Everybody always says it. The one surefire way to break into the industry is to write a great script. “All you have to do is write a great script,” they say. “Ohhhh,” you reply, “That’s it? “That’s all I had to do all this time?? Was write a great script? Well why didn’t you say so? And here I was working on my 20th really bad script!” Bitter reactions aside, it’s true. Write a great script and you’re in.

What hasn’t been clarified is what “great” means. Well I got to thinking (yes, it does happen). Why don’t I post exactly what a “great script” is so there’s no more confusion? Now when we say, “Just write a great script,” people will actually have something to reference. This idea sounded brilliant when I first came up with it, but the more it marinated, the more I realized that if writing a great script could be explained in a 2500 word blog post, we’d probably all be millionaires.

However, that doesn’t mean I can’t offer a list of 13 things I consistently see in great scripts. It may not be a step by step guide but at least it’s something. Yeah, I thought. That might work.

Now while I was hoping to provide an all-inclusive list of tips to best help you write a great script, the reality is I’ve probably forgotten a couple of things. So this is what I’m going to do. In the comments section, I want you to include what YOU think makes a great script. Over the course of today and tomorrow, I’ll update this post to include the best suggestions from you guys. Together, we’ll create *the* perfect go-to list when it comes to writing a great script. Isn’t this wonderful? Team Scriptshadow!

So here they are, in no particular order…

1) AN ORIGINAL AND EXCITING CONCEPT

This is the single most important choice you will make in writing your script because it will determine whether people actually read it or not. I used to hear agents say, “90% of the scripts out there fail before I’ve even opened them.” And it’s true. If you don’t have a compelling concept, nothing else matters. This slightly circumvents the “great” argument because nobody’s saying you can’t write a “great” script about a boy who goes home to take care of his ailing mother. But the reality is, nobody’s going to get excited about reading that script. Even the kind of people who WOULD want to read that script probably won’t because they know it’s a financial pitfall. It’ll take 5 years off their life and, in the end, play in 10 theaters and make 14,286 dollars. Now obviously an “exciting” idea is objective. But it’s fairly easy to figure out if you have something special. Pitch your idea to your 10 best friends. Regardless of what they *tell* you, read their reactions. Do their eyes and voices tell you they’re into it? If you get 10 polite smiles accompanied with a “Yeah, I like it,” it’s time to move on to the next idea. So give me your Hangovers. Give me your Sixth Senses. Shit, give me your Beavers. But don’t give me three people in a room discussing how their lives suck for 2 hours. And if you do, make it French. –

2) A MAIN CHARACTER WHO WANTS SOMETHING (AKA A “GOAL”)

Some people call it an “active protagonist.” I just call it a character who wants something. Ripley and the marines want to go in and wipe out the aliens in “Aliens.” Liam Neeson wants to find his daughter in “Taken.” The girl in “Paranormal Activity” wants to find out what’s haunting her house. The stronger your character wants to achieve his/her goal, the more compelling they’re going to be. Now I’ll be the first to admit that passive characters sometimes work. Neo is somewhat passive in The Matrix until the end. And, of course, Dustin Hoffman is the most famous passive character of all time in The Graduate. But these characters are tricky to write and require a skill set that takes years to master. In the end, they’re too dangerous to mess around with. Stick with a character who wants something.

3) A MAIN CHARACTER WE WANT TO ROOT FOR

This is one of the more hotly debated topics in screenwriting because a character we “root for” is usually defined as being “likable,” and there are a whole lot of screenwriters out there who would rather bake their craniums in a pizza oven than, gasp, make their protagonist “likable.” I got good news. Your hero doesn’t have to be “likeable” for your script to work. But you DO have to give us a character we want to root for, someone we’re eager to see succeed. He *can* be likable, such as Steve Carrel’s character in “40 Year Old Virgin.” He can be defiant, like Paul Newman in “Cool Hand Luke.” But he has to have some quality in him that makes us want to root for him. If your character is mopey, whiney, and an asshole, chances are we’re not going to want to root for that guy.

4) GET TO YOUR STORY QUICKLY!

Oh man. Oh man oh man oh man. As far as amateur screenplay mistakes go, this is easily one of the Top 3. Even after I explain, in detail, what the mistake is, writers continue to do it. So I’m going to try and make this clear. Are you ready? “Your story is moving a lot slower than you, the writer, believe it is.” For that reason, speed it the fuck up! In other words, that ten page sequence which contains 3 separate scenes, each pointing out in its own unique way that your hero is irresponsible? Well we figured it out after the first scene. You don’t need to waste 7 more pages telling us again…and again. Remember, readers use the first 30 pages to gauge how capable a writer is. And the main thing they’re judging is how quickly and efficiently you set up your story. In The Hangover, I think they wake up from their crazy night somewhere around page 20. You don’t want it to be any later than page 25 before we know what it is your character is after (see #2).

5) STAY UNDER 110 PAGES

This is a close cousin to number 2 and a huge point of contention between writers as well. But let’s move beyond my usual argument, which is that a 120 page script is going to inspire rage from a tired reader, and discuss the actual effects of a 110 page screenplay on your story. Keeping your script under 110 pages FORCES YOU TO CUT OUT ALL THE SHIT. That funny scene you like that has nothing to do with the story? You don’t need it. The fifth chase scene at the end of the second act? You don’t need it. Those 2 extra scenes I just mentioned above that tell us the exact same information we already know about your main character? You don’t need them. I know this may be hard to believe. But not everything you write is brilliant, or even necessary for that matter. Cutting your script down to 110 pages forces you to make tough decisions about what really matters. By making those cuts, you eliminate all the fat, and your script reads more like a “best of” than an “all of.” As for some of those famous names who like to pack on the extra pages, I’ll tell you what. For every script you sell or movie you make, you’re allowed 5 extra pages to play with, as your success indicates you now know what to do with those pages. Until then, keep it under 110. And bonus points if you keep it under 100.

6) CONFLICT

Does everyone in your script get along? Is the outside world kind to your characters? Do your characters skip through your story with nary a worry? Yeah, then your script has no conflict. I could write a whole book on conflict but here’s one of the easiest ways to create it. Have one character want something and another character want something else. Put them in a room together and, voila, you have conflict. If your characters DO happen to be good friends, or lovers, or married, or infatuated with each other, that’s fine, but then there better be some outside conflict weighing on them (Romeo and Juliet anyone?). Let me give you the best example of the difference between how conflict and no conflict affect a movie. Remember The Matrix? How Trinity wanted Neo but she couldn’t have him yet? Remember the tension between the two? How we wanted them to be together? How we could actually feel their desire behind every conversation? The conflict there was that the two couldn’t be together. Now look at The Matrix Reloaded and The Matrix Revolutions. Trinity and Neo are together. They’re always happy. And they’re always F’ING BORING AS HELL! The conflict is gone and therefore so is our interest. If your story isn’t packed with conflict, you don’t have a story.

7) OBSTACLES

Your script should have plenty of obstacles your main character encounters in pursuit of his goal. A big issue I see in a lot of bad scripts is that the main character’s road is too easy. The more obstacles you throw at your hero, the more interesting a script tends to be, because that’s why we come to the movies in the first place, to see how our hero heroically overcomes the problems he’s presented. He can’t be heroic if he doesn’t run into anything that tests his heroism. Go watch any of the Bourne movies to see how obstacles are consistently thrown at a character. And a nice side effect? Each obstacle creates conflict!

8) SURPRISE

A great script continually surprises you. Even if the story seems familiar, the characters’ actions and the twists and turns are consistently different from what we expected. The most boring scripts I read are ones where I have a good sense of what’s going to happen for the next 5 or 6 scenes. Remember, readers have read everrryyyyyything. So you really have to be proactive and outthink them to keep them on their toes. The Matrix is a great example of a script that continually surprises you. The first time you watched that movie (or read that script) you rarely had any idea where the story was going.

9) A TICKING TIME BOMB

Ticking time bombs can get a bad rap because they have such an artificial quality to them, but oh how important they are. What’s so great about them? They add * immediacy* to your story. If a character doesn’t have to achieve his goals right now, if he can achieve them next week or next year, then the goal really isn’t that important, is it? We want to watch a character that has to achieve his goal RIGHT NOW or else he loses everything. Sometimes ticking time bombs are clear as day (Hangover: They need to find Doug by noon on Saturday to get him back in time for his wedding), sometimes they’re more nuanced (Star Wars Luke needs to get the details of that battle station to the Rebel Alliance before they find and destroy the planet), but they’re there. If you don’t have a ticking time bomb in your script, you better have a damn good reason why.

10) STAKES

If your character achieves his ultimate goal, there needs to be a great reward. If your character fails to achieve his ultimate goal, there needs to be huge consequences. The best use of stakes is usually when a character’s situation is all or nothing. Rocky’s never going to get another shot at fighting the heavyweight champion of the world. This is it. Those stakes are damn high. If Wikus doesn’t get Christopher up to the mothership in District 9, he’s going to turn into a fucking alien. Those stakes are damn high. If all a character loses by not achieving his goal is a couple of days out of his life, that’s not very exciting, is it? And that’s because the stakes are too low.

11) HEART

We need to emotionally connect with your characters on some level for us to want to follow them for 110 minutes (NOT 120!). The best way to do this is to give your character a flaw, introduce a journey that tests that flaw, and then have him transform into a better person over the course of that journey. This is also known as having your character “arc.” When characters learn to become better people, it connects with an audience because it makes them believe that they can also change their flaws and become better people. In Knocked Up, Seth Rogan is a grade-A fuck-up, the most irresponsible person on the planet. So the journey forces him to face that head on, and learn to become responsible (so he can be a parent). You always want a little bit of heart in your script, whether it’s a drama, a comedy, or even horror.

12) A GREAT ENDING

Remember, your ending is what the reader leaves with. It is the last image they remember when they close your script. So it better leave a lasting impression. This is why specs like The Sixth Sense sell for 2 million bucks. If you go back into that script, there are actually quite a few slow areas. But you don’t remember them because the ending rocked. And I’m not saying you have to add a twist to every script you write. But make sure the ending satisfies us in some way, because if you leave us with a flat generic finale, we ain’t going to be texting our buddies saying, “Holy shit! You have to read this script right now!”

13) THE X-FACTOR

This last tip is the scariest of them all because it’s the one you have the least control over. It’s called the X-Factor. It is the unexplainable edge that great scripts have. Maybe it’s talent. Maybe the variables of your story came together in just the right way. Maybe you tap into the collective unconscious. A great script unfortunately has something unexplainable about it, and unfortunately, some of that comes down to luck. You could nail every single tip I’ve listed above and still have a script that’s missing something. The only advice I can give you to swing the dreaded X Factor in your favor is to write something you’re passionate about. Even if you’re writing Armageddon 2, create a character who’s going through the same trials and tribulations you are in life. You’ll then be able to connect with the character and, in turn, infuse your script with passion. Probably the best example of the X-factor’s influence on a script is American Beauty. A lot of people didn’t understand why they liked American Beauty. They just did. The Brigands of Rattleborge is another example. It just seeps into you for reasons unknown. I sometimes spend hours thinking about the X-Factor. How to quantify it. It’s the Holy Grail of screenwriting. Figure it out and you hold the key to writing great scripts for the rest of your life.

So there you have it. I’ve just given you the 13 keys to writing a great script. Now some of you have probably already come up with examples of great scripts that don’t contain these “rules.” And it’s true. Different stories have different requirements. So not every great script is going to contain all 13 of these elements. But you’ll be hard pressed to find a great script that doesn’t nail at least 10 of them. So now I’ll leave it up to you. What attributes do you consistently see in great scripts?

P.S. – Tomorrow I’ll post a review for a recent spec sale which you can read and break down to see if it has all 13 of these elements. So make sure to sign up for my Facebook Page or my Twitter so you’re updated when the post goes up. If I have to take the script link down, you’ll miss out.

Genre: Romantic Comedy
Premise: A young woman with low-self esteem begins dating an extremely attractive man.
About: Purchased by Mandate pictures, The Low Self Esteem of Lizzie Gillespie finished with 7 votes on last year’s Black List. Mindy Kaling plays Kelly Kapour on The Office, a show she also writes for. Brent Forrester has an impressive pedigree behind him. He’s worked on The Ben Stiller Show, The Simpsons, King of The Hill, wrote an episode of one of my favorite extinct shows ever, Undeclared, and also works as a writer on The Office.
Writers: Mindy Kaling and Brent Forrester
Details: 121 pages – June 17, 2009 (This is an early draft of the script. The situations, characters, and plot may change significantly by the time of the film’s release. This is not a definitive statement about the project, but rather an analysis of this unique draft as it pertains to the craft of screenwriting).


You know I kind of like Mindy Kaling (Kelly Kapour on “The Office”). Here’s my only question for Mindy though. If she’s a writer on The Office, why doesn’t she write herself into more episodes? Kelly disappears for long stretches at a time, so much so that I’ll occasionally wonder if she’s still on the show. She’s a lot funnier than some of those people who get way more air time. That leads me to another question. In The Office, all Stanley does is sit at a desk all day. That’s his job. He never says anything or interacts with anyone. However long it takes to film those episodes, he just sits there. Does he consider himself the luckiest person ever to get paid to sit around and do nothing? Or is he frustrated that he’s basically a glorified extra?

I’m getting off track here. Okay, so, I always find it interesting when TV writers (specifically sitcom writers) cross over into features or vice versa. It’s a totally different beast, both ways, especially if you’re coming from the sit-com world. There’s some obvious crossover – the story element is similar and some of the character stuff is the same – but it’s a lot harder to build a story over a 110 minute period than it is 22 minutes. You have to know when to let the story breath, when to step on the gas, etc. It’s not as simple as writing longer scenes. So did Kaling and her writing partner, Brent Forrester, pull it off? Let us find out.

Lizzie’s never been the kind of girl to turn heads. She’s plump in a cute way, but you’d probably be stretching it to call her pretty. So it only makes sense that at some point in her life she made the decision to categorize all hot guys as unobtainable. As a result, Lizzie only dates dweeby dorky dudes who “look like Ira Glass.” I don’t know who Ira Glass is but with a name like that, I’m guessing he’s no Vin Diesel.

So one day, while taking her friend’s daughter to one of those cheesy low-budget Children’s Museum plays, she meets Patrick, who’s so good-looking he makes Brad Pitt self-conscious. Patrick’s a barely in-work actor (if you call children’s plays work) and also surprisingly humble. When Mindy bumps into him after one of his shows, the two hit it off in a weird way and agree to meet up later, amongst friends.

Lizzie thinks nothing of it because of her “never-believe-hot-guys-like-her” training. To her he’s just a dude who needs a friend. Her friends, however, are convinced he has the hots for her, and thus begins the awkward dance we’re all so familiar with you start hanging out with someone of the opposite sex and the signals get crossed and you’re stabbing yourself every night trying to figure out if it’s a friend thing or a let’s get jiggy with it thing. Thank God for Facebook flirting, right? Remember when you used to have to…gasp…call people to get an idea of how they felt?

Anyway, eventually the two end up together, and Lizzie has an entirely new set of problems, which involves combating her daily insecurities. For example, she refuses to get naked in front of Patrick out of fear he’ll think she’s fat. In case you were wondering if Lizzie has low self-esteem, she reminds you every chance she gets.

Then before she knows it, her insecurities get the better of her, and she inadvertently orchestrates her relationship’s demise. We’re left to wonder if it’s possible for a couple, whose looks are so far apart on the good-looking spectrum, to survive in an image-conscience world.

First, the good. Kaling and Forrester predictably have a knack for dialogue and character. All the characters here are memorable and fun. I wouldn’t call it a chuckle-fest but I laughed my share of times. For example, we get the most awkward dirty talk sex scene ever, (her previous boyfriend offers this weird commentary during some heated sex) “Are you my wife?” “Are you the mother of my kids?” And Lizzie’s friends are also pretty funny, such as when her best friend Maggie tries to cheer her up after Lizzie’s Ira-Glass-like boyfriend dumps her. He was a loser, she tells Lizzie. “Maybe he was a loser. But he loved me.” “He didn’t love you, he was sleeping with an anorexic vampire.” “Why would you mention how thin she was?”

But the problem here is exactly what I worried about from the beginning. There’s no real story to sink your teeth into.

Back in the day, most romantic comedies had a story behind them. In Pretty Woman, there’s the whole “he buys her for the week” angle. In Notting Hill there’s the whole “dating a movie star” angle. But then Judd Apatow came along and kind of changed the game, creating rom coms based more on ideas than on stories. 40 year old Virgin. Knocked Up. But see even those movies had something to hang their hat on. We want to see if Steve Carrell is going to get laid. We want to see if Seth Rogan can become responsible enough to raise a child. Here, the entire movie is based on the protagonist’s character flaw, Lizzie’s low self-esteem. Lizzie’s not really going after anything. She’s just living her life. And for a script that’s 120 pages, that’s not nearly enough to keep us engaged.

The characters end up wandering around a lot, and the above reason is why. If there’s no ultimate goal for our main character to try and achieve, no ticking time bomb pushing us forward, then there isn’t a whole lot for our characters to do but sit around and talk to each other. There’s really only one romantic comedy in history that got away with this and that’s When Harry Met Salley, which to this day is one of the biggest anomalies in screenwriting.

This script actually reminded me a lot of She’s Out Of My League, which I reviewed a long time ago and which I thought was a little better than this. The Low Self Esteem of Lizzie Gillespie has some bright moments. Let’s just hope the next draft builds more of a story around those moments.

[ ] What the hell did I just read?
[x] wasn’t for me
[ ] worth the read
[ ] impressive
[ ] genius

What I learned: There are three types of goals you want for your characters. First is their story goal. What is it they’re after? This is the engine that drives your entire story so it’s the most important goal of the bunch. In The 40 Year Old Virgin, for example, Steve Carrel’s story goal is to get laid. The next type of goal is the immediate goal. This goal is constantly changing during the story and refers to whatever your character is trying to achieve right now. This is usually a subset of the main goal. Your character must get *this* (whatever “this” is) before they can get the final goal. Using 40-Year Old Virgin again, Steve Carrell first goes to a club to find a girl he can have sex with. His goal then, is simply to bring a woman home. A few scenes later, his goal is to try and ask the E-Bay store girl on a date. The final goal-type is one that’s the least utilized in movies, but important nonetheless. It’s your hero’s life goal. Beyond this story, what is it your character really wants? The reason a life goal is so important is because it often defines a person. When someone tells us what they want to do more than anything else in the world, that’s a pretty big indicator of who that person is. Lizzie has a nice life goal here. She wants to be a dramturge, which is the person who provides historical context at the beginning of a play. It’s weird and quirky and different, which are the same advectives you’d use to describe Lizzie. Coincidence? I don’t think so.

Ahhh, a day off. Remember when we used to have those? I mean sure, technically us in America have Memorial Day today and don’t have work, but somewhere around 10 years ago holidays just became “get all the shit done you couldn’t get done otherwise” days. There is no such thing as a day off anymore. And that’s good news for you guys because it means that you still get a review! Yahoooo! So I’m going to leave the rest to Roger as he busts out a script with so many genres it needs its own multiplex. Here’s “Howl…”

Genre: Time-travelling werewolf Western (Okay, okay: Adventure, Horror, Science Fiction, Western)
Premise: A time-travelling Texas Ranger has spent the past 500 years hunting a particularly nasty werewolf. When he finally corners him in modern-day Texas, he’ll need the help of an unlikely posse to save the world from chaos.
About: This script was picked up in 2001 by Warner Brothers sans producer with Lemkin attached to direct. Back in October, I reviewed another Lemkin script, titled $$$$$$, about a modern day city war in Los Angeles. Lemkin’s writing credits include Red Planet, The Devil’s Advocate, and Lethal Weapon 4. Upon being asked about “Howl” and his opportunity to direct, “It still makes me laugh and I assume still terrifies them which is why it hasn’t happened.”
Writer: Jonathan Lemkin
Details: Third Draft

If I wasn’t a fan of Lemkin after reading $$$$$$, well, “Howl” won me over a lot sooner than the moment when Wanda, an ex-stripper and Waffle House waitress who has been recruited into a posse of werewolf hunters by a time-travelling Texas Ranger, dons a scant Red Riding Hood outfit and black fuck-me pumps and lures an army of werewolves into a seedy alley that has been converted into a kill box by the posse.

That’s a little over eighty pages into the script, but by then, I had already fallen head-over-heels for “Howl”, which I read on a plane cramped between two linebackers.
The title indicates that this is the third installment in what’s a nod to serialized adventure storytelling, and the next page serves as a warning to a particular type of reader:
If you don’t read comic books, stop.
Don’t bother to read this. It’ll just confuse you.
Watch the Bloomberg channel or something. Trade some stocks on-line. Worry about the Nasdaq.
For God’s sake don’t read this and complain that it’s not something else. It’s not.
As a guy that not only loves this kind of material, but writes it himself, I turned the pages with gusto.
Who the hell is John Dead?
Professor Jane Hamilton is the New Texas gal who discovers our time-travelling gunslinger. When we meet her, she’s arrived with her archeology team at a construction site in the middle of West Texas in the middle of the night. The foreman greets her, hopes that they haven’t stumbled across Indian ruins, because he can’t pave over that. A likeable woman, she’s brought the crew a ton of road beers while she investigates the site. These thoughts tell you everything you ought to know about Jane, “There’s no adventures anymore. We just dig up what’s left. Everything’s linked by cell phone, internet, alphanumeric pager. Your GPS tells you exactly where you are at all times. You can’t even get lost. That’s why there’s no men. Only boys and toys.”
Well, what Jane doesn’t know, is that she’s about to meet a genuine, honest-to-goodness, real man.
Using state-of-the-art seismic imaging equipment, she discovers a western town from the 1880s. There’s even a graveyard. It all looks pretty typical, but then she notices the oddly-shaped crypt calling attention to itself amidst the usual headstones and caskets. It appears to be a hypostyle, hieroglyphic-covered burial crypt that seems to be a replica of a three thousand year old Egyptian building about thirteen thousand miles from home.
She writes it off as the burial site of a crazed Egyptology enthusiast, so she puts an underling in charge. Of course they discovered mummified remains, and the underling even breaks a wax seal on one of the bodies, something he’s going to regret in a few minutes.
What appears to be a cowboy and his dog are also discovered in the strange crypt, and they transport all the remains to the University of Texas at El Paso Medical Center, where of course, the body of the dog disappears and people die horrible, horrible deaths.
John Dead is the cowboy, and he awakens, pretty pissed off to discover that the dog has escaped. Dead wears new-fangled Levi jeans from 1874. White shirt. A pair of seven and a half inch Colt .44-40 revolvers on a gunbelt, Bowie knife in a scabbard, and a Winchester 1873 lever action rifle over his shoulder.
Dude is vintage.
He’s on the hunt. He blends into El Paso, Texas, because, well, the guy’s a motherfucking cowboy. He realizes a hundred years have passed by picking up a paper, finds a coin shop that buys precious metal, which he has a lot of and exchanges for new money. He takes this money, goes to a gunshop, invests in cartridges, primers, powder, scales, bullet molds, crimpers.
In other words, everything you need to make your own bullets.
At a flop house, he boils silver, and proceeds to make a shit-ton of ammo. At the Texas Ranger Offices, he asks to see the ranking officer. He’s brought to Ben McCulloch’s office, where he shows his one-hundred year old Ranger badge and a leather-bound ledger.
McCulloch says, “I take it if you’re here, there’s trouble.” He knows about John Dead, but he can’t quite believe the man is real.
He opens up a safe for Dead, revealing more ammo in wooden boxes. Dead requests some Rangers, but McCulloch explains, “We ain’t had any call for our original mission for the most of the last hundred years.”
So, this mean Dead is going to have to form a posse. He needs outlaws, mean sons-of-bitches.
Who gets to be part of Dead’s posse?
McCulloch sends Dead to a roadside café where we meet Lumber, former road captain of the Pagans MC. Dead tells him, “I want a man who when it comes to nut cuttin’ time, knows how to die standing up. I want a man to watch my back. Pay is a thousand dollars a day. Ten days up front.”
“What exactly is it you’re doing?”
“Hunting a werewolf.”
Well, ten grand is ten grand. He accepts.
Then there’s Wanda, the local slattern waitress who Dead and Lumber save from a bunch of rowdy customers, although they can’t save her from getting fired. She asks to tag along with them, and Dead agrees, as she seems to be a radar for when people don’t seem like…people. In the old days, he used to recruit prostitutes for this task.
She asks, “So where’re we goin’?”
“Looking for a dog.”
They go to a ranch house, where a man is breeding and training pitbulls to fight. Dead, against the breeder’s warning, steps into the yard, and stares down the alpha. The alpha backs off, and all the other dogs hang back, except one, who approaches Dead, curious.
“Won’t fight. Friedrich.”
“Shows his belly?”
“Won’t pit.”
“Dog ain’t afeared. Just ain’t stupid. We’ll take him.”
And last but not least is Jane, whom Dead sees on television talking about the mummies. In a moment of misunderstood sarcasm, she reveals that the thieves should return the bodies to her as there’s a pretty terrible curse associated with them.
Dead hears this, explains, “She’s either a fool admitting she can read the curse and a threat to them…or she’s one of ’em and she let him go on purpose.”
So who is this werewolf and what’s his plan?
His name is Marrok. He’s a follower of Anubis, and his goal is to unleash seven years of devastation and death on Earth. See, Marrok is gathering a pack, because he needs to “kill an entire town in the light of a full moon, drench himself in the blood, as the last scream echoes, the pack is annealed, protected from silver for seven years.
This is information they discover thanks to a guy named Lobo, a priest who was part of Cortez’ expedition. He was bit but not killed as an insult to the Church, but the Indians took him on as a shaman.
Lobo tells them, “All of the great calamities…The Black Death, Khans sweeping out of Mongolia, Fall of the Roman Empire…They were fermented by a Were or a lie to cover up something a Were had done during a frenzy.”
Crazy. Does it work?
Fuck yeah, it does. But look, it’s not a character study. Dead’s flaw is that he’s a virgin. He can never get close to a woman, because whenever he does, Marrok kills her. It’s his way of torturing Dead.
And his inner conflict is over his feelings he has about Jane, a woman unlike any he’s ever met before. In fact, he even asks Wanda about love and she reflects, “It’s like wanting to be with someone so bad, you’d cut your arm off to be with them. And not miss it.”
And it’s a cool, satisfying theme. There may even be a scene, that quite literally, embodies what Wanda says about love.
And although the characters are quirky, that’s as deep as it gets, but it works anyways because it’s just well-executed fun. It delivers everything you want to see in a Texas Ranger Posse Vs. Werewolf Pack movie, and there’s some inventive set-pieces that don’t disappoint.
How different is it?
Well, have you ever read a script with a werewolf hunting dog that tries to protect its masters by taking on a super-alpha, only to be bit and turned into a human male? It’s strange, it’s funny, it’s surprising.
The carnage in this thing is not for the squeamish. Yes, entire busses full of people get eaten. Towns are massacred. A motorcycle gang is converted into werewolves and there’s all out war on the Texas roads.
This baby is bloody. As any self-respecting werewolf movie should be.
What separates “Howl” from the rest of the pack?
For the record, my favorite werewolf movie is the Neil Jordan adaptation of Angela Carter’s The Company of Wolves. That’s followed closely by John Landis’ An American Werewolf in London and then the original The Wolf Man.
“Howl” fits somewhere within that triumvirate, a pulpy and campy action-adventure that is easily the best werewolf script I’ve ever read. It cures the staleness that has settled over the genre as indicated by everything from the Underworld franchise to The Wolfman remake. We’re used to watching men transform into hulking beasts. That’s nothing new. Perhaps we’ve experienced all of the horror and subtext that’s possible within that, so what’s the point in making another movie about werewolves?
Lemkin has created an interesting mythology that’s all about the invasion and violation of community and security. John Dead explains, “…wolf was the greatest threat to family, community…Lotta places wolf was the largest, meanest thing you were likely to run into…but different countries, different Weres.”
And I love that.
As someone who values the need for community, this spoke to me. These monsters are creatures that have made a pact with evil and they’ve discovered a way to become invincible that is based upon the ritualistic destruction of a community. To me, that’s disturbing.
And these things come in droves. A horde. A terror shared with the threat in 28 Days Later, which will be remembered for its fast-motion tweak on the zombie mythos. “Howl” kind of does the same thing, but where the above flick was full of despair, this tale is occupied by a badass comicbook hero whose presence creates a bottleneck against this evil.
John Dead and the quirky recruits of his posse presents an original heroism and spirit that would separate “Howl” from all the other werewolf projects out there if its unique mythos, invention action sequences and fun narrative drive didn’t already make it the leader of the werewolf pack.
[ ] What the hell did I just read?
[ ] wasn’t for me
[ ] worth the read
[x] impressive
[ ] genius
What I learned: The final third act battle, the confrontation with the Jungian Shadow archetype, is a master class in raising the stakes and throwing obstacles at the protagonist. Everything about Dead’s plan is turned on its head by Marrok, exploiting all the mythology set-ups Lemkin peppered the script with. The werewolf mythology here is that if a werewolf bites a human, the human has to kill the werewolf before the venom takes root, otherwise they become one. Now, that’s not all. There are other rules that Lemkin sets up, but every single one is used against the hero.
Marrok explains, “Right about now, you’re thinking if I could only kill the Were that bit me…and you know what’s funny, you can’t. Cause I’m pretty much impervious to everything. Except maybe fire hot enough to boil silver…But…the trouble with burning me is, that won’t work now either. Cause you can’t commit suicide. Cause self-destruction isn’t an option for a Were, which you are about to be. So now you can’t die and be my guardian forcing me into the afterlife. Cause you ordered the fire and now it can’t kill you. And you can’t leave cause you’ve bound in the followers of Anubis of which you are now one…”
John Dead finds himself in a situation that seems to have no escape. Which makes how he’s going to get out of such a situation a mystery for the reader. Mystery and subverting expectation can keep the reader turning the pages. What’s even better is when the solution, the escape, the last Hail Mary, is unexpected, satisfying and in-tone with everything that came before it.

Watch Scriptshadow on Sundays for book reviews by contributors Michael Stark and Matt Bird. We won’t be able to get one up every Sunday, but hopefully most Sundays. Here’s Matt Bird with his review of “Gone!”


Yup, it’s another teen novel. I never intended to be the “teen guy” around here, and I had a list of adult books to choose from for this article, but then something happened that hadn’t happened in a while: I finished a novel not because I should but because I wanted to, and the whole time I was thinking “You know, this would really make a pretty kick-ass movie.” So I figured “screw it, that’s the one I should write-up, even if it is teen again.” I am afraid, however, that I’m going to lose most of you with the cover. If you read a few teen novels, one thing you realize is they’re sometimes plagued by cheesy covers. This book is very much written at the same level of sophistication as a Stephen King novel, but it’s got a very Gossip-Girl-y cover. Another reason why I was pleasantly surprised at how bad-ass it was.

I’ve been reading a lot of first chapters of novels recently. (Full disclosure: in addition to my screenwriting, I’m writing a teen novel myself.) I do it to see a lot of different styles, but also because I rarely feel the urge to keep reading. I’m a tough crowd in general, and I’m not the intended demographic for these books anyway. Then something funny happened with Gone. After I read the first chapter, I felt the urge to read the second, just to find out what happened. And then I pretty much ate the whole thing up.

In the movie world, we worry a lot about ideas getting used up, but the book world is much more “live and let live”. The premise of this book is basically “What if Stephen King wrote a book about a small town that suddenly gets sealed within a force field and degenerates into civil war.” (Grant wears his inspirations on his sleeve: the national park inside his bubble is called Stephano Rey National Park) Then, just after this came out, Stephen King himself revealed that he’d been toying with just such a novel for years, and released his own version.


Problem? Nope. They both blurbed each other. But then there’s the other half of this book’s premise: every adult inside the bubble has blinked out of existence! Well, a year later, another big teen novel came out in which everybody over fifteen becomes a zombie: The Enemy by Charles Higson. Once again, what could have been a problem was turned into a friendly blurb-exchange. And why not? We overprize ideas in the screenwriting world. Yes, this book has a wild high-concept, and that’s what got me to read the first chapter, but I kept going because the dialogue felt authentic, the characters’ motivations were compelling, and it was well-written in a way that “beach read” books like this rarely are. Movies worry so much about ideas because they’re really only interested in getting you in the door. Books aren’t overly-bothered about that because they know the real challenge is to get you to finish the thing. They make their money over customer loyalty.

So why would this make a great movie? Because it tackles the same themes as a lot of other popular books, but in a much more cinematic way. There’s a ton of Post-Apocalyptic Dystopian titles out there right, led by The Hunger Games. Roger recommended The Hunger Games for adaptation in the very first of these columns, and I do have to agree, because it combines a high-concept action premise with a huge fan base. They’re mounting a big-budget adaptation now, and the pre-existing fans alone may be enough to sell it, as was the case with the Twilight movies, but if they’re hoping to actually win new fans without making the sort of adaptation decisions that alienate the existing ones, I think that they’re going to run into problems, with both the world-building and the ending.

I have a theory: post-apocalyptic movies only work if no new society has arisen. The Mad Max movies work because it’s still like our world except that it’s gone straight downhill. But as soon as another world has replaced ours, you get into trouble. Zardoz territory. Why has there never been a good movie of 1984, or Brave New World, or Fahrenheit 451, or The Time Machine? It’s the nature of cinema. Novels can talk to you directly and tell you what’s going on in the new world, but in movies all the information is conveyed through characters’ experiences and they’re only going to react if they’re encountering something for the first time. Both Gone and The Hunger Games, for instance, have mutated animals in their apocalyptic settings, but in the latter book, the heroine already knows what they are and describes them within the narration strictly for the reader’s benefit. And so on throughout every aspect of that futuristic world. How will that work in the movie? Gone, on the other hand, is cinematic: we start in our world, then the apocalypse happens on page one and we and see it swiftly become a bad world, step by step, and we see the logical reactions of our heroes to each change.

And that’s the other thing I want to praise about this book: the structure is just rock solid in a very popcorn-movie way. My wife always alerts me when there’s a new book with a really exciting premise, and I used to get excited until I realized that most high-concept best-sellers just don’t build the way that movies do. They might contain a high-concept idea, but they rarely ramp up to a big conclusion where the personifications of those ideas have a mana-a-mano smackdown. I hate to keep picking on The Hunger Games, but the conflict in that book, for all that it seemed cinematic, was actually way too internalized to easily adapt into a movie (a few spoilers here): The government orders a girl to kill a bunch of people, and she does, and then they order her to kill her friend, and she figures out a way to get out of that, and so she wins the games and then goes home. Since we’re inside her head, we knew that she hates the government now, but you would never know it from anything she does. She never takes any anti-government action. It’s still basically an internal book: about a girl coming to a secret realization about her government.

In Gone, on the other hand, every internal secret leads to an external confrontation. The ending is just as sequel-riffic as a lot of these other books are, but along the way each character grows and changes and settles their conflicts, at least temporarily, out loud. The biggest obstacle to adapting Gone would be that the underlying situation doesn’t really resolve at the end (two more novels have come out and there will be six overall), but the civil war storyline does totally resolve in a very satisfactory way, making this feel like a complete story.

I still haven’t really gotten around to explaining the story of the novel, which is pretty simple and nothing we haven’t seen before, but it’s an effective variation on a theme: A small town in California had an accident at the nuclear power plant fifteen years ago. The kids born since are starting to get mutations that give them superpowers. An autistic kid’s powers go haywire and cut the town off from reality, banishing or killing all the adults. It’s sort of the action movie version of the old Jerome Bixby short story (turned Twilight Zone episode) “It’s a Good Life”. The teens left in town have to take care of the little kids and grow up quick. Then the violent kids from the reform-boarding school on the hill come down into town and take over. Our heroes have to lead a counter-revolution, all while discovering their individual powers and trying to figure out how one of them caused this in the first place.

Have these books been optioned? They don’t show up on IMDB pro, but here’s a video of the author talking about how some discussions are ongoing. I wouldn’t be surprised if, as Hollywood deals with the problems of building some of these post-apocalyptic worlds, they don’t start to seek out novels like this one instead, where we get the pleasure of seeing the world turn apocalyptic onscreen.

Matt Bird bloviates about movies (and occasionally comics) everyday over at Cockeyed Caravan.

Okay, so Amateur Month is officially OV-AH. That was fun. And at times scary because some of you are terrifying. It’s appropriate that today’s script is about nightmares because I think I’ll be having plenty due to Estrogen Deprived and Effscottfitz. If this is your first day back to Scriptshadow in awhile, you can go to Amateur Week here, Repped Week here, Favorites Week here, and of course, don’t forget to sign up for a tracking board if you haven’t already. I fixed the damn pricing thing I screwed up on, so it really is $44.25 now. I promise. — Hope you guys enjoyed this month as much as I sometimes did. We’ll have to do it again sometime. :)

Genre: Adventure/Children’s
Premise: A young boy teams up with a nightmare hunter to help him catch a monster that escaped from his dreams.
About: In 2002, Spielberg/Dreamworks picked up this very hot spec. The project unfortunately fell into a nightmare of its own (known as Development Hell) and unlike in the script, there was no one to save it. But Spielberg was a huge champion of the writers and tabbed them to write a couple of adaptations, including author Scott Lynch’s fantasy epic “The Lies of Locke Lamora,” about a likable con artist and his band of followers, and an original idea of Spielberg’s, “Charlie Dills.” (Don’t know what this is about – maybe It’s On The Grid knows???). But their adaptation with the best title by far, is the script they wrote for 1492 Pictures, titled: “Carpe Demon: Adventures of a Demon-Hunting Soccer Mom.”
Writers: The Brothers Hageman
Details: 99 pages (This is an early draft of the script. The situations, characters, and plot may change significantly by the time of the film’s release. This is not a definitive statement about the project, but rather an analysis of this unique draft as it pertains to the craft of screenwriting).


Wow, I don’t review many children’s scripts on the site. But I love a good high concept idea and this is about as high concept as they come. So hey, why not change it up?

I mean we were all kids once. I remember as a young tyke, watching “Tales From The Crypt” and one of the tales was about a dead guy who came back to get his birthday cake. He kept repeating the phrase, “I waaaant my caaaaake,” as his deteriorated skeleton of a face oozed worms and slime. That night, I sat scrunched up in the corner of my room with a hockey mask, a baseball bat, and any sharp object I could find, staring at my door til the sun came up, convinced Mr. I-Want-My-Cake Man was going to burst through that door and take me to Deathville.

Which is the perfect segue into today’s script, which is all about nightmares. Hugo Bearing is an 11 year old orphan (that’s old in orphan years btw) who’s plagued with horrifying dreams every night he goes to sleep. In his nightmares is the sickly evil spider-ish monstrosity known as Mister It. Mister It doesn’t just scare Hugo, he psychologically burrows into him, reminding him that no parents will ever come to adopt him, and that he will always be alone…forever.

Hugo’s best friend is the pudgy tag-a-long known as Asmus Fudge (note – All of the names in this screenplay are absolutely brilliant). There’s also the twins, Eye-Patch Pete, and the eternally cranky Benny. As Hugo is the oldest, he’s the one they all look up to. And for that reason, he’s reluctant to tell them about his secret – that his nightmares still haunt him.

So what’s the only thing worse than a nightmare? A nightmare that comes to life of course! And unfortunately for Hugo, Mister It escapes from his dreams into the real world. After he slithers away, Hugo meets 70 year old Atticus Marvel, a green trench-coated Nightmare Hunter. A cross between “Sherlock Holmes and Don Quixote,” Atticus is quite the badass for someone who gets a senior discount. He informs Hugo that they have a problem. Nightmares aren’t allowed to exist in the real world, and it’s their job to capture his nightmare and put it back where it belongs.

As their journey unfolds, Atticus explains the rules of Nightmare Hunting. Nightmare Hunters are kind of like Jedi. They’re called in when a nightmare gets unruly. Old stories you hear about dragons and goblins? Those were simply nightmares who escaped from people’s dreams. Nightmares are identified by their class. The higher the class, the more dangerous they are. For example there’s a Class 2 Trundle Trotter, there’s a Class 3 Obesian Snackpacker, and so on and so forth. (did I tell you these names were great or what?)

The reason it’s so important to find Hugo’s nightmare is that he’s a class 10, and class 10’s are capable of spawning other nightmares, which is exactly what starts happening. If they don’t get Mister It back into the dreamworld soon, the entire planet will be invaded by a nightmare army.

The first thing that popped out at me here was the sheer breadth of imagination. It really feels like these guys thought this world through. The mythology, while occasionally silly, is easy to buy into. I mean the whole “monsters throughout history being escaped nightmares” thing was really clever. I also loved the whole class system and how it operated. For example, nightmare class is dependent on how extraordinary the subject’s fear is. Mister It is a Class 10 because Hugo is so terrified of him.

I think this leads to my only beef, which is that maybe the characters aren’t as deep as they could be. I mean, Hugo’s situation is a perfect setup for a major character flaw. Hugo somehow needs to overcome his fear of Mister It in order to take him down. But I was never really sure what Hugo’s flaw was (what caused his fear), other than the very basic: he was scared of Mister It. Therefore, the character arc (Hugo overcoming his flaw) doesn’t resonate. Then again, this is a kid’s story. So maybe it doesn’t matter.

Another potential problem is the world the story takes place in. Even before the nightmares arrive, the town is described in a very fairy-tale like manner. I would imagine that throwing nightmares into that world wouldn’t provide enough of a contrast to take advantage of the concept. In other words, we may feel the impact more if the town were realistic. Throwing a dream into a world that’s already dreamy prevents them from sticking out, right? But again, this is a choice they went with and it’s not like it’s a dealbreaker.

I’m not easily won over by children’s movies. Whenever Harry Potter pops up on my boob tube, I can’t help but wish I’d run into him one day in a dark alley so I could punch that little zig-zag mark off his noggin. But this was cute. It won me over.

[ ] What the hell did I just read?
[ ] wasn’t for me
[x] worth the read
[ ] impressive
[ ] genius

What I learned: So we’ve talked a few times about the mid-point and what a good mid-point achieves. Usually – not always, but usually – a midpoint is where you raise the stakes of the main goal. So if it’s a story about trying to get to the moon to save 3 astronauts who are trapped and running out of supplies, the midpoint might be the shuttle that’s going there blowing up a day before launch. Time’s running out. Their predicament is a thousand times worse than it was a day earlier. The stakes have been raised. The Nightmare Of Hugo Bearing has a nice midpoint. Initially the goal is to capture Mister It and put him back into the dreamworld. Difficult but still doable. Exactly halfway through the story (the midpoint) we learn that Mister It is a Class 10, which means he can spurn other nightmare creatures into existence. Talk about raising the stakes. Now, they not only have to capture THIS nightmare, they have to capture ALL of the nightmares he’s created. Go to the middle of your script right now. Do you dramatically raise the stakes of your story?