Creating Darker Mood, Less Contrived Feel
(this ask is edited for clarity and length...)
Anonymous asked: Hello WQA! In my story, my characters travel around searching for objects that contain pieces of the bad guy, and battling the four horsemen of the apocalypse who are also after these objects. My issue is the plot feels too light, childish, and repetitive. There is external and internal conflict and my characters all have motivation, but I want the story to feel darker and more natural.
I think this is an ask that will benefit a lot of others, so I edited it down to be shorter and clearer. ♥ Here are some things you can do to make this story feel darker and less contrived…
1 - Give it a Darker Ambience - Never underestimate the power of ambience to make a story feel lighter or darker. Stories with a darker ambience tend to have darker imagery:
//outdoor scenes// nighttime, storms and rain, lightning and thunder, howling wind, foggy days, overcast or gloomy days, treacherous landscapes, crumbling ruins, abandoned buildings, dangerous animals or organisms present, darker landscape and set colors
putrid smells, mysterious or upsetting sounds
//indoor scenes// dark or dimly lit rooms, inside ruins or abandoned buildings, dirty/shabby interiors, inside caves or dungeons and other "grim" interiors
//little details// musty and putrid smells, mysterious or upsetting sounds, dust and cobwebs, shadows, human depravity or signs of it, evidence of an unwell or injured human, death and decay, fire and smoke, broken glass and splintered wood, moss and mold, flies and spiders (or other creepy crawlies), fog and mist, rumbling thunder, creaking doors
2 - Give Your Characters Dark Internal Conflicts - Your characters may have internal conflicts, but if they're lighthearted or the kinds of internal conflicts younger characters tend to deal with (coming of age stuff), it's going to make your story feel lighter and... as you put it in your original ask, more like a Disney movie. So, you're looking for darker internal conflicts, based on darker themes like guilt, revenge, hatred, grief/loss, greed, fear, addiction, anger, abuse, trauma, dangerous beliefs, jealousy, hunger for power, corruption, betrayal, manipulation, fear of failure, etc.
3 - Give Your Characters Darker Flaws - Internal conflict and flaws dovetail, so for darker internal conflicts, you need darker flaws. Antisocial, addiction, apathy, callousness, cruelty, cynicism, dishonesty, disloyalty, entitlement, fanaticism, greed, jealousy, hostility, impulsivity, impatience, insecurity, irrationality, manipulation, martyrdom, materialism, morbidity, narcissism, obsession, paranoia, pessimism, recklessness, self-destructive behaviors, selfishness, superstition, vanity, vindictiveness, victimization, volatility...
4 - Give Your Characters Darker Internal Wounds - Internal wounds (something that happened in the past and caused an emotional wound) are a breeding ground for internal flaws and internal conflict, so darker flaws and darker internal conflicts are usually the result of darker internal wounds. It can mean that a character has a tragic past or survived a trauma, but it doesn't have to. Being betrayed by a friend is a pretty dark emotional wound, but not necessarily a tragic or traumatic one. One of my favorite emotional wounds belongs to Cersei Lannister in A Song of Ice and Fire. It's summed up quite well by this quote about her childhood with her brother, which she says to Sansa Stark during the Battle of the Blackwater:
“When we were young, Jaime and I, we looked so much alike even our father couldn’t tell us apart. l could never understand why they treated us differently. Jaime was taught to fight with sword and lance and mace, and l was taught to smile and sing and please. He was heir to Casterly Rock, and l was sold to some stranger like a horse to be ridden whenever he desired.”
Cersei's emotional wound is the result of the gender-based double standard she experienced as a child. Her twin brother, Jaime, served as an example of what her life could have been if only she'd been born a man. He was free to earn or take all the glory, success, and power that he wanted because of his gender, but she was shackled by duty because of her own gender. Whereas he could be a fighter, a knight, and essentially the "king" of his own castle, she was stuck being a pawn, a wife, a consort, and a mother. She didn't get a choice. As one journalist so effectively put it, she was "high-born chattel." And I guess you could say there's an element of tragedy and trauma to that, but not in the same way as being the lone survivor of a village destroyed by an angry ruler, for example.
5 - Creating a Less Contrived Feel - I think part of why your story may feel contrived is because it's probably really repetitive. They go to a place to find the object, fight the horsemen, move onto finding the next object. But I think there are ways you can vary this format a bit. I don't know how many objects there are, but let's say there are five... One thing you can do is make three of the objects relatively easy to find. Those are the ones where they learn where the object is, travel to it and locate it, inevitably fight the horsemen, and get the object. But maybe the other two aren't so easy to find... those those two are sort of like quests within quests, where instead of going directly to the object they have to complete a couple mini-quests to be able to even locate it. Like maybe they first need to talk to a wizard who will give them a key to an old castle, but he needs them to go to a dangerous bog can collect mushrooms first so he can create an enchantment that will make the key work. And then, in the bog, some horrible calamity befalls the group that they have to deal with before gathering the mushrooms and returning to the wizard.
That's probably a bad example because it does sound kinda like a video game (something you said you wanted to avoid), but hopefully you get the idea. The point is it breaks up the monotony of travel to object, find object, fight horsemen, get object, rinse, repeat. Not only does it include the "side quests" of finding the wizard and later the mushrooms--both of which provide your characters with new settings and new circumstances outside of the object/horsemen routine--but it also provides some "down moments" that don't have to take place while traveling to the next object. They're resting at the wizard's cottage, they can eat a hot meal, maybe sleep in a real bed or take a proper bath, patch up their wounds, and let down their guard for a little while. This lets you dive into character development a bit, maybe do a little character bonding or a little character growth. And if you stagger these events so that it's something like: easy object, easy object, multi-quest object, easy object, multi-quest object, you see how that breaks up the repetitive format a bit.
I hope that helps, and thanks in advance for letting me edit down your question to make it a little bit shorter and clearer. I definitely think this is an issue a lot of writers will deal with, especially those writing quest-based fantasy.
Have fun with your story!
•••••••••••••••••••••••••••••••••
Have a writing question? My inbox is always open!