The Curse of Foreknowledge
or "How Knowing What's Coming Can Mess Up A Story"
by Dave Van Domelen, copyright 2022
Knowing what's coming is always tricky in storytelling, and many a promising
story founders on the shoals of foreknowledge. Sometimes this is purely a
matter of the reader knowing (as opposed to merely suspecting) where the plot
is going, but the real trouble comes when the characters know, or
think they know.
Let's get the reader foreknowledge out of the way first. For purposes of
this essay, the "reader" is whoever is experiencing the story, be it in text,
audio, video, interactive game, or whatnot. There's two main ways the reader
can know for certain what's coming: spoilers, and the prequel/interquel/side
story effect.
A writer can't really stop spoilers from happening, but spoilers are really
just a weaker form of "the reader has read this before." A work that has
good re-reading potential is also pretty resistant to spoilers. Depending on
a plot twist to be enjoyable is certainly a valid form of storytelling, but
it does mean that foreknowledge can hurt the readers' enjoyment.
More challenging are stories set in an already existing canon, where the new
story has to fit into the known plotlines. At the time the new work is
released, its events do not take place after the end of the existing canon,
which constrains how things can go. Prequels are entirely before the
previous start, and if they use the same characters you already know where
they'll be by the end. Prequels set far in the past, however, have freer
rein because there isn't the "Why aren't the characters around in the
original movies?" question. Interquels and side stories are similar and a
bit overlapping, but both take place between or alongside scenes from
previously released works. An interquel generally involves main characters,
while a side story focuses on new characters (although main characters might
make appearances). Black Widow is a MCU interquel, while the Mandalorian is
a side story.
Still, all of these are matters of managing reader expectations. The easiest
way to tell a compelling story under such constraints of foreknowledge is to
focus on characters who have no reason to have shown up in the previous
releases, so their fate isn't already known. Or you can go for the higher
degree of difficulty and try to tell a story where it's about the journey
rather than the destination.
(Brief aside: computer games can blur the line between reader and
character, since the character is at least somewhat controlled by the
reader. That's beyond the scope of this essay, though.)
But then we get back to those pesky characters having read the spoilers....
To be clear, foreknowledge is only a dramatic problem if the characters have
good reason to believe it's reliable. If there's significant doubt about the
veracity of the source, then the drama naturally follows from that
uncertainty. A warning from a time traveler is a lot easier to dismiss in a
realistic setting than in a fantastical one, for instance, and the story can
focus on whether the "time traveler" is insane, scamming, or maybe telling
the truth.
The main way that character foreknowledge becomes a problem for the writer is
that a story with foreknowledge tends to become a story about the mechanism
by which the information is known, rather than about what the characters are
doing. Gimmick twist stories are easy to fall into, and there's a minefield
of tropes specially prepared to catch the unwary. Granted, there's twists
and tropes in any kind of story, but stories where characters think they know
the future are subject to some that may be less obvious to the writer going
in.
Most foreknowledge comes in two flavors: prophecy and time travelers.
There's certainly some overlap...a time traveler could have gone back and
planted a prophecy, for instance.
PROPHECY
This category runs from the almost-scientific to the purely magical. At the
former extreme you have things like Mentor's Visualizations from Lensman or
Hari Seldon's Psychohistory. The magical sort can be delivered live by an
oracle or unearthed on ancient clay tablets or stone stelae. Some prophecy
can actually be a sort of divine threat, less self-fulfilling and more
"Poseidon is angry with you and will make sure this prophecy comes true."
Here's a non-exhaustive list of the flavors of fictional prophecy, and how
they can make life hard on the writer who chooses to indulge in them.
- The Fake Prophecy - The prophecy, be it claimed to be magical or
technological, was never "real," but it comes from a source the characters
have reason to trust. Perhaps it was a scam, but usually the Fake Prophecy
was made with good intentions, an attempt to give people hope or motivation
or whatnot. The usual way these stories run is that the protagonists
discover the prophecy is fake either on the eve of the final conflict or in
its wake. If before, it's a cause for a crisis in faith, and the
protagonists need to find their own reason to believe they can still
succeed. If after, it usually feels like getting the explanation for a stage
magician's trick. "You see, the macguffin wasn't really magic after all, but
the struggle to obtain it led to the diminishment if not destruction of the
ninja in this city anyway, as foretold." The Fake Prophecy doesn't bring
quite as many structural issues as true prophecies (especially if revealed
before the climax), but does tend to be a bit cliche these days.
- The characters think they know what the future holds, but have been lied
to.
- The Vague Prophecy - This is probably the most common "cheat" around
predestination when it comes to having a foretelling of the future. The
prophecy is worded in a deliberately vague way that could mean almost
anything and only really makes sense in retrospect. Or it was intended to be
clear when it was made, but translation issues (ancient language, alien
message, buried in math, etc) make it impossible to be sure of what it means
until the event has already passed. This is so hoary of a cliche that the
companion cliche of characters complaining about the vagueness is also quite
old. At least the "lost in translation" issue avoids the "why don't seers
just speak clearly?" complaint, and in the epilogue you might have some happy
linguists who got more information about the language in question.
- The characters think they know what the future holds, but perhaps they
have lied to themselves.
- The Loophole Prophecy - The prophecy seems quite clear and unambiguous,
until one of the characters figures out that it's TOO clear and unambiguous
and that there's a loophole in what isn't stated. Hanging an entire story on
one of these is not a great idea, because that makes it a gimmick story and
those are hard to do well. Making it a side plot can work well, although be
prepared to have the side plot taken as a joke. For instance, "I am no man!"
in Lord of the Rings is as much a laugh line as it is a Crowning Moment of
Awesome. Another danger of the Loophole Prophecy is that it can be seen as
cheating, really being vague instead of clear, such as the prophecy about a
walking forest in MacBeth.
- The characters think they know what the future holds, but it's not that,
psych!
- The Threat - Sometimes a "prophecy" is really the gods (or an equivalent
power) promising that something will happen because you ticked them off or
because they think you need to be taken down a few notches or whatever.
Since the one making the statement has the power to ensure it comes to pass,
this does count as character foreknowledge. It's possible that averting it
is accomplished by fighting the god(s), but often it resolves as one of the
other sorts of prophecy (the Loophole Prophecy is a common way of weaseling
out of a godly doom).
- The characters know someone has it in for them. Reasonable.
- The Scrooge - This sort of prophecy is deliberately less absolute, and
also more plausible as a scientific prediction. But the basic idea of this
sort of prophecy is to warn someone that unless things change significantly,
there will be a horrible fate in store. What sets the Scrooge apart from
mundane predictions is that the characters are given ample reason to accept
that it will definitely happen unless they personally do something about it.
As a result, much of the story may be spent convincing them that the one
making the prediction is a valid source.
- The characters are offered a chance to mend their ways. Reasonable, if
overused.
- The Harbinger - This is one of the more dramatically "safe" types of
foreknowledge, because it merely claims that something is going to happen,
not what the aftermath will be. The story becomes a race to prepare for the
inevitable problem, whether to try to avert it or simply to survive it.
Sometimes the core conflict of the story comes from the protagonist being the
only one who initially believes the Harbinger, and the hard part of
preparation is getting others to act as well. Other times, everyone believes
it's coming, but it's hard to see how anything could be done.
- The characters can prepare for something that will happen, even if they
can't stop it. Reasonable.
- The No-Win Scenario - The prophecy is true, it is accepted, and it is bad
news for everyone. There is no averting fate, no avoiding it. A lot of
prophecy stories start out looking like this, only to turn out to have had a
Loophole, or been misinterpreted, or been a Fake Prophecy. But the true
No-Win Scenario does have its place in drama. Stories concerning this sort
of foreknowledge tend to be more melancholy, focusing on how individual
people react to impending doom.
- The characters know they're hosed, but the reader might hope otherwise.
- The Chosen One - Someone in the story is the focus of a prophecy, either
embraces it or denies it, but in the end is but a puppet on the strings of
fate. This lack of agency makes for a rather dark story if they're the
protagonist. It also makes for a minefield of cliches and tired tropes.
- The character labors under the weight of expectations.
- The Fatebreaker - This is a subversion of the Chosen One prophecy. The
protagonist is someone who is outside of fate, and only they can avert the
terrible doom that awaits. They, too, may embrace or deny their role, but at
least this isn't quite as overused as the Chosen One prophecies. Somewhat
related to Loophole Prophecies, since the Fatebreaker is a sort of universal
loophole.
- The character is free from the obligations of prophecy, but may be under
the weight of even greater expectations from those who need saving from the
prophecy.
TIME TRAVEL
As noted above, several kinds of prophecy can be the result of time travel,
especially things like the Harbinger. But in those cases, the protagonists
themselves are not time travelers, they merely "benefit" from the
foreknowledge brought to them from the future. Or that claims to be from the
future, in the case of a Fake Prophecy. This section refers to situations
where the protagonists themselves have knowledge of the future because
they've been there, or could potentially go there themselves to check the
stories of other time travelers. As before this list is not exhaustive, but
does cover most of the bases, hopefully.
- Swiss-Cheese Memory - Something about the process of time travel makes it
difficult to bring complete and accurate information back to the past,
rendering the foreknowledge a sort of Vague Prophecy, with all the problems
that entails.
- The character knows something about the future, but never enough useful
information to help. They are lied to by omission.
- Limited Intel - Similar to Swiss-Cheese Memory, but in this case it's
because the time travelers simply can't access enough information in the
future to generate a useful plan. Maybe the time jumps are of limited
duration, and they can only find out a few things before snapping back.
Maybe information about the Great Disaster was lost in the Great Disaster
(and traveling directly to the Great Disaster is a Bad Idea). Often this
leads to some sort of Loophole situation, where the information they couldn't
get turns out to be key to averting the foretold events.
- The character knows just enough to come to a false conclusion, lied to by
omission.
- Divergence - The foreknowledge becomes increasingly useless as it is
used, because the future it came from was not one in which someone used the
future knowledge. This tends to also make dramatic tension difficult,
because if bad things happen a time traveler can go back and try to fix them
or at least re-roll on the random events table by disrupting things. That's
fine in a light or comedic story, less so if the writer wants to be serious.
Furthermore, diverenge due to the use of foreknowledge can rapidly make the
world too unlike its initial state, losing the interest of readers who don't
want to come along for the retcon ride. Kludges like "fixed points" don't
really help unless given an adequate explanation (such as "Someone is
defending that point in the timeline for comprehensible reasons," as seen in
Loki or Legends of Tomorrow).
- No matter what the character does, if they can change things they find
they no longer have useful foreknowledge of the consequences.
- Groundhog Day - The foreknowledge is key to the story, because the
protagonist(s) repeats a limited time loop over and over until they learn
something important. We have reached the point where just about any series
where time travel is possible can be expected to have an episode like this
eventually, so it's best to figure out what it's good for, rather than just
doing it to be clever...because it's not really clever anymore. Often the
loop is used to allow for the personal growth of the character (as in the
Groundhog Day movie), or for them to acquire the skills they need to defeat
the Big Bad in a sort of video game respawn (Puella Magi Madoka Magica, Live
Die Repeat, etc). Since the foreknowledge only covers a limited timespan,
divergences get reset every time it loops, and this plot is usually
not the basis for an entire series, most of the worst dramatic pitfalls can
be avoided.
- 10 The character expects this time they will figure out how to break the
loop.
- 20 GO TO 10.
IN CONCLUSION
While each of the above ways in which characters can believe they know what
the future holds has its own pitfalls, one thing they all have in common to
one degree or another is this question:
"What am I supposed to do with this
foreknowledge?"
Regardless of the plot conflict the writer thought they were using (Man
vs. Nature, Man vs. Author, whatever), the story has also acquired "Man
vs. Expectations" as a core conflict. The character has expectations about
what the future holds, and the story demands they deal with those
expectations in some fashion...rare is the story in which there's a great
prophecy and the protagonists don't care about it at all, even if they don't
plan to do anything about it. The "Threat" style of prophecy is probably the
least at risk here, since those tend to be obvious "Man vs. God(s)"
conflicts, but even those can fall prey to unnoticed conflict.
When a writer isn't acutely aware of the conflict in their own story, and
assumes that the character foreknowledge is just a plot motivator or a
gimmick, the entire story can be fatally weakened.
As foretold.
Dave's Philosophical Natterings
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