>>16991
Fair points. It might be a bit of exaggeration to say that conflict is the only thing stories are about, but I do think there's a case to be made that conflict is really the lifeblood of the story. I think the other half of it is that I'm using a much wider definition of conflict than you'd use for normal discussion. Two people quibbling over where to have dinner isn't something you'd really call "conflict", but I consider it such from a writing perspective.
Anyway, to move on to a new topic, I'm going to talk about one of the most common failings I see in writing, and that's the
power fantasy.
Have you ever read a story where the main character(s) can seemingly do no wrong? Typically the story premise is something along the lines of "<Main Character> has a different power than usual, how will this change things?", or "What if <so and so> was the one in the place of <Main Character>, what then?". This is not an inherently bad premise, mind. A bit obvious, but the idea of a setting changing in dramatic ways through changing one small detail can be an interesting one to explore. The problem here is in the execution, because ninety percent of the time, the way in which the setting changes is that the main character(s) effortlessly bulldoze their way through every antagonistic force in the setting.
I don't actually see this one as much on THP, so instead I'm going to look at a different fandom: Worm.
For those unfamiliar, Worm is basically a grim and gritty superhero setting. There's a large number of moderately successful villainous gangs, a handful of complete monsters roaming around, and the heroic government has corruption lurking beneath the surface. The main character (Taylor) is, for most of the story, a villain who wanted to be a hero, and comes into conflict with pretty much all of those elements at one point or another.
And for the record, in canon, Taylor is wildly successful. Her team and friends manage to make it through everything through a remarkable string of victories and largely intact. But here's the important thing. It's pretty much never a flawless victory. Taylor's successes in battle are largely counterbalanced by failures and compromises elsewhere.
For example, early on she joins a villainous team with the idea of feeding the heroes information on said team and their boss. However, even as she's very much successful with that team, this has other consequences for her: The secrets she's keeping with her dad result in an argument that ends with her moving out and cutting contact. The damage she's done to the heroes leave her flat out branded as a villain, and stuck with said new team.
In short, her actions have consequences, and she has to deal with the consequences of those actions. Throughout the story there end up being three main things Taylor cares about: Her team, her city, and being a hero, and she never gets to have all three at the same time. (To be fair, the city mostly isn't her fault.) And if you look at the cast as a whole, some die, some get traumatized, one in particular just kind of snaps, and in general, bad things happen to sympathetic characters.
And the reason I bring all of this up is because when you look at most fanworks of Worm, you don't see any of these mixed or pyrrhic victories. The average Worm fanwork treats the problems of the setting as a checklist.
[-] Defeat the Empire (local gang 1)
[-] Defeat the ABB (local gang 2)
[-] Defeat Coil (local gang 3)
[-] Defeat the Merchants, clean up the city (local gang 4)
[-] Find Taylor whatever love interest you want her to have (personal goal 1)
[-] Fix Taylor's relationship with her dad (personal goal 2)
[-] Bring hilariously humiliating justice to the trio that bullied Taylor in school (personal goal 3)
[-] Become a locally, then nationally renowned hero/villain/whatever you feel like (personal goal 4)
[-] Expose or redeem the corrupt elements within the PRT/heroes
[-] That one mentally troubled hero who snapped in canon? They get medical care or some kind of subtle conversational hint that just happens to solve their issues.
[-] Defeat the Slaughterhouse 9 (Monster group 1)
[-] Defeat the Endbringers (Monster group 2)
[-] Deal with Cauldron (Well-intentioned group that tried to save the world in the worst way possible)
[-] Accomplish Cauldron's main goal (defeating Monster 3, who shall remain unnamed) without any of the struggle or moral ambiguity they had.
[-] Ride off into the sunset, having singlehandedly saved the world and defeated all of the setting's problems, both major and minor, while also maintaining the moral high ground and vastly improving your personal life.
You probably got the idea of where the list was going well before the halfway point, right? Nothing bad is ever allowed to happen. The main character will never fail, they will always find a way through the antagonist of the chapter, and will always reach a complete victory. This is why I call these stories power fantasies.
If every single situation works out perfectly for the main character(s), that's a power fantasy.. The problem is, this sort of story has consequences.
The first problem is that your protagonist, however unwittingly, has become a Mary Sue. When everything they do ends perfectly, they've become functionally perfect, even if people within the story don't treat them that way. This also means that you can almost instantly judge how good or terrible of a fate a character will have based on how they treat the main protagonist.
The second problem is that there's no tension to the story. Why would the reader be worried about what happens to the characters when it's been proven time and time again that nothing bad will ever happen? Sure, the next villain might look imposing, but he'll be dismantled just as quickly as the last six.
The third problem is that your story has no potential for character growth. Character growth happens through overcoming flaws, and a flaw that never results in negative consequences is a flaw in name only. The only sort of "character development" that happens in these stories is that everyone becomes the happiest, most successful version of themselves, quickly overcoming their canon hang-ups, all thanks to a helpful nudge from the perfect protagonist. With the exception of those that the protagonist/author have decided don't deserve happiness, those will get appropriately punished (on the scale from humiliation to "fate worse than death"), while still maintaining the protagonist's moral superiority.
To steal a bit of writing advice from Jim Butcher:
The death knell for any story is when the reader says "I don't care what happens to these characters." The combination of anticipation and worry regarding what's going to happen a character next is a large part of what makes stories worth reading. The reader wants to know what will happen next, and how the character will deal with it. A power fantasy ruins that, because you know the answers to those questions without even needing to read it. You know exactly who's going to get their happily ever after, and who's going to end up dead or worse. And while there might be some moments that are legitimately entertaining or cool, there will never be any dramatic tension, any genuine worry, or any of the catharsis of a hard-fought victory.
In short, the story has descended to the level of a comic book. You know Superman is going to save the day, the only real question is how. (I'm actually not being fair to the comic books here. For example, Spider-man is well known for having a complete mess of a personal life, which is noticeably more in the way of conflict than most power fantasies have.)
Basically, what I'm trying to get at here is that if you want to have any sort of dramatic tension in your story, there has to be real concern that your characters will fail, and that means that
sometimes your characters need to fail at goals that matter to them. Everyone wants to write those big dramatic scenes where their favorite character pulls out all the stops and gets a resounding victory... but the more of those scenes you write, the less meaningful each victory is. The power fantasy is the logical conclusion of this, where every scene is a complete victory, and all of them feel inevitable, and thus meaningless.
Anyway, speaking of writing advice from Jim Butcher, this post (specifically the bit under the SETBACK heading) is pretty relevant. Read it if you want an idea of how not writing complete victories works in practice.
https://jimbutcher.livejournal.com/2647.html