format, everything would go well at first (Sam is invited in by a lovely group who know everything about interventions, and Henry finds a get-quick-rich scheme by working for the local mob).
Then there's the crisis, which is when things start turning. (Henry is asked a scary favour by the mob, Sam is asked to do some weird things by the cult).
Then built up to the climax: (Henry is forced to pull some kind of stunt/escape the mob in a ridiculous way/Sam has to flee the cult in a ridiculous way)
Climax: The chase scene or whatever when the characters are in peril and they just about manage to get away/or fail in their quest usually if its a sticom.
Resolution: Just round it off with a short funny scene.
So there's your traditional plotting/structure thing. They always say 'break the rules' etc, but there really aren't that many rules to it. Starting with the traditional plotting/structure can spark ideas and help you come up with something sim[;e, then forget about it and do whatever's funny.