Communities

Writing
Writing
Codidact Meta
Codidact Meta
The Great Outdoors
The Great Outdoors
Photography & Video
Photography & Video
Scientific Speculation
Scientific Speculation
Cooking
Cooking
Electrical Engineering
Electrical Engineering
Judaism
Judaism
Languages & Linguistics
Languages & Linguistics
Software Development
Software Development
Mathematics
Mathematics
Christianity
Christianity
Code Golf
Code Golf
Music
Music
Physics
Physics
Linux Systems
Linux Systems
Power Users
Power Users
Tabletop RPGs
Tabletop RPGs
Community Proposals
Community Proposals
tag:snake search within a tag
answers:0 unanswered questions
user:xxxx search by author id
score:0.5 posts with 0.5+ score
"snake oil" exact phrase
votes:4 posts with 4+ votes
created:<1w created < 1 week ago
post_type:xxxx type of post
Search help
Notifications
Mark all as read See all your notifications »
Q&A

Post History

50%
+0 −0
Q&A Why is character lifetime proportional to character development so often?

Proof of Peril. Some characters are killed as various kinds of proof for the audience. This can be proof of peril for the heroes, or for the innocent. This can be proof of the ruthlessness of t...

posted 6y ago by Amadeus‭  ·  last activity 4y ago by System‭

Answer
#4: Attribution notice removed by user avatar System‭ · 2019-12-19T22:13:24Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/35876
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#3: Attribution notice added by user avatar System‭ · 2019-12-08T08:43:31Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/35876
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision by (deleted user) · 2019-12-08T08:43:31Z (over 4 years ago)
# Proof of Peril.

Some characters are killed as various kinds of proof for the audience.

This can be proof of peril for the heroes, or for the innocent.

This can be proof of the ruthlessness of the villain.

This can be proof of the lethal environment. In the opening of Saving Private Ryan many soldiers are gruesomely killed in the war beside Tom Hanks, proving both the extreme lethality of the situation and the stakes for Tom throughout the script.

In Jurassic Park (or many other dino movies), people (and other dinosaurs) must die to prove the dinosaurs present a lethal threat; otherwise simple roaring doesn't feel like enough.

In a "nature is the villain" movie (flood, earthquake, tornadoes, super-virulent disease, asteroids coming), many people must die to prove the threat is no joke, preferably sympathetic characters (e.g. young, elderly, or mother and child, perhaps a family). Similarly for "terrorist attack" and "aliens attack" stories.

This can be proof of our **_hero's_** lethality; i.e. Dirty Harry has no problem killing bad guys; Denzel in The Equalizer has no qualms about wading unarmed into a den of half a dozen armed gangsters and killing them all.

If your character is supposed to be the most accomplished warrior on the planet, you need to show him in battle quickly. Brad Pitt as Achilles kills some Goliath champion of an opposing army, in a "scheduled" battle, almost in an instant without taking a scratch.

An early death can be foreshadowing of an **_important_** death, e.g. the finale death of a **developed** character, like the villain, a love interest of the hero or story-long sidekick or friend of the hero.

Similar to foreshadow is personal danger: If the villain in your story kidnaps and rapes cheerleaders, then showing him committing his crime with an cheerleader _that looks much like your protagonist_ not only makes the crime a real peril, it specifically puts your protagonist in the cross hairs, so every time she ventures out alone the audience anticipates peril.

+1 Nicol; there is some economy involved too; if we only need to kill people to prove to the audience there is significant peril, then a sketch of such people is enough. In a movie, their appearance alone can evoke sympathy, or antipathy. We don't need to spend a lot of time on them. A book is more forgiving and we might develop them a little; in a film every second counts, literally. But either way, too much investment delays the purpose and signals the reader the victim-to-be is important, which turns out to be a disappointment when they are killed and have no further impact on the plot.

When we kill somebody to prove something we want the audience frightened or impressed, but it is a mistake to make the audience "invest" too much in them only to be disappointed they just die, and quickly, and this has no more ramifications: Their death is a dead end (double meaning intended).

These characters are props, and like props we limit the audience investment so they feel what we (authors) want them to feel: Fear for the protagonist (or dread or hatred of the villain), we don't want them off on a sidetrack with their thoughts occupied by the interrupted life of the prop, what happened with their venture, or kids, or how her parents and siblings and boyfriend are faring after she is raped and tortured to death. To prevent that off-plot mental wandering, we just don't develop our victims and divulge all that information.

We show or tell the minimum of what is **necessary** about our "proof of peril" victims, only things that will inform the plot (e.g. the college girl's appearance, the time and place of her kidnapping, that suggest our villain's victim-type and modus operandi).

#1: Imported from external source by user avatar System‭ · 2018-05-04T11:58:34Z (about 6 years ago)
Original score: 2