IDEAS DON'T BLEED episode one hundred forty-four | Greg Rucka, part one
40m 45s
Greg Rucka, a celebrated comics writer, shares insights on the unique power of comics as a collaborative storytelling medium. He contrasts comics with prose and screenwriting, emphasizing how the interactive, epistolary nature of comic scripts fosters emotional depth and shared creativity. Drawing from personal experiences, Rucka reflects on how early editorial feedback shaped his confidence and approach to writing, especially in moments of uncertainty. He critiques the overuse of formatting in screenwriting and stresses the importance of emotional clarity over stylistic tricks. Rucka also highlights how certain story elements—like sleight-of-hand magic—only work effectively in comics due to their visual demands. He expresses frustration that writing often goes unrecognized in award ceremonies, despite being foundational to storytelling. Through anecdotes and reflections, he underscores that the success of a story lies not just in its format, but in its ability to maintain reader immersion and emotional connection. His perspective reveals comics as a medium that thrives on collaboration, trust, and a shared sense of artistic purpose.
♪ Starlin', we've had one hell of a time ♪
♪ But the question on everybody's mind ♪
♪ Where is the party? ♪
♪ Had one hell of a lie? ♪
♪ Who are the questions on everybody's mind? ♪
- Hello everyone, welcome to Ideas Don't Believe.
A comics podcast presented by Ash Can Press,
starring Matthew Rosenberg and co-starred Ethan S. Parker
and at times Griffin shared and we'll kick off
just before introducing our wonderful guest,
just really quickly.
We'll kick off with our new segment.
Ethan checks on Matt.
Matt, are you all right?
How do you deal with it?
You okay with the state of the world
and with the state of the podcast?
- How long is the segment?
- It's a few minutes, just as long as we need to make sure
that everything's okay in Rosenberg's world.
- Everything's going great.
I don't love the starring credit.
I think you're the star of the podcast, Ethan.
- Oh, thank you.
We can discuss it later.
- It's more of a right thing.
Like it's about who's gonna pay the most.
- Sure, yeah, yeah, yeah, well, sure.
I get the money and you get the fame, it's my feeling,
but yeah, no, I don't have any notes about the world.
I think everything is going great.
I turn on the news and I, you know.
- You just go, yep.
- I just do a lot of thumbs-up, I feel like we're good.
Everything's good, I'm happy.
And, you know, this podcast was always designed
as a sort of--
- I'm on the wrong podcast.
(laughing)
- This podcast is always designed as sort of refuge
from the world. - Yeah.
- And now, I don't know that we have a point.
I think that everyone needs it.
- We may not need it, but with that said,
I think that this one actually may be our best episode yet
and do you want to know why, Ethan?
- I would assume it's 'cause it's our best guest.
- That is correct.
It is our best guest yet.
We've had-- - That's great to hear.
- A hundred and a number of episodes.
I don't know how many-- - Maybe.
- I don't think that's correct.
- Yeah, 170,000 episodes. (laughing)
And we have our best guest ever yet.
Mr. Greg Ruckas here.
(cheering)
- Welcome, Greg.
- Thank you.
- I feel that that buildup was the revenge
for the starring thing you threw.
(laughing)
- Yeah, we like to shovel off the pressure.
We, wherever possible, we shook responsibility.
Whoever I introduced, yeah, gets overhyped a lot.
- Landed very squarely on my shoulders.
I'm delighted to be here.
And wildly amused that Matt's a cheerful disposition
of the heart of the world.
I, I'm there with him.
It's great.
- It's great, it's great.
- Oh my God.
- These are cool thoughts.
- I can't imagine, I can't imagine living in better times.
(laughing)
- It's great, I feel great again.
It's very rare that you open a newspaper
or turn on a TV show and just go, no notes.
- That's how I wanna, that's how I wanna written it.
- Yeah, yeah.
- Greg, we like to, we like to start the podcast off
with the same question to everyone.
It feels very loaded question for you,
but let's do it anyway, which is why comics?
- Oh man.
- I'm gonna, I'm gonna give you the high brown answer, I guess.
- Please.
- High brown show.
- Because we, yeah, very, very, obviously.
- I mean, so clear.
(laughing)
- I, you can do things with the medium,
you can't do in others.
And the, for someone like me who can't draw
to save his life, the collaborative nature of it,
is almost perfectly defined.
I've gotten the opportunity to work
in a number of storytelling mediums of written prose,
of written short stories, of written for television,
and I've written for film.
And prose is isolating for me.
I find it, the older I get, the more difficult I find it.
Because it's very much a lonely process.
- Sure.
- And I have never genuinely been blessed
with a good prose editor, meaning a prose editor
really engaged with me.
Every prose editor I've ever had,
when I was doing the Kodiak novels initially,
when I was doing Q&C, even with the Jad,
the Jad Bell novels are a whole other thing,
because I got orphaned, which is its own nightmare.
- Sure.
- But my editor back in those days,
she really didn't want to talk to me.
She wanted me to turn in a manuscript,
and she would get the manuscript,
and she would red line it and send it back,
and I'd get a letter.
And the letter would be her editorial letter.
And if she felt the novel was shit,
it would be a multi-page editorial letter.
And if she thought it was in pretty good shape,
it would be one page, and then she would,
she would schedule a single call,
and we would discuss the editorial letter,
and I would do the revisions, and that would be it.
So there was no real interaction there.
Film and television, in the main suffer from way too many cooks
in that kitchen. - Sure.
- And film in particular, in my experience,
it looks like I've really never done like small budgets.
Like, wow, that sounds really pompous.
Let me erase that.
All of the films I've been involved with
have been big budget productions.
- Sure.
- And that means more and more people,
and more and more voices.
So you get not necessarily additive collaboration
in some places.
Comics are perfectly sized for me in that sense, right?
The editorial relationship, the collaborator relationship,
regardless of who's working on the book,
everybody is bringing in their ideas,
and are able to do so in a place where they can all be heard.
So, comics more than any other medium I've ever worked in,
allow for the creation of something
that is genuinely more than the sum of its parts.
- Yeah, it's funny, because you said you had an editor
who didn't wanna have the conversation,
and I've obviously had a lot of great editors and comics
who I love and would take a knife for,
but also there are quite a few I've had
where I'm like, oh, I wish they didn't wanna talk to me,
I wish that they could just be like, yeah, you're good.
- I've been, there are some great comics editors out there,
and there are some comics editors out there
who will go nameless, and there are some of them
who aren't editors as much as their postman.
- Yeah, I know, so, but on the pros front,
I had imagined, and it's funny,
I was having to dig up some old,
I was having to dig up copies of Queen and Country last night,
and in the process of going through the pigstie
that is my office, I found the notebook
that I had started my senior year in college,
so this is over 35 years ago,
or about 35 years ago, that has in it
like the stapled notes from my senior seminar
writing professor tearing me a new one,
and he did it very gently,
this sounds horrible too, but it was literally him,
like literally the first sentence is,
I found this story very difficult to read.
Like it was, and I have this note
because it was probably one of the most important
writing lessons I ever got, right?
But I'm flipping through it,
and I found this entry of that I wrote
at Bouchercon in Seattle,
when I had gone to meet my editor at Bantam
after having sold the first two novels, right?
It sold the first novel, and there was a two book deal,
and I drove up from Eugene, Oregon to Bouchercon,
and I met her at her hotel and I wrote these,
I have these notes, and oh my God,
I stood next to this person at the bar,
and I met this person, and Sue Grafton was there,
and Bob Irvine mentioned to me,
and I saw Bob Irvine and Bob said,
I needed to be careful with Kate,
and I don't know what that means,
but I wanna be able to enter into this relationship
with full trust, and now 35 years later,
I'm like, oh, I know exactly what he meant.
Like, it's, you know, but the flip side is,
I was in New York about a month ago,
because my youngest daughter graduated from NYU,
and-- - Congratulations.
- Thank you, oh my God.
But yeah, thank you, we're still insanely proud.
It's really weird, and I think I had posted something
about it, I must have posted something about it,
blue sky and makes a grain right here.
who was a wonderful editor for me at DC
and who I worked with at Lucas Film for a bit.
- He remembers meeting Dashel when she was seven.
- Yeah.
- And they bonded, they got along so well.
And literally his note was, oh my God, you know.
- Yeah.
- So it's, yeah, just a good editor
worth their waiting goal.
- And the bad editor is a drag shoot on a boat.
- So.
- I, you know, it's funny the way that like the bad notes
or the rough notes, not bad notes,
but the tough notes can stick with you.
And you talked about, I for years,
I don't have it on my computer anymore,
but for years, one of my first books ever,
I was talking to the editor and saying,
well, this is what I want to do.
And this is where I want it to go.
And he said, well, it's really ambitious.
And I said, yeah, like let's be ambitious.
And he said, I said, why are we afraid to be ambitious
on the book?
And he said, that's not the concern.
And I said, what's the concern?
And he said, I don't know if you are good enough
writer to pull it off.
And I just was like, oh, damn, I wrote it down.
And I was like, that's what I need to say.
That's what I need to remember.
And I think it's interesting, the things we need
from an editor isn't, you know, it's tailored to each person.
It's to the moment or to the project.
And that note for a long time helped me.
It really did.
And I can actually see why, right?
Because I, and it was, similarly, it was this note.
It was Frank Burgon, who is the professor in question.
He, he didn't scare me.
Yeah, what he did was, leave me to a place where I was willing
to scare myself.
Sure.
Yeah, you know what I mean?
Which is that it's a city thing to say to a writer.
I don't know if you're good enough, but you should be going,
I don't know if I am good enough to execute this.
I need to reach for it.
And I need to be afraid of, you know, writing from a place
to fear is not necessarily a bad place to write from.
Yeah, yeah.
And, and, and for me, it was, it was a place where I had
to learn to prove, but also a place to check myself all the time
because I'm, you know, trying, writing is so much like having
confidence that you don't have and, and pretending you have
confidence, you don't have and also not having confidence
that you--
It's the most, I mean, it is, you know,
there are times when I think of it as an illness, it is the most
bizarre, and if I think I talked about this in a newsletter
at some point, it's the most bizarre collision
between needing to maintain humility of like, I don't know
if I can do this.
I need to reach further.
I have to try harder.
And also the arrogance that I am producing something
that people should pay me money to read.
Yeah.
Yeah, you know, and that's a weird place to live, dude.
[LAUGHTER]
It is.
You know, I was going to ask about the move
because I find prose very daunting.
I find it very intimidating, but the thing--
and I love my collaborators, and I love it.
But in the darkest moments, I think any comics writer
is like, I wish this was novel.
I wish I would just be alone in a house.
God, I don't know, man.
Yeah, sorry.
You don't-- do you feel that when you're in one camp looking
back at the other?
I don't.
Maybe because I started in novels, and I was in novels
for a really long time.
You know, I think was--
I was three books in the three of the Kodiaks,
and I think when I sort of hooked up with only press
for White Out.
And I was already beginning to feel the isolation of prose.
Like I go away when I'm in a novel
because in a way that I don't when I'm writing a comic--
and I'm doing a mini-series for DC right now,
you know, we're coming up on the last now 11 issues
as of today, of Lazarus.
Like Michael has started drawing issue nine as of today.
Great.
I don't-- and I'm sure you do this, too, right?
The stories are always alive in your head,
but they're in the backbrain and they're processing
or whatnot.
When I'm in a novel, they're not quiet.
Like all the stuff that's Lazarus is still there percolating,
but I can sort of go, OK, open the door.
Out, you guys come.
Let's out, Jesus.
And then close it again.
And in a novel, I'll be, you know, I try
to set like a word count schedule for myself
when I'm actually in the drafting phase.
So I'll shoot for like, say, 3,000 words a day.
The goal being just get the draft done.
So I can get in there and then kick the living shit out of it.
But the problem with that is that you'll
finish the 3,000 words.
And you haven't actually set it down.
All you've done has stopped typing for the day.
And so you'll go and be doing other things.
And I would be having conversations with Jen
and in the middle of what we're saying.
I'll be like, you know, you know what I need to do.
Atticus needs to be like, are you hearing anything?
I said, yeah, absolutely.
We need to do this.
And then tomorrow, we're doing this.
And there's this doctor's appointment.
But the thing is, back to the date, we'll shut up
until it's done.
And I don't know why that is with me.
And maybe it's just the way that I came into it.
Sure.
But the result of that is I tend
to have for my own purposes, at least.
I think a fairly clear idea of what
I think is going to work best in what media.
Like I have an idea that I've had for years
that only really works as a movie.
It wouldn't work as a comic.
It won't.
It won't execute because so much of what
is integral to the story is sleight of hand magic.
And sleight of hand magic is meaningless in a comic
because you don't see it, right?
It's just the difference in the gutters.
And there's no wonder--
you don't experience any wonder in that.
That's literally just going, oh, the artist drew it,
and then the artist couldn't draw it, right?
Which is wonderful, too.
And it's on the way.
But that's its own magic.
But if I'm going to do a story that is centered on pick
pocketing and sleight of hand, then you need
to be able to see the technique and expertise
in action, right?
Penn and Teller don't work as a comic.
They work as comedy live, right?
And that's an indicative story for me in the way
that, oh, I have this idea, this is a novel,
I have this idea, this needs the visuals of a comic.
And I have an idea, this is going to be--
this is going to require capturing people in motion.
Yeah, so I have this--
I wouldn't call it a theory because that implies
that I've thought about it more than I have.
But obviously in comics, we notice--
comics has what I call a little bit of a little brother
complex to other medium and that everybody gets very excited
if you were in the writer's room on whatever that 70s show.
Like, yeah, you can write amazing Spider-Man.
You can come up.
And I was like, it doesn't go the other way.
No one was like, oh, you wrote three issues of challengers.
Like, you should definitely come into--
And it's incorrect, right?
Like, we get people coming in from in particular,
screen writing mediums, be it television or movies.
And I think one of the things we tend to see is they go,
oh, no actor is going to screw up my words.
I can use all the words I want.
I was like, no, no, you can't.
Yeah, you need to not--
less words, please, more art.
Yeah, it is funny.
And I think there's probably--
they just have less examples of it.
But I'm sure that TV and film writers, TV writers,
in particular, when comics guys come into the writer's room
go, "Sky doesn't know what he's doing."
I tend to think that the part of this that's not
exactly a theory, but is maybe a pre-theory stage,
is that your brain sort of wires to a specific medium,
that you're natural.
And you're one of the odd outliers where you are quite successful
and skilled in screen writing and comics and novels.
Like how do you--
do you think you broke the mold on that?
Why do you think it works for you and doesn't for others?
- Okay.
That's a thing that you think--
- No, no, no, no.
- Honestly, it's a really good question,
and I actually can't give you an answer to it.
It's the difference between craft and technique.
- Okay.
- Our craft is as storytellers, right?
We, our job is to know what good story is,
how to tell a good story, like all of the elements of it,
character, theme, dialogue, plot, pacing, right?
All of those things we talk about,
those are, I think, to me are issues of craft,
and they translate from medium to medium, right?
A good comic book story should be a good film story.
- Sure.
- The question isn't how it's translated to medium.
It's not a question of, right?
And some things won't translate well.
- Sure.
- Great Gadsby's a perfect example of that.
Great Gadsby is an almost impossible movie to make
because so much of that novel is about Fitzgerald's prose,
and about Nick's point of view.
It's a first-person POV.
But, but, when we talk about the craft,
we are looking at things that are universal across mediums.
We know how to create the emotional connections
with the reader.
We know where they're lacking.
We can recognize where it fails.
So technique is the issue of, well, then,
how do you do that in different medium, right?
- So I had started in prose, and I'd been writing prose
for really a good fit, you know,
I was writing prose at eight.
It wasn't good prose, but I was writing prose at eight.
So when I saw my first novel, I was 22, 23,
and I knew how to make our 26 letters in the English alphabet
move around to create a collection of symbols
that imparted an emotional meaning, you know.
- Yeah.
- I could do that in prose.
I knew how to do that in prose.
And I had dabbled in comics,
but didn't really know how to write comics,
but I was lucky that I was in a place
where I could find sample scripts
and see how other people did it, and go like,
okay, I'm never writing like Alan Moore,
but I can write a script a little bit like Denny O'Neal,
so that's kind of cool.
I stayed away from writing for the screen for a long time.
My manager used to ask, do you want to adapt this?
And I'd be like, I'm not, I don't have that skill set.
That's a specific skill set.
So when I finally felt that I did have this skill set,
and it was on the old guard, right?
I was like, you know, I want the draft.
Let me do the draft.
They can fire me after the draft, right?
That's what I understand, but I want the first draft.
That's the condition of this sale.
They have to let me do the draft.
And God bless them.
Skied answers like, sure, because they were like,
what's the worst that happens?
It sucks we fire them and we get somebody else in, right?
And that's to Hollywood, you know, writers are like sucks.
They can, there's never a shortage of them.
They can throw them out if there's a hole in it.
And there's always somebody willing
to sell them more socks, right?
Sure. So it was a question of knowing, okay,
what are the demands of the mediums?
What works and what doesn't in them?
And understanding the different techniques required.
And that was a lot of study.
Yeah.
That was a lot of study.
Yeah. What's read? What? Sure.
What changed for you?
What was there a moment where you were like,
I think I can do a screenplay now.
I think I can, I think I can adapt that to you.
Did you have a eureka moment on it or was it just?
No, I think I had educated myself enough about the format.
And I had read enough screenplays of work
that I particularly liked.
Then I felt like, okay, I have a way to do this.
I write, there are a lot of screenplays.
And I'm sure you read these if not written them, right?
There are a lot of screenplays out there that are just,
they read boring.
I've written those again.
And then there, but I mean like really tall,
like subject, verbal object, subject, the fear
of any adjective or adverb is palpable.
Sure. And then those same screenplays,
then, and I personally, I personally find this off,
putting when I read them, will then suddenly go,
all caps, bold face, underline, thing happened.
And it's like, oh, because you couldn't carry me
in the screenplay, so this is to draw my eye on the page
that this is a big fucking moment.
Yeah. And if your story isn't doing its job well enough
to explain this is a big moment,
that's a problem with your story, in my opinion, right?
That's a problem in your technique of writing.
Now, there are plenty very successful screenwriters
who pepper their scripts with exclamation points
and underlines and italic bold face, new font color.
And I find that, I mean, and it works, they're making money.
Sure. Personally, I'm offended by it.
Yeah. So for me, one of the things that had happened
was I had read stuff that I really liked.
I had read stuff by writers that I really respected.
I, and then I sort of found my voice for a screenplay.
There's an argument that says there shouldn't be any
authorial voice, right, that the document exists.
So it is a architectural document.
Yeah. It's a blueprint.
Sure.
Blueprints aren't, you don't read a blueprint.
Yeah, it's near right. You know what?
A blueprint is not telling you a story.
A blueprint is saying this is the procedure of construction.
Yeah.
So sort of realizing what my screen writing voice was
and finding a way to then.
OK, I can have a little fun with this.
I can be clear, I can provide the necessary information.
And I can give it a little sense of character too.
Yeah, I can have fun with it.
That really opened it up for me.
Yeah. I've always found screenwriting sort of foreign
because the way into comics for me was the thing
that unlocked comics for me was the idea that it's not,
it's not a document for the public.
It's a conversation between you and an artist.
And an editor is listening in on the phone
and a color is just listening in and a letter is listening.
But it's a conversation.
And that is how I approach all my writing.
And the idea that one, it's a conversation between you
and 400 crew people and 80 executives immediately
stops me in my tracks.
Yeah, because it isn't.
Yeah.
That's the thing.
The screenplay is not a conversation.
But yeah, I absolutely 100% agree with you.
It goes back to what I was thinking about the collaboration
and while I'm comics so much, right?
I think of it as, and I said this before as well,
I think of comic script writing as an epistolary form.
I'm writing a letter to all of my collaborators.
And the purpose of the letter is to say,
this is the story we're here to tell.
These are the moments that I think tell the story
are our story best and why they're important.
As I've grown older, I spend, you know, when I started out,
I used to call shots in my screenplays.
Yeah, or my screenplays in my comic scripts.
I don't do that anymore.
Oh, really?
The only time I ever do it is if it's a storytelling need,
like we need it close up on the hand grabbing the gun, right?
Otherwise, I will describe it as we need to see these people
in this moment.
And this is what's going on emotionally with them
in this moment as they are saying these things.
And what they are saying emotionally may not match
what they're saying in the word bullets, right?
But I tend to now as little as possible direct a shot.
Is that also in part because you're working
with people that you trust only at this point, probably?
Yeah, absolutely, but that's implicit in the form as well, right?
I've got to, if we're collaborating, then definitely,
I have to trust my collaborators.
And, you know, there's a risk.
If you, if I'm not conveying why these moments matter
and what's important in the.
moments leading to the emotional result we want at the collective end of the issue or the story
or wherever, that's on me. There are collaborated, I have collaborated with people who are in
they're just, and this is going to sound horrible, they don't have the skill, they don't have the
storytelling chops, right? I work now primarily with collaborators who can do emotional nuance,
right? I'm not going to get very far with a collaborator who can't get me the small moments,
who can only deliver on, here's a splash page and rippling abs, right? It's like, great.
Splash pages and rippling abs are actually entry-level conflict storytelling in the US,
sure. Give me a three-sequence, a three-panel sequence without copy of a character
fighting off tears, and I'm finding their inner strength, and now I'm golden, right? And that's why
that's why I love Lark, right? I can literally tell Michael, and Michael gets scripts for me where
I kind of want to open this thing and try to read like this, the, a description,
this is very self-indulgent, but I'm not good at anyone. This is from an issue that hasn't come out yet.
Look at that. Yeah, it's a sequence between two characters, and it's literally
one of them alone in a locker room. She's just showered, and she's dealing with, there's all
this internal stuff that's been set up, right? And she's, let me get to it.
Yeah, so literally the description is X in the washroom at the base, this is a big industrial
locker room facility, a base like this would have, showers, sinks in a row of toilets, it's set.
X has her hair down, I'm thinking this may be the first time we've seen her hair out of its
braids, et cetera, and it should be quite long, I'm thinking down to her butter, so.
She's brushing her hair in front of a mirror fresh from the shower, wearing leggings and military
issue sports bra, looking at a reflection conflicted that she's thinking about why instead of
you know the fact that they're actually a war. Okay, so that's the right angle there.
This is the sense of location, this is the moment, and this is what's going on with the character
internally. Next panel, X has finished brushing her hair, now looking at herself, she has to talk
to her. Is this the right time to talk to her? If it isn't the right time to talk to her, maybe
when would be the right time to talk to her, she shouldn't talk to her. It was a bad idea to
ever tell her, she should talk to her. What if she doesn't want to talk to her? Maybe she should
talk to somebody else, right? Yeah. That's a panel description. I can only give that to Michael
or Nikola, really, because they'll be like, okay, I get what you're after. Yeah.
There are artists you put that in front of and they're going to be like, what the hell is this?
This isn't a panel description. Where's the punching? Sure. Yeah. So I very much think of it as
a screenplay, a tell-plays, an architectural document, a comic book script,
is an epistolary document, and an invitation. It's for everybody involved in the process to be like,
"Hey, gang, we're putting on a show." I think a lot, hearing that, I mean, that was great,
I loved that, but you mentioned reading Alan Moore scripts, and it took me a long time to
realize, I like every young writer reads an Alan Moore script to be like, "How does this
magic happen?" Well, they were also the only references we had. Yeah, yeah. Like him and
gaming scripts, yeah. And it's funny to me because I spent years being like, okay, well, he's a
mad wizard for making scripts that look like this, and it took me years of making comics before I
realized, oh, but the artists are mad wizards for being able to interpret that. Like I put that
in front of 90% of people write or artist whoever, and they don't know what to make of it. It's David
Gibbons and David Lloyd and people like that who are sitting there and being like, I know what
this is. I understand this language, right? Or J.H. You know, and you know, when we did BAT women,
BAT women was one of the most, the initial detective run, was one of the most collaborative
writing experience I'd had up until that point. Sure. Jim and I would have like 20 hour conversations
over the course of three or four days of what was happening in the issue. Like this is the story,
this is what's going to happen. This is, you know, me telling him, this is where we're going,
this is why it matters and so on. And him coming back and being like, so I would want to do it this
way or I can see this sort of design and so on. So by the time I would actually sit down and write
the script, you'd get these scripts that, and this still actually pisses me off on a very minor level,
but I'm going to cop to it because it's been long enough. But you'd get these scripts that basically
said, you know, PJ, this is that thing we talked about, Jim. Right? And the thing that pissed me off is
that book was nominated for an Eisner for its art for its lettering for the coloring didn't get
nominated for the writing. And it was one of those moments where I was like, oh, you think they did
this all the fuck alone? Yeah. You know what I mean? Sure. And it really did bug me. And normally,
I don't really, I don't care. I mean, I really don't care. That one pissed me off. It was like, oh,
so nothing else, like they just went off and made it beautiful. Yeah. And told this story. But
there was nobody who was guiding the words or shaping the direction or telling, telling them why
these moments matter and where the emotion is. Yeah. I mean, that's a funny, that's a funny one for me
because I'm a bit of a comics purist and at my heart, I try not to be, but I'm a little bit like,
I like a grid. I like panels. I don't like things to break panel borders. And at any time,
you take a comic and you have to turn it sideways. I'm like, no, that's like asking me to stand
up and spin in my chair in a movie theater. It's just breaking the movie for me. It's not working.
And then you get, you know, batwoman from you guys. And it's all of those things. It's the flow
and trying to figure it and it works. And to me, it clicked. I said, oh, no, it's not a,
it's not that those things are naturally anti-immersive. It's that you have to have the story hold you,
you have to have everything that the dialogue and the captions have to grab you. And the art has to
not let you go someplace else. Yeah, it's got to be, I mean, and I suppose we say this about
any artistic storytelling medium, right? But I can't push you out. I can't kick you out of the story.
Sure. And this is, I hated the new mission impossible, final reckoning. I can't stand it.
And I just read what I'm on my rewatch, but I'm only up to four. See, I think, I think five is one
of the best action movies certainly made in the last 50 years. I think it's up there with Raiders.
I think it is, I think it is elegant piece. It's like McCory at his best. It is, it has a thematic
story. You know, it's literally Ethan avenging the death of an innocent. No, that is the frame of
that whole story. It ends where it begins. You know, I hated final reckoning because there wasn't
a single moment in final reckoning where I wasn't watching Tom Cruise. Yeah, that there was no,
there's Tom Cruise, but he wants everybody to call him Ethan Hunt. And
at least in dead reckoning, I could believe there was a person named Ethan Hunt. Yeah, not in this
one. Not in this one. And that was all other sins about the movie story wise and so on to me.
That was the unforgivable one. It pushed me out from the start. I was never allowed to be
in the world. Maybe if you saw it in IMAX, I was bigger. No, I did see it in IMAX. Oh, maybe if you
saw it on your smaller screen. Yeah. Maybe Tom Cruise might have been too big, too much too big
on a phone, the illusion sort of. Yeah.
And that brings us to the end of part one of our discussion with Greg Rucka. Make sure to check out
Lazarus Fallen as well as everything else he's working on by giving him a follow-on blue sky at
Rucka Writer. You get the latest episodes of this podcast as well as news, giveaways and even comics
delivered straight to your inbox. Go to ashcanpress.com and sign up for the newsletter. We'll be back next
week for part two of our discussion. And in the meantime, you can write to us that ideas don't bleed
We'll include some of your correspondence on the show and we'd love to hear what you have to say.
And big thanks to summer people for our theme song "Where's the Poison?"
Thanks so much for listening and we'll see you next time.
[Music]
Podcast Summary
Key Points:
Greg Rucka emphasizes the collaborative, conversational nature of comics writing as a key advantage over solitary mediums like prose or film.
He highlights how comics allow for deeper emotional nuance and real-time collaboration between writers, artists, and editors, fostering a shared creative process.
Rucka recalls a pivotal moment in his career when a negative editorial note from an early editor helped him develop humility and courage to pursue ambitious writing.
He contrasts the isolation of novel writing with the dynamic, interactive process of comic scriptwriting, which he sees as an "epistolary form" written to collaborators.
Rucka criticizes screenwriting conventions such as overuse of exclamation points and formatting cues, arguing that strong storytelling lies in emotional clarity, not stylistic flourishes.
He reflects on the underappreciation of writers in the comics industry, noting that major awards often go to art rather than writing.
He reveals that certain story ideas—like sleight-of-hand magic—only work effectively in comics due to their visual storytelling demands.
Rucka expresses a belief that successful writers across mediums (comics, film, novels) must balance craft—universal storytelling principles—with medium-specific techniques.
Summary:
Greg Rucka, a celebrated comics writer, shares insights on the unique power of comics as a collaborative storytelling medium. He contrasts comics with prose and screenwriting, emphasizing how the interactive, epistolary nature of comic scripts fosters emotional depth and shared creativity. Drawing from personal experiences, Rucka reflects on how early editorial feedback shaped his confidence and approach to writing, especially in moments of uncertainty.
He critiques the overuse of formatting in screenwriting and stresses the importance of emotional clarity over stylistic tricks. Rucka also highlights how certain story elements—like sleight-of-hand magic—only work effectively in comics due to their visual demands. He expresses frustration that writing often goes unrecognized in award ceremonies, despite being foundational to storytelling.
Through anecdotes and reflections, he underscores that the success of a story lies not just in its format, but in its ability to maintain reader immersion and emotional connection. His perspective reveals comics as a medium that thrives on collaboration, trust, and a shared sense of artistic purpose.
FAQs
Comics offer a collaborative, conversational format where writers and artists can freely exchange ideas. This allows for a richer, more dynamic storytelling experience than prose or film, where isolation or excessive layers of control can limit creativity.
He views comic scripts as epistolary documents—letters written to artists and editors—to convey the story’s emotional core, key moments, and why they matter, ensuring all collaborators are aligned in their shared vision.
Stories involving physical action, motion, or subtle emotional shifts—like sleight of hand—work best in comics because the visual medium allows readers to see technique and emotion in real time, which isn't possible in prose or film.
He sees screenwriting as a more rigid, documentary form, while comic writing is inherently conversational and flexible, allowing for deeper emotional nuance through collaboration and visual storytelling.
Yes, he emphasizes that great editors provide meaningful feedback and trust, helping writers grow. He recalls a formative moment when a critical editor’s note about his lack of confidence pushed him to embrace risk and ambition.
He believes emotional depth comes not from dialogue alone, but from internal moments—like a character brushing their hair in a locker room—that show vulnerability and internal conflict, which artists can visually interpret with nuance.
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