The longer the story, the more failures there should be and
the greater the change that should occur.
This is the case for anything you write, but the more
episodic the series is, the more this holds true. TV series, ongoing web series,
and web comics are the most obvious examples of this.
Basically what this means is that your characters can’t succeed
at everything they try to do. One thing about shows like Supernatural (the
early seasons) is that you as the viewer know that, for the most part, by the
end of every episode, the Monster of the Week will have been defeated and
everyone you care about will still be alive and healthy. There are overarching
plots, but they are tangential to most episodes and don’t affect much.
In Stargate SG-1, on the other hand, they spend eight season
facing one major enemy (the Goa’uld), and they spend many of the episodes
fighting the Goa’uld in some form or another. And sometimes they fail and the
Goa’uld win, and sometimes they win and that later helps the Goa’uld win, and
sometimes they don’t fight the Goa’uld at all, and those missions may be either
successful or not to a lesser degree. Beyond that, there are lower level
failures: they try to make a spaceship and it almost kills some of them, they
try to make a new spaceship, it doesn’t work as hoped at a pivotal moment and
they almost lose the entire planet, they build a giant spaceship and it gets
stolen (briefly), they build more giant spaceships and one gets shot down over
a planet and then later they need to get that spaceship home and it
(temporarily) gets stuck in a giant sentient gas cloud. All of this means that
sometimes they don’t have a spaceship that can do what they need even though
they’ve been trying to build one for most of the show, but at the end of the
show, they end up with spaceships whose capabilities and weaknesses play a
pivotal role in the show.*
My point in recounting all of that (other than to get you
all to watch Stargate) is to show that, especially when you have a long series
where you want to show a great deal of growth (and I’ll explain why you need
that in a second), you can’t just have them win every time they try to grow or
every time they try to defeat an enemy. You have to have them fail, too, or
there will be no stakes and it will be hard to suspend disbelief.
So…why do you need
growth?
Basically, if you end up in the same place that you started,
what was the point of your story?
Well, you cry, they defeated the major enemy. Isn’t that
enough?
And to that I ask (because I like holding imaginary teaching
sessions): If they could defeat the major enemy (or if they could get the
girl/boy/non-binary person, or if they could get into the school they wanted,
or if they could do whatever else they want to do) with the capabilities they
had in the beginning, why didn’t they? There is no need for a story if your
characters have everything they need to succeed when the story starts.
And as for why you
need failure? Here are three reasons.
One, failure is realistic.
Things rarely work well on the first try, especially more than once, which
means that the more things a character (or group, organization, etc.) is
trying, the more they should fail. If you think about someone trying to learn a
language, they basically never (without an eidetic memory) remember all words
the first time they see/hear them, or use grammar perfectly on the first try,
or pronounce every word correctly. They will get some, but they will rarely get
all. The same should go for someone who is trying to learn how to fight, for
example. Even if you get everything right the first time you are shown it
(which may or may not happen), you’re not going to get it right every time. You
might fail more at some things than at others, or fail at the same thing over
and over. Sometimes it’s because you don’t understand how to do it, sometimes
it’s because your brain and your body aren’t communicating well, and sometimes
it’s because your muscles just aren’t strong enough or your body isn’t flexible
enough for it to work. Those are all failures that can and do happen in real
life.
Two, failure raises
the stakes. If you know the main characters are going to succeed at
everything they try, or that their failures aren’t going to have any
consequences beyond that episode (or chapter, etc.), there are no stakes. There
is no concern for whether the character will do well or whether they will be
ready in time, because they always are. There is no risk, because there is no
failure.
Three, failure is interesting.
As we see in Stargate, entire episodes can be built around failures.
Failures make for interesting storylines, and sometimes successes that turn
into failures can turn into even more interesting storylines. You defeat the
Big Bad only to have a Bigger Bad rise up because of it? That’s a great
storyline, and shows what was ultimately a failure by the characters. You stop
someone for personal reasons at the expense of stopping someone for strategic
reasons? Great storyline, because it not only prolongs and changes the
conflict, it also adds an opportunity for personal growth and/or conflict into
the mix.
With that, failures can also cause really interesting
interpersonal interactions. Let’s so all of the characters are counting on Bob
to pull off one part of the plan, and despite trying his best, Bob fails. Now
everyone blames Bob (or maybe some subset of them blame Bob, depending on their
personalities) and it causes tension in the group. Maybe this tension
ultimately leads to Bob leaving because he can’t take the blame anymore. Now
you have a splintered group all from Bob’s one failure.
What types of growth
and failure can you have?
(I’m glad you asked, me.)
Here are some examples (primarily for militaristic/adventure
type stories, but there’s a mix)**:
- Building an army (or a group of people)
- Not be able to convince people to
join
- Have traitors in the midst
- Have large numbers die/be killed
- Have people defect
- Have ideological/strategic
differences with allies
- Building a new form a transportation
- Not have it ready in time
- Have it not go far enough
- Have it not go fast enough
- Have it fail mid-journey
- Have it explode mid-journey
- Building a weapon
- Not have it ready in time
- Have it not work
- Have it explode in testing
- Have it fail during use
- Learning to fight
- Not be ready in time
- Hurt self while training
- Not have the strength
- Not have the endurance
- Learning magic
- Lose control
- Not have the magical capacity
- Not understand the theory
- Not perform key rituals
- Perform key rituals wrong
- Not have key materials
- Learning a language
- Forget vocabulary
- Forget grammar
- Not understand grammar
- Be unable to pronounce words
- Be unable to understand spoken
words
- Misunderstand nuances
- Translating/decoding something
- Misunderstand nuances
- Mistranslate words
- Know the wrong dialect
- Have the wrong key
- Looking for something
- Follow misleading clues
- Have someone else find it first
- Taking territory
- Not have sufficient forces
- Not have sufficient ability to
break walls
- Lose too many forces
- Be unable to hold territory
- Getting a romantic partner
- Cheat
- Make bad decisions while
intoxicated
- Forget significant dates/events
- Say inappropriate or mean things
- Misunderstand what is being said
- Miscommunicate
- Getting a degree
- Not having enough money
- Not studying enough
- Not getting good enough grades
- Not having the time
- Having other life issues that
distract from it
- Forming a government
- Have ideological splits
- Have political splits
- Have factions form
- Have coup attempts
- Be unable to govern
- Be unable to create a working
organizational structure
- Be unable to create adequate civil
service (police, roads, etc.)
*Of course, Stargate has some of its own issues with this,
like the fact that Daniel has been brought back to life more than once, so the viewers stop believing that Daniel is ever
actually dead.
**When I use the term failure, I don’t mean that it is the fault of the character or organization (necessarily, though in some cases it might be). I just mean that it is not-success.