Monthly Archives: February 2010

Dramatica Definition: Obstacle Character’s Direction

Obstacle Character’s Direction • [Element] • The direction of the Obstacle Character’s efforts • An Obstacle Character can never be sure if what he believes to be the source of his problem really is the source of his problem. Regardless, based on his way of seeing things, he will determine a potential solution or Direction in which he hopes to find the solution. The dramatic unit that describes what a Subjective Character believes is the path to a solution is his Direction.

From the Dramatica Dictionary

Sidekick & Skeptic Archetypes

The Sidekick and the Skeptic represent the conflict between confidence and doubt in the Story Mind. The Sidekick is the faithful supporter. Usually, a Sidekick is attached to the Protagonist. Sometimes, however, they may be supporters of the Antagonist such as Renfield to Dracula.

This gives a good clue to the way Dramatica sees Objective Characters: The purpose of the Sidekick is to show faithful support. That does not determine who or what it supports, but just that it must loyally support someone or something. Other dynamics of a story will determine who the Sidekick needs to be attached to in order to make the story’s argument, but from the standpoint of just describing the Archetypal Characters by themselves, the Sidekick faithfully supports.

The Sidekick is balanced by the Skeptic. Where the Sidekick has faith, the Skeptic disbelieves; where the Sidekick supports, the Skeptic opposes. The nature of the Skeptic is nicely described in the line of a song… “Whatever it is, I’m against it.” In the Story Mind, it is the function of the Skeptic to note the indicators that portend failure. In contrast, the Sidekick notes the indicators that point to success. The interactions between Sidekick and Skeptic describe the Story Mind’s consideration of the likelihood of success.

From the Dramatica Theory Book

Work Stories vs. Dilemma Stories

 Problems

Without a problem, a story is at rest or Neutral. All of the dramatic pieces are balanced and no potential exists. But when a problem is introduced, that equilibrium becomes unbalanced. We call that imbalance an Inequity. An inequity provides the impetus to drive the story forward and causes the Story Mind to start the problem solving process.

Work Stories and Dilemma Stories

It is important to differentiate between solvable and unsolvable problems. The solvable problem is, simply, a problem, whereas an unsolvable problem is called a Dilemma. In stories, as in life, we cannot tell at the beginning whether a problem is solvable or not because we cannot know the future. Only by going through the process of problem solving can we discover if the problem can be solved at all.

If the problem CAN be solved, though the effort may be difficult or dangerous, and in the end we DO succeed by working at it, we have a Work Story. But if the Problem CAN’T be solved, in the case of a Dilemma, once everything possible has been tried and the Problem still remains, we have a Dilemma Story.

Mind and Universe

At the most basic level, all problems are the result of inequities between Mind (ourselves) and Universe (the environment). When Mind and Universe are in balance, they are in Equity and there is neither a problem nor a story. When the Mind and Universe are out of balance, and Inequity exists between them, there is a problem and a story to be told about solving that problem.

Example: Jane wants a new leather jacket that costs $300.00. She does not have $300.00 to buy the jacket. We can see the Inequity by comparing the state of Jane’s Mind (her desire for the new jacket) to the state of the Universe (not having the jacket).

Note that the problem is not caused solely by Jane’s desire for a jacket, nor by the physical situation of not having one, but only because Mind and Universe are unbalanced. In truth, the problem is not with one or the other, but between the two.

There are two ways to remove the Inequity and resolve the problem. If we change Jane’s Mind and remove her desire for the new jacket — no more problem. If we change the Universe and supply Jane with the new jacket by either giving her the jacket or the money to buy it — no more problem. Both solutions balance the Inequity.

Subjective and Objective Views

From an outside or objective point of view, one solution is as good as another. Objectively, it doesn’t matter if Jane changes her Mind or the Universe changes its configuration so long as the inequity is removed.

However, from an inside or subjective point of view, it may matter a great deal to Jane if she has to change her Mind or the Universe around her to remove the Inequity. Therefore, the subjective point of view differs from the objective point of view in that personal biases affect the evaluation of the problem and the solution. Though objectively the solutions have equal weight, subjectively one solution may appear to be better than another.

Stories are useful to us as an audience because they provide both the Subjective view of the problem and the Objective view of the solution that we cannot see in real life. It is this Objective view that shows us important information outside our own limited perspective, providing a sense of the big picture and thereby helping us to learn how to handle similar problems in our own lives.

If the Subjective view is seen as the perspective of the soldier in the trenches, the Objective view would be the perspective of the General watching the engagement from a hill above the field of battle. When we see things Objectively, we are looking at the Characters as various people doing various things. When we are watching the story Subjectively, we actually stand in the shoes of a Character as if the story were happening to us.

A story provides both of these views interwoven throughout its unfolding. This is accomplished by having a cast of Objective Characters, and also special Subjective Characters. The Objective Characters serve as metaphors for specific methods of dealing with problems. The Subjective Characters serve as metaphors for THE specific method of dealing with problems that is crucial to the particular problem of that story.

Dramatica Definition: Obstacle Character’s Critical Flaw

Obstacle Character’s Critical Flaw • [Variation] • The item that undermines the Obstacle Character’s unique ability to impact the Main Character • The Obstacle Character’s Critical Flaw undermines his effectiveness against the Main Character in general, but especially in regards to his Unique Ability. The Obstacle Character in any story has a Unique Ability which makes him uniquely qualified to thwart the Main Character. But in his character as well is a Critical Flaw which prevents him from just totally overwhelming the Main Character. This is again a trait which is unique to this particular character.

From the Dramatica Dictionary

The Reason and Emotion Archetypes

The Reason Archetypal Character is calm, collected, and cool, perhaps even cold. It makes decisions and takes action wholly on the basis of logic. (Remember, we say wholly because we are describing an Archetypal Character. As we shall see later, Complex Characters are much more diverse and dimensional.)

The Reason character is the organized, logical type. The Emotion character who is frenetic, disorganized, and driven by feelings.

It is important to note that as in real life, Reason is not inherently better than Emotion, nor does Emotion have the edge on Reason. They just have different areas of strength and weakness which may make one more appropriate than the other in a given context.

Functionally, the Emotion Character has its heart on its sleeve; it is quick to anger, but also quick to empathize. Because it is frenetic and disorganized, however, most of its energy is uncontrolled and gets wasted by lashing out in so many directions that it ends up running in circles and getting nowhere. In contrast, the Reason Character seems to lack “humanity” and has apparently no ability to think from the heart. As a result, the Reason Character often fails to find support for its well-laid plans and ends up wasting its effort because it has unknowingly violated the personal concerns of others.

In terms of the Story Mind, Reason and Emotion describe the conflict between our purely practical conclusions and considerations of our human side. Throughout a story, the Reason and Emotion Archetypal Characters will conflict over the proper course of action and decision, illustrating the Story Mind’s deliberation between intellect and heart.

From the Dramatica Theory Book

Throughlines (and how to use them!)

Some time ago I described the difference between the two basic forms of story structure with the following phrase:

You spin a tale, but you weave a story.

The common expression “spinning a yarn” conjures up the image of a craftsperson pulling together a fluffy pile into a single unbroken thread. An appropriate analogy for the process of telling a tale. A tale is a simple, linear progression – a series of events and emotional experiences that leads from point A to point B, makes sense along the way, and leaves no gaps.

A tale is, perhaps, the simplest form of storytelling structure. The keyword here is “structure.” Certainly, if one is not concerned with structure, one can still relate a conglomeration of intermingled scenarios, each with its own meaning and emotional impact. Many power works of this ilk are considered classics, especially as novels or experimental films.

Nonetheless, if one wants to make a point, you need to create a line that leads from one point to another. A tale, then, is a throughline, leading from the point of departure to the destination on a single path.

A story, on the other hand, is a more complex form of structure. Essentially, a number of different throughlines are layered, one upon another, much as a craftsperson might weave a tapestry. Each individual thread is a tale that is spun, making it complete, unbroken, and possessing its own sequence. But collectively, the linear pattern of colors in all the throughlines form a single, overall pattern in the tapestry, much as the scanning lines on a television come together to create the image of a single frame.

In story structure, then, the sequence of events in each individual throughline cannot be random, but must be designed to do double-duty – both making sense as an unbroken progression and also as pieces of a greater purpose.

You won’t find the word, “throughline” in the dictionary. In fact, as I type this in my word processor, it lists the word as misspelled. Chris Huntley and I coined the word when we developed the concept as part of our work creating the Dramatica theory (and software). Since then, we have found it quite the useful moniker to describe an essential component of story structure.

Throughlines then, are any elements of a story that have their own beginnings, middles, and ends. For example, every character’s growth has its own throughline. Typically, this is referred to as a character arc, especially when in reference to the main character. But an “arc” has nothing to do with the growth of a character. Rather, each character’s emotional journey is a personal tale that describe his or her feelings at the beginning of the story, at every key juncture, and at the final reckoning.

Some characters may come to change their natures, others may grow in their resolve. But their mood swings, attitudes, and outlook must follow an unbroken path that is consistent with a series of emotions that a real human being might experience. For example, a person will not instantly snap from a deep depression into joyous elation without some intervening impact, be it unexpected news, a personal epiphany, or even the ingestion of great quantities of chocolate. In short, each character throughline must be true to itself, and also must take into consideration the effect of outside influences.

Now that we know what a throughline is, how can we use it? Well, right off the bat, it helps us break even the most complex story structures down into a collection of much simpler elements. Using the throughline concept, we can far more easily create a story structure, and can also ensure that every element is complete and that our story has no gaps or inconsistencies.

Before the throughline concept, writers traditionally would haul out the old index cards (or their equivalent) and try to create a single sequential progression for their stories from Act I, Scene I to the climax and final denouement.

An unfortunate byproduct of this “single throughline” approach is that it tended to make stories far more simplistic than they actually needed to be since the author would think of the sequential structure as being essentially a simple tale, rather than a layered story.

In addition, by separating the throughlines it is far easier to see if there are any gaps in the chain. Using a single thread approach to a story runs the risk of having a powerful event in one throughline carry enough dramatic weight to pull the story along, masking missing pieces in other throughlines that never get filled. This, in fact, is part of what makes some stories seem disconnected from the real world, trite, or melodramatic.

By using throughlines it is far easier to create complex themes and layered messages. Many authors think of stories as having only one theme (if that). A theme is just a comparison between two human qualities to see which is better in the given situations of the story.

For example, a story might wish to deal with greed. But, greed by itself is just a topic. It doesn’t become a theme until you weigh it against its counterpoint, generosity, and then “prove” which is the better quality of spirit to possess by showing how they each fare over the course of the story. One story’s message might be that generosity is better, but another story might wish to put forth that in a particular circumstance, greed is actually better.

By seeing the exploration of greed as one throughline and the exploration of generosity as another, each can be presented in its own progression. In so doing, the author avoids directly comparing one to the other (as this leads to a ham-handed and preachy message), but instead can balance one against the other so that the evidence builds as to which is better, but you still allow the audience to come to its own conclusion, thereby involving them in the message and making it their own. Certainly, a more powerful approach.

Plot, too, is assisted by multiple throughlines. Subplots are often hard to create and hard to follow. By dealing with each independently and side by side, you can easily see how they interrelate and can spot and holes or inconsistencies.

Subplots usually revolve around different characters. By placing a character’s growth throughline alongside his or her subplot throughline, you can make sure their mental state is always reflective of their inner state, and that they are never called upon to act in a way that is inconsistent with their mood or attitude at the time.

There are many other advantages to the use of throughlines as well. So many, that the Dramatica theory (and software) incorporate throughlines into the whole approach. Years later, when I developed StoryWeaver at my own company, throughlines became an integral part of the step-by-step story development approach it offers.

How do you begin to use throughlines for your stories? The first step is to get yourself some index cards, either 3×5 or 5×7. As you develop your story, rather than simply lining them all up in order, you take each sequential element of your story and create its own independent series of cards showing every step along the way.

Identify each separate kind of throughline with a different color. For example, you could make character-related throughlines blue (or use blue ink, or a blue dot) and make plot related throughlines green. This way, when you assemble them all together into your overall story structure, you can tell at a glance which elements are which, and even get a sense of which points in your story are character heavy or plot or theme heavy.

Then, identify each throughline within a group by its own mark, such as the character’s name, or some catch-phrase that describes a particular sub-plot, such as, “Joe’s attempt to fool Sally (or more simply, the “Sally Caper.”). That way, even when you weave them all together into a single storyline, you can easily find and work with the components of any given throughline. Be sure also to number the cards in each throughline in sequence, so if you accidentally mix them up or decide to present them out of order for storytelling purposes, such as in a flashback or flash forward, you will know the order in which they actually need to occur in the “real time” of the story.

Once you get started, its easy to see the value of the throughline approach, and just as easy to come up with all kinds of uses for it.

Dramatica Definition: Obstacle Character’s Concern

Obstacle Character’s Concern • [Type] • The area of the Obstacle Character’s principal cares, interests, and goals; the area of the Obstacle Character’s greatest impact on the Main Character • The Obstacle Character will be interested in achieving some degree of growth or control over things described by this appreciation. This could be in terms of concrete or abstract things, depending partly on the Obstacle Character’s Domain and partly on the twist the author wants to put on that Domain.

From the Dramatica Dictionary

Players vs. Characters

In an earlier discussion of what sets the Objective Characters apart from the Subjective Characters, we described how Objective Characters represent dramatic functions in a story whereas Subjective Characters represent points of view.  The Progagonist is an example of an Objecitve Character whose function is to be the prime mover in the effort to achieve the story’s goal.  The Main Character is an example of a Subjective Character as it represents the audicence position in a story – a point of view.

Authors frequently assign the roles of both Protagonist AND Main Character to the same player in the story, creating the stereotypical “Hero”.  (Note that a Hero is a stereotype, not an archetype.  The function of a Protagonist is archetypal, but combining that function into the same player as the one assigned as the audience position in the story – the Main Character – is a convention of storytelling, not a necessity of dramatic structure.  This makes a Hero a stereotype, rather than an archetype.

The concept of “player” is found throughout Dramatica and differs from what we mean by “character.” Dramatica defines a character as a set of dramatic functions that must be portrayed in order to make the complete argument of a story. Several functions may be grouped together and assigned to a person, place, or thing who will represent them in the story. The group of functions defines the nature of the character. The personage representing the functions is a player.

In other words, a player is like a vessel into which a character (and therefore a set of character functions) is placed. If more than one Objective Character is placed into a single player, the player will appear to have multiple personalities. This is clearly seen in the dual characters contained in player, Dr. Jekyll & Mr. Hyde, or the many personalities of Sybil.

From the Dramatica Theory Book