Over the years I’ve been script-editing or mentoring new writers to Big Finish, and found that a good way of saving time and tears was to give them, on day one, a short guide to writing on audio. The following is based on all the things I’ve learned over the years, but also on the original guidelines by Gary Russell which I still have knocking around somewhere.
I understand that writers I haven’t worked with have also
been given a copy of this guide, which is hugely gratifying. They will know
there is also a section on “compliance” which I haven’t included here as it’s confidential
and almost certainly out-of-date (this version of the guide is from 2022, but I wrote it
originally back in 2013).
HOW TO WRITE A DOCTOR WHO AUDIO ADVENTURE by Jonathan Morris
A brief personal guide to everything I’ve learned about writing Big
Finish audios.
SCRIPT
The script should be approximately 4750 words long per
episode. 4500 words is the minimum, 5000 words the absolute maximum. A
25-minute episode is about 15-20 scenes (fewer scenes on audio than on TV).
Use another script to give you your format in terms of font,
font size, margins etc. It’s worth reading several scripts anyway just to get
an idea of what one is supposed to look like.
The title page should list the cast, indicating genders,
ages, accents, voice types, whether they are aliens, robots etc. and a bit
about what sort of person they are.
The number of non-regular cast members varies from play to
play but it’s usually about four (larger for a four-part story, as it will be
recorded across two days, so there can be one-day actors). Avoid doubling up
(using the same actor for two or more parts) where possible as it means they
have to attempt accents. One or two line parts are fine i.e. guards, bystanders
etc and you can have as many robots and aliens as you like.
As a rule, the fewer characters a story is told with, the
better; combining two characters into one results in a much more interesting
character. He’s a bus driver, but also an alien spy!
Try to have a mix of characters of different genders, ages,
accents and voice types so it’ll be clear throughout who is who, it helps make
characters distinctive and memorable.
Your story should be parallel plotted, not linear, with two
or more threads, so at any point in the narrative you will always have
something to cut away to.
For boring reasons, scripts should be delivered as .doc files
in Courier font (or Courier Final Draft).
SCENES
Should be about 1-2 pages. Anything longer than 3 pages is
worrying. Anything less than half a page is also worrying; on TV you can cut
back and forth between scenes but on audio, as it takes time to establish each scene
location (i.e. fade out, link music, fade in) it tends to slow things down.
Think in terms of locations that can be established by sound
design i.e. a pub, inside a car, a control room, a factory, a cave, a forest,
somewhere where it’s raining or thundery. Offices, corridors and living rooms
tend to be dull to listen to. On audio you can have as many weird and wonderful
locations as you like, and if possible try to add ‘movement’ so the characters
aren’t just standing still or sitting as they talk, have them doing something.
Alternating between locations with different sound designs
can speed up scene changes and obviate the need for fade outs or linking music
i.e. cutting from a quiet office to a car. Try to avoid cutting from a location
with one sound design to another with the same sound design.
Nobody knows whether scenes set in cars are supposed to be
INT or EXT. It doesn’t matter on audio. Don’t bother saying if a location is
DAY or NIGHT unless it sounds different during the day and night.
Everyone in a scene needs to speak within the first half page
in order to establish they are present. Try to give everybody in a scene at
least one line per page to remind the listener they are still there. If somebody
leaves, make it clear when they do, don’t just have them go quiet.
Bearing the above note in mind, ideally you don’t want to
have more than four people in each scene. Five is manageable but anything more than
five is worrying as it complicates recording and can make scenes hard for the
listener to follow.
If someone enters a scene, it needs to be clear, but usually
you can get it across with FX: DOOR OPENS and having the new arrival say a
line. Ken Bentley gets very irritated by characters saying the name of someone
after they appear in a scene, so reserve it only for occasions of
surprise/relief/delight.
Doing the Sherlock
trick of having someone unexpectedly speaking up to reveal they were in the
room all along after two pages is effective on audio but has been done to death.
FADE OUT at the end of a scene to indicate the passage of
time, that the next scene doesn’t follow immediately afterwards. Write the
dialogue that will be used for the fade out but put it in [square brackets] to
make it clear it is not essential.
DIALOGUE
The first line of a scene should be a curtain-raiser, the
last line a cliff-hanger or curtain-closer. A good rule is to start as late as
you can and get out as early as you can.
Robert McKee’s ‘Story’ has some good advice on dialogue which
is; people don’t say what they mean but you can tell what they mean from what
they say. Avoid having people say things like ‘I’m feeling scared’, ‘I’m very happy’,
‘I have unresolved issues with my mother’.
Avoid giving directions in brackets. It’s the equivalent of
putting adverbs after ‘said’ in a novel. The way a line should be said should
be clear from the line and its context.
The only exceptions are if people (WHISPER) and (SHOUT) (as
they can be used to indicate the geography of the scene – people whisper to
those nearby, shout to those far off), lines which involve physical actions
such as (RUNNING) or (WHILST REWIRING COMPUTER) and where the meaning is
opposite to what is implied by the dialogue because it is (SARCASTIC). You’re
also allowed to indicate if a line is a reaction because a character (SEES
SOMETHING).
Unless otherwise indicated, the listener is always going to
assume each line is a response to the previous line of dialogue, so if it is
being directed towards somebody else, you’ll need to have the speaker give that
person’s name as they turn to address them.
Keep an eye out for unintentional rhymes, particularly across
page breaks and scene breaks.
Keep an eye out for people using other character’s names too
often, or for words like ‘Well’ and ‘Just’ cropping up much too often. You can
use them, but ration them.
As a general rule Big Finish don’t have narration, but will
occasionally permit it if it’s part of the style or a framing device (this will
be agreed at the synopsis). We can hear characters reading and writing aloud, making
diary entries, etc. but bear in mind the next note.
In dialogue, unless a character is verbose as a character
point, speeches should be only one or two lines long (as you look at them on
the page) before someone else speaks. Obviously this isn’t a hard and fast rule
but I tend to get more and more worried the longer a speech goes on without
interruption and look for ways to break it up with other characters saying things.
Try to avoid having characters talking to themselves. The
best way to avoid it is by plotting a story so there always at least two people
in each scene. If it is unavoidable, keep it brief and try to give a reason why
the character is thinking out loud; they’re nervous, or dictating into a tape
recorder.
Exposition is a pain in the arse. Listeners will forgive it
if it is done subtly, or if it is humorous, if there’s a reason for character A
to be saying it or a reason for character B to be asking them to explain
something. Try to avoid characters saying things like ‘As you know’ or ‘I
can’t believe that I, a world-renowned archaeologist’ or RTD’s favourite
‘Hello, sis, all set for your wedding day?’
Sometimes when writing these things you can get so focussed
on characters providing visual info that you also describe what they hear. But
as the listener will have heard it too, it’s completely redundant! So avoid
lines like ‘It’s so noisy in here!’ or ‘It was like some sort of awful scream.’
The effects will have done the work so the dialogue doesn’t have to.
It’s the modern fashion to cut personal pronouns when they
occur at the beginning of a sentence, but be careful to make sure it’s clear if
the person is referring to themselves or the addressee i.e.
‘Don’t think we should go in there!’ implies ‘I don’t think...’ while ‘Don’t think we should go in there?’
implies ‘You don’t think...’. If there’s
any doubt, leave the personal pronouns in and leave it to the actors to make it
work.
Avoid having characters simply describe what they see unless
absolutely necessary, in which case get it out of the way as quickly and simply
as possible. Try to create reasons why someone would describe what they see
(i.e. they’re talking to someone on the phone).
Where possible, try to imply what is seen by the reaction and
the dialogue without just having people say what they see; it invariably makes
the dialogue more interesting and real.
Make the dialogue as specific to each character as possible;
not by giving them verbal tics (though idiosyncratic voices are good) but
because, in any given scene, only one character would say such-and-such-a-thing
because they’re the only person who knows such-and-such or the only person
who’s attitude to the situation is such-and-such. The goal being to have a scene
where if you knew who was in it but covered up the characters’ names, you’d
know who said each line.
If two people are talking at once, or lines are overlapping,
indicate this somewhere with a direction like (OVER PREVIOUS LINE).
If someone is being interrupted, end their line with a dash
but indicate the word they were about to – (say)
I’d be wary of having people interrupting to finish someone
else’s thought; it’s a bit clunky and Peter Davison will point out that people
never do that in real life.
If someone is saying something specific in the background of
a scene while other characters are talking in the foreground you need to
include that background dialogue as actors can’t be expected to ad lib
something usable on the day. i.e. if the Doctor and Leela are having a
(WHISPER) conversation during a science lecture, you need to write out the
science lecture too.
Three dots at the end of a line indicates trailing off... as
though a character has been distracted by the ceiling. Unless that is what’s intended,
don’t do it.
EFFECTS
FX: DALEK EXPLODES.
You can put it in brackets if you like. If it happens during
a line of dialogue (FX: ALARM SOUNDS) it should always be in brackets.
Keep descriptions brief. If an effect is repeated, you don’t
need to include all the details the second time. It’s helpful if an effect is
repeating a specific earlier one to indicate as such i.e. (FX: DALEK EXPLODES,
AS IN SCENE 14).
Generally, if a location has particular background FX you
describe them the first time the location is used and then only mention changes
to the FX.
You can say (FX: BATTLE CONTINUES THROUGH REST OF SCENE)
rather than detailing all the explosions and gunshots.
FX, like descriptions in a film script, cover things which
are essential to the narrative which you wouldn’t usually expect to be there.
So you don’t need things like FX: TARDIS HUM for scenes set in the TARDIS
control room (or console room if you prefer).
Include FX of someone closing the TARDIS door after they
leave. Most people forget this.
And for a scene, set in a pub, say, you can just go
FX: A BUSY PUB.
Rather than
FX: PUB IS BUSY, SOUND OF PEOPLE TALKING, DRINKING, EATING,
LAUGHING.
A “wild track” is additional background dialogue or human-originated
noises to be recorded on the day – it can be screams, growls, or general
chatter. If it is general chatter, it is helpful to include some guides for the
actors, otherwise they will invariably be very rude and silly. So if it
is, say, a scene set in aircraft control, say “WILD TRACK: AIR TRAFFIC CONTROLLERS,
LINES LIKE: ‘Victor foxtrot tango, clear to proceed on bearing four-three-five’”.
MUSIC
Unless this is part of the scene heard by the characters (what is known as ‘diegetic’) I wouldn’t bother mentioning it, it tends to be the decision of the director.
HOW JONNY DOES IT
I tend to work out a scene breakdown, indicating where each
scene is set, who is in it, and what happens in it to advance the plot (i.e.
the reason why the scene is in the story). I find it a great help and that it
speeds up the process considerably. Nine times out of ten if you’re finding a
scene hard to write it’s because you’re not clear what you’re trying to achieve
with it, how it’s advancing the plot or what information it’s supposed to be
imparting.
If your initial draft is over length be ruthless and
edit it down. There is no script that cannot be improved by being made shorter,
tighter, faster. If in doubt, leave it out!
AND FINALLY
If you get stuck, or find yourself in trouble, or feel
something isn’t working, ask your script editor for advice. That’s what a
script editor is for and it will make you look good and save you work in the
long run.

