Author Archives: Melanie Anne Phillips

Concept for a Theme

Life is filled with opportunities to begin a story.  Sometimes you encounter a bit of news, observe an interpersonal interaction, or simply see a post on Google+ or Facebook.

Today, for example, I was writing a private message on Facebook to my cousin about the ups and downs of life and when I re-read it I realized it was a fully developed theme for a story.

If you really are a writer – if you really have the natural instincts (and perhaps the chops) – then even casual conversations you have or that your post can inspire a whole exploration of a topic, concept, lifestyle or activity.

As an example, here’s the message I sent to my cousin:

When they say, “There is no greater gift than to lay one’s life down for another” most people think they are talking about dying, as in sacrificing oneself in war. But I often thought that when we dedicate ourselves to others – family, friends, a commitment to service – then we are, in a very real sense, laying down our lives for others – one moment at a time.

And which is the greater sacrifice – to have an instant of bravery in which one is not thinking about ceasing to exist and jumps almost instinctively in front of the bullet, the decision to stay behind to run the escape elevator, knowing you will slowly suffocate, or to choose everyday to lose your own life, dreams, even personality, for the benefit of those you love?

I personally believe that later choice is the most noble of all, for it is made alone, within oneself, over and over again each time you awaken.

Sure, we are able to pursue some of our interests to some degree, but the sacrifice is real as we watch the dreams that once drove us pale and fade into impossibility.

Still, the rewards are many – the smiling faces of our children, the peaceful face of our mate when he or she sleeps, the relief (expressed or simply exhibited) by those to whom we have been of service.

I believe we must come to realize that while we may wish our lives had evolved differently or that the choppy seas of fate might have cast us higher on the shore, life is not perfect nor is happiness a right, only the pursuit of it.

And, in the end, if we had chosen any other more self-oriented path we would find the sum total of our lives and the contentment of our hearts would be far less by a magnitude than it is by having laid it down for others instead.

The Dramatica Concept

Over the years there’s been so much sophisticated material written about how the Dramatica theory of narrative structure deals with all kinds of complex story issues that it is easy to forget about the central purpose of Dramatica in the first place.

So, here’s a short article to help those of you new to Dramatica to get a grip on what it is and why its important.

*************

There’s two parts to stories – the part that gets us all excited (the subject matter and style) and the dry, frustrating part (the underlying structure).

Writers also come in two varieties – the intuitive writers who like to follow their Muse and the logical writers who like to build their stories from the ground up, according to plan.

There are very few folk who do both very well.  We usually call them “Master Storytellers” or John LeCarre or Shakespeare or Aaron Sorkin.

For the rest of us, we usually have some degree of talent in one of the two areas and a noticeable lack in the other.  Me – I’m great at following the Muse, but can’t structure a story worth a darn.

So, twenty years ago, a friend of mine and I went hunting for the answer to story structure.  Along the way, we invented a whole new theory of it called “Dramatica.”

Dramatica says that structure is like the platter on which you serve up your passion and ideas.  Structure is like the carrier wave in radio upon which the program is broadcast.

If structure is done right, it is invisible – just like that carrier way you never hear in a radio program.  But if it isn’t tuned properly, it gets in the way of the program, creating static and drop-outs.  And, you certainly don’t your readers dropping out of your story or stumbling over a logical problem when logic is the last thing you want them to be thinking about.

So, the Dramatica theory deals solely with that dry, uninteresting, but essential underlying “story argument,” because without that sound foundation, even the most interesting subject matter and most intriguing storytelling will collapse.

Well, that’s an introduction to the concept.  What I’m writing these days is like “doctorate level” dissertations – for the following of hard-core structuralists I’ve collected over the years.

Keep in mind, it is all about form, not formula.  It is more like studying good graphic design than paint by numbers.

If you are still interested, I can point you at some good videos and articles I’ve created over the years on the basic concepts.  Just let me know.

Melanie Anne Phillips

Learn more about Dramatica Theory

 

Fractal Psychology in the Real World

Here is an early article about a new aspect of narrative science I was developing.  It is based on a previous concept from our Dramatica theory of narrative structure called the Storymind.

The Story Mind asserts that every story has a mind of its own, as if it were some sort of mega character with its own psychology and its own personality.  Psychology is the deep structure, just as it is with real people, whereas personality are all the traits and attributes that stand on that foundation and give the story identity, again as with real people.

In the Story Mind theory, characters have two aspects.  First, each represents a facet of the overall mind.  That is their dramatic function, and it is from this function that we derive the archetypes, such as the Protagonist, Antagonist, Reason, and Emotion.

But characters also have their own personal stories as well in which they are complete human beings, each with his or her own psychology.  And so, when we look at an individual character, we can see that the same attributes they use for problem solving within their own minds are fractally represented in the overall Story Mind, each by a different character.

This led to the notion of Fractal Psychology in which when people come together in a group toward a common purpose, they quickly self-organize so that one character becomes the protagonist in the group, another the antagonist, one emerges as the voice of reason and another as the passionate emotion archetype.

Yet beyond that, groups might come together to form larger organizations in which each group becomes an archetype within the larger organization, like departments in a major corporation, each with an identifiable story of its own.

Over the years, this initial concept has continued to evolve in detail and substance.  But the seeds were first planted some five years ago as of this posting, and one of the first articles I wrote about how that theory was evolving is reprinted here:

Fractal Psychology in the Real World

What characters represent in the Story Mind is not their own psychology but rather just the small fragment of that overall entity. Essentially, in the story at large characters are nothing more than automatons – going about their functions as “intelligent agents” controlled from above (by the structure of the story as a whole).

The reason we do not easily see this is because we endow our characters with human qualities so that we might identify with them. In a sense, we must give each character at least a rudimentary psychology of its own in order for the reader or audience to empathize or sympathize with it.

But, that psychology does not drive what the character does in the story – it merely defines its personality. Personality is like subject matter or storytelling; it is not structure and does not give the character any psychology at all when it comes to its objective function in the overall story.

Another reason we do not easily see characters as objective is because of something I call “fractal psychology” (see my video on my Storymind YouTube channel). The concept is that when we gather in groups, we form a larger Story Mind as the underlying organization of that group and each adopt roles in the group that correspond to the objective characters. For example, one of us will take the role of the voice of Reason and another will be the Skeptic.

Just as characters can be subdivided into their component elements, so too, in larger groups, its members will refine their functions and specialize until all the elemental positions are taken. Then, if the group grows larger, something really intriguing happens. Individuals will form smaller story mind groups within the overall group. So, there will be one “click” or “faction” within the group that collectively act as the voice of Reason and another that functions as the Skeptical voice. Within each sub-group (sub-story) are similarly-minded individuals who all share the same basic attitude. BUT – within each sub-group, the individuals will take on other objective roles so that, for example, someone will become the Skeptic within the group that stands for Reason – essentially he or she will function as the Skeptical voice of Reason.

And finally, as the original large overall group encounters other similarly sized groups, each group will take on a function and collectively all the groups will form an even larger mind.

This is Fractal Psychology – a pet theory of mine. It explains why we are all in a constant complex web of interrelationships with our peers, our superiors and our subordinates, sometimes being driven by our own psychologies, but socially always acting as objective characters.

And so, we expect every character to have a psychology when, in fact, stories are not complex enough for that. Stories are about dealing with a single central issue with a single Story Mind and the agents that make it up. In this level of magnitude, the objective characters have no real psychology, and yet the reader or audience will expect it, for they see the story as a slice of real life in which everyone they know, themselves included, has a psychology. We, as storytellers, then humanize our automatons so that we fool the audience, sugar coat the functions to make it appear as if they are fully developed people when they truly are not.

There are, of course, two exceptions to this – the Main Character and the Influence Character. They are special because in addition to their objective functions, they also represent our sense of self and that small “devil’s advocate” voice within us with whom we argue about whether we should stick with the tried and true, even if it appears to be failing, or adopt the new and promising, even though it has never been tested.

So these two exceptional characters need to be fully developed with their own true internal thought processes. But that, alas, is another story……

Melanie Anne Phillips

Learn more about Narrative Science

Narrative Space in the Real World

In an earlier post I described how the term “narrative space” refers to the breadth and depth of the subject matter from which you will develop a story.  Like a cloud, the subject matter is just the raw material – a nebulous realm in which many story structures might be found.  Think of a story structure as a construct of tinker-toys about the size of a basketball.  And think of a narrative space as your bathtub.  With a tub full of subject matter, you can drop your tinker ball anywhere in it and encircle a different batch of water.  Without changing the structure at all, you can move it just an inch and still change the nature of the particular subject matter you’ll use in making your point.

Now look at it another way.  You have this tub full of subject matter than intrigues you.  You’d love to cram it all into the same story.  But, your ball just isn’t that big.  In other words, you’d need a book the size of an encyclopedia to cover it all, or perhaps a movie 8 days long.  Could it be done, of course!  But should it?  Not if you expect anybody to read it or go see it.

So, you assess your tub.  You’d really like the rubber duck in your story so you put the ball around that.  But, you’d also like that particular lump of suds – it just intrigues you.  You gently push that little bubbly heap into your ball as well.  In fact, you go all over your basin and pull all the water and floating things you’d specifically like into your ball.  Eventually, you can’t get anything new into the ball without pushing something else out.  That is the story equivalent of the speed of light constant.  I call it the size of mind constant, because it describes the maximum size a story can be and still be held at one time in the mind of your reader or audience.

Of course you can always plop another ball into the same tub to gather in a different collection of subject matter.  Thus, by writing a series of books, penning a television series, or hammering out a bunch of movie sequels, you might be able to get almost all the subject matter that interests you covered in one story or another – just not all in the same story!

(Naturally, you could create an over-arcing story structure in which each of the smaller stories becomes just an element in a bigger structure, but then the read or audience won’t be able to see the subject matter detail in the smaller stories at the same time that they appreciate the subject matter in the over-arcing story – just too many degrees of separation or magnitude from the biggest to the smallest to capture in a single glimpse.)

Some of your tinker balls might actually overlap in the tub, like galaxies colliding, in which they each share some elements of story structure.  Others may carve out sections that are completely separated.  And, some may nudge up against each other just close enough to have a topical point of connection.  In the end, though, you need to decide for any given story what subject matter you will include and what you will exclude.  Or, put inversely, you need to determine where in the tub to drop your ball.

Finally, to the point of this particular posting – narrative space in the real world.  By this I do not mean the practical application of story structure in fiction, but the projection of story structure concepts into the actual, physical world of living, breathing people.  Quite a departure, I know.  But recall that Dramatica is a theory of the story mind.  It holds that every story structure is a model of the mind’s problem-solving processes.  Even more, it goes so far as to contend that story structure represents the underlying structure and dynamics of our own minds upon which our unique experiences fashion our singular personalities.

Hey – too talky…  Let me try that a little more conversationally…  What works in story structure works in understanding everyday life as well.  The story mind is the same as our own minds.  It is a fully functional model of how we think – how we organize things in our own heads.  So it should not come as much of a surprise that the way we organize our stories is all the way we organize our lives.

Everything we do in life is represented in stories, at a structural level.  I’m not talking about whether you like red or blue or whether you play football or go bowling – that’s all just subject matter.  (And when I say “just” subject matter, yes I know that is where the passion lies.  We only care intellectually about structure.  In short, our heads are into structure but our hearts are into the subject matter.  Still, we’re talking about the relationship between structure and subject matter here, so I suppose it doesn’t really matter much anyhow.)

Now one person will organize his life in many story structures.  Your life is your tube and you’ll have lots of balls in it – some bigger (up to the size of mind constant, at times) but mostly smaller structures of various sizes.  You’ll have a structure for your parents and one for your kids.  You’ll have a structure for your job and, within that, one for your boss.  You’ll have a structure for your future, one for each hobby, and one for the concept of hobbies in which each smaller structure is an element in the overall concept.

We don’t think about structure, we think in topics and organize in structure.

So, one person will have many nested and isolated structures all bouncing around in his or her head all the time, shifting around the the subject matter of our lives, driven by the passions of our personalities.  But underneath it all, logistically, organizationally, there is sense in the midst of the chaos when you recognize the structures of your life and don’t try to create a “life story” but more like a “life pageant” of the ongoing progression, collision and evolution of all the little stories that make up your pitiful existence.  Oops…  got a little carried away there with the rhetoric….

Point is, one person has many stories.  And within themselves, they can see all the characters you find in stories – the Reason character who represents our intellect, the Emotional archetype who stands for our passion, the Protagonist who is our initiative, the Antagonist (our reticence), the Sidekick (our confidence) the Skeptic (doubt), the Guardian (conscience), and the Contagonist (temptation).

But here’s the fun part – when we get together in groups, us humans take on the role of characters in the group story.  In short, we organize ourselves as part of a a larger group-story because story structure is how we organize.  Sounds recursive, but when you consider that the whole point of stories is to show us how to deal with situations that reflect (at some tiny or grandiose level) our own lives, add to that the notion that story structure evolved because it represents the way we think, and add to that the fact that of course we try to organize our world they way our heads are organized – well then maybe it isn’t so much recursive as it is fractal.  In fact, when I first thought of this concept, I called it “fractal psychology” – that’s my name for it and I’m sticking to it!  (Check out my videos on fractal psychology on YouTube.)

Every time you join a club, participate in a class, get involved in a political party or show up to work, you are taking a role in a bigger story than yourself, but completely like the way your own mind is organized.  So, one of us will be the voice of Reason, another the Emotional (passionate) perspective.  By each taking a role, we cover all the ways we can possibly think about the issues the group faces, we create a “big giant head” a la the old television show Mork and Mindy and populate its roles.

Now if you join an already existing organization, there might not be the position open to which you are best suited.  And, because of seniority (or lack thereof) you have to take a role that isn’t all that natural to you.  But if you don’t, you won’t have a place at the table.  So, you cram yourself into that position as best you can in the hopes that if somebody else leaves or dies or gets kicked out or whatever, when the musical chairs of reorganization occurs you may be able to snag yourself a better seat.

Though these things are always to some degree in flux (like molecules, heated, agitating and vibrating to one extent or another), there is a general inertia to each story system that holds the group together.  In time, like a person, a group may grow old and die, lose its vibrancy, or simply go to pieces.  And then, the pieces will gather together or be sopped up by other groups (again like solar systems forming from the remnants of a super nova) and the process will begin all over.

Now the last notion I’ll lay upon you (hallelujah!) is that even groups gather together in groups.  Cities become States become Nations.  Factions become Movements become Parties.  All of humanity is arranged as nested or separated groups, vibrating and evolving and overlapping as they pass through one another in the great subject matter tub of life.  Seems largely like a mess (if you watch the evening news or try to find a job) but beneath it all, very sound, stable, predictable and consistent patterns are a work, all fractally related to that little bitty brain stuffed into each of our puny heads.  A world within and a world without.

Finally, just to poke the bear one more time, go ahead and write your fictions, shoot your movies, and tell your tales.  But wouldn’t it be interesting to try and apply these same Dramatica principals not only to the realms of your creation but to all creation?  What’s the story with your spouse?  Your job?  Your future?  Which of those countries is the Skeptic in this particular international melee?  How does what happens in my town fit in with what happens in my county, and how does it mesh with the next burg over?

You want to think about it.  You know you do.  (That’s just me falling into the role of Contagonist….)

Narrative Space

“Narrative Space” describes the complete breadth and depth of subject matter in which you seek to define a story.

Simply put, most authors don’t come to a story with a complete structure immediately in mind.  Rather, they are attracted to the subject matter, which may include setting, time period, activities and events, personalities, snippets of dialog, situations and anything else that is not inherently part of the argument of a narrative.  For example, take Santa Claus.  You can have him be the main character or a victim or a villain.  You can make him a spirit or a man.  You can have him involved in a western, a science fiction, a romance, a buddy picture or a tragedy.  In and of itself, subject matter is not part of a structure but just the raw material from which a structure is formed.  That is part of the reason that in Dramatica theory we named a story’s structure the storyform as it brings form to story.

Think of subject matter as the interstellar gas and material from which solar systems are formed.  This is the narrative space.  Just because you carve out a piece of this space – enclose a particular cloud of star stuff – does not create planets that orbit in understandable patterns.  The job of an author is to look into the nebulous nature of an area of subject matter – a particular historic event, an aspect of human nature – and to coalesce that material into a tale or a story.  A tale in a given narrative space would simply explore the subject matter and make a statement about it.  A story would transcend that and make the case for the best (or worst) of all possible ways to organize (or live through) that material.

As you might expect, there does not have to be a just one single storyform within a narrative space.  In fact, there can be an infinite number of stories told within a given realm of subject matter.  Some of these may exist in different corners, completely separated from each other.  Some may overlap slightly, covering similar areas of subject matter with two complete different structures and messages.  In fact, two completely different storyform arguments may actually occupy the exact same portion of the overall narrative space but form the raw material toward two contradictory purposes, much as two scepters might fashion artistically incompatible statues from identical pieces of clay.

As a final thought in this brief introduction to the concept, consider that when you are developing your story’s world, who’s in it, what happens to them, and what it all means, just because there are parts of the narrative space subject matter that are the reasons you want to write this story does not mean that they can all fit into the same storyform.  Often, to make a complete argument, we must exclude favorite subject matter pieces that would have to be ham-handedly crammed into our story and would never truly fit.  Further, we may have to include additional elements that really don’t inspire us, because if we went with only the parts we truly care about, our overall argument would be full of holes.

Lastly, take solace that you can always write a second story or a series of them about the same narrative space (subject matter) until you have devised enough structures to powerfully explore them all.

Melanie Anne Phillips

Develop your story’s world

with our StoryWeaver Software

If Dramatica’s Options Aren’t What I Want, What Then?

A new Dramatica user recently emailed to say she was stymied when she reached a point in the storyforming procedure and the options she wanted for a particular story point were grayed out and not available, even though she was structuring her already completed book and felt she had a solid “hero’s journey” arc.

My reply:

Here’s some info to set the stage, followed by some steps you can take to solve this problem after you are familiar with the concepts.

First off, story points in a structure are not independent but are interdependent. This means that story points don’t stand alone in a structure but have relationships with other story points. The result of this is that the “options” list only those remaining choices that are consistent with other choices already made that have a collective impact or interconnection down the line. In fact, when you don’t have options you want, this is Dramatica doing the very thing it was created to do: letting you know that the choices you’ve already made in your structure are not truly compatible with the choice you are trying to make now. In short – your structure would be inconsistent. This is the purpose of Dramatica – to alert you when you are drifting in your perspective and therefore undermining the strength of your own message.

You see, most authors come to write a given story because they are interested in the subject matter. But subject matter isn’t structure. Subject matter is the setting, style, background information about your characters and their affectations, for example. In contrast, structure is an argument you are making to your reader or audience that a particular path toward a solution is the best or worst one that might be employed in those particular circumstances that you are exploring. That is your underlying message that gives direction and backbone to everything that happens in your subject matter. But how many different stories – different structures might be created that are all set in the Old West? And just because they share the same subject matter doesn’t mean they belong in the same story.

As writers, we are coming to a story without really knowing how all the pieces will fit together. Even if we have completed a book or a screenplay without Dramatica that seems to work (to us), it may not be actually living up to its potential, or may in fact not really work as well for others as it does for ourselves. This is because people tend to think in terms of topics rather than in terms of structure. So, we look at our subject matter and we discover that a particular topic in that realm dovetails very nicely with another topic in the same subject matter. While this is likely true, that is just the superficial. Beneath that, do they structurally connect as well? It is almost impossible to see if it does with the “naked eye.” But Dramatica puts the structure under the microscope (or into the X-Ray machine) and looks at what’s holding it all together logically. It takes you choices as you make them and instantly calculates how each additional choice impacts all the remaining options – which support what you’ve done already and which work against it, dramatically. It grays out all the options that are not structurally consistent with the other options you’ve chosen.

In short, though your subject matter may be consistent from the opening page to “the end,” and though it make all seem solid and right on the surface, who knows what evil lurks beneath? Dramatica knows.

Now, what to do about it….

Well, the first point is that the StoryGuide (Quick Start) is a way to introduce new users to Dramatica but is not necessarily the best way to use it down the line. If you don’t see the options you want there is usually no single previous choice that can be changed to allow the options you want (as described earlier). But, there are two approaches that will work, one with your existing storyform and one that is a better way to start in the first place.

First, for the storyform you already have partially developed: Go to the Story Engine feature and see all the items that are chosen in your storyform. Find the story point you want to open up to more options. Click on the little lock boxes to the right of each story point you want to keep as is, leaving all the other story points that don’t matter so much to you with the lock box open. Then hit “clear.” This will wipe out all the constrictions other than those imposed by the story points you’ve locked. In this way, you can get rid of any previous choices that aren’t important, keeping only the ones that are essential to you. This should open up more choices on the story point for which you wanted more options. If it doesn’t open up more options, it means that some combination of the story points you locked are still inconsistent (structurally – dramatically) with that story point. Which means you’ll have to uncheck the least important remaining story point and hit clear again and repeat until those options open up.

Now, this is a bit of a pain in the neck, and also can be frustrating because Dramatica 4 doesn’t show all the story points in the Story Engine – just the most commonly addressed ones. So, if your story point isn’t there, or if you have made choices for other story points in the story guide that don’t show up in the Story Engine, then you’ll have to open those up by unchecking them in Story Guide – as described, a pain in the neck. Fortunately, Dramatica 5 (in programming) has an improved Story Engine that includes all the story points for a one-stop job.

And here is where I explain how you can go about structuring your story much more efficiently from the get go. To begin, start with a new story file with no choices made. Then, go directly to the Story Engine OR to the Query System and find the single most important story point to you as author of the story. It might be the Main Character’s Problem (that drives him or her). It might be the Overall Story Domain (that determines if it will be an action story or one about soul-searching, for example). Naturally, this requires an understanding of what the story points are and how they show up in a story (which is why it wasn’t set up for new users). In the Story Guide you can read about each story point and use the helpview buttons to learn about the dramatic theory behind them, see them in context of real stories, learn about their usage in storytelling, and even call up examples of other well-known stories that share that same single story point.

The idea is, to begin with the single most important story point to you. Since it is the first one chosen, all options will be open. Next, you choose the second most important story point to you. Most authors don’t get into structural inconsistencies at this level, but only later when they get down to the less important dramatic choices. Since everyone has a different opinion about which story point is most important to them, there’s no way to set up a single pathway for everyone. Fortunately, Dramatica is nonlinear, so you can start with any story point and then go to any other next and so on.

As you go, story point by story point in order of importance, you’ve likely eventually run up against one in which the options don’t match what you want. That is Dramatica working again, telling you that what you wanted to do at that point is not consistent with what you’ve done already. At that point, you have a few directions to go:

1. Just ignore what Dramatica is saying. Often the passion of an author’s words is enough to carry readers or audience over structural flaws as long as they aren’t glaring. And, in fact, it is sometimes impossible to get excited about writing things in a way you don’t want that is perfect structurally, while it is inspiring to write about a particular part of your story the way you want it, even if it is structurally flawed. And this will translate into heightened involvement for your readers and audience. So, try to see why you are being inconsistent and why the options actually remaining would be structurally better, and then decide to chance your story or ignore that particular structural flaw because it isn’t a particularly critical story point.

2. Go back a ways, undoing choices, and try a slightly different path that may avoid closing down those options.

3. Recognize that structure is important to you at this point in your story, and that it is really shining a light on your structural flaws. Therefore, you change your story to whatever degree is needed to bring it into line dramatically.

In summary, however you decide to approach it, when the options you want are no longer available, that is in fact exactly why Dramatica was created and what it was designed to do: not to force you to conform to structure but to simply alert you to structural flaws and to show you the structurally sound options so that you can choose to fix the problem or let it slide for the sake of the Muse. But, at least you won’t be doing it unknowing and in the dark.

Hope this helps.

Melanie
Storymind

Do Stories Have 28 or 24 Scenes?

In the Dramatica Theory Book, we lay out a method of story development that results in 28 scenes, each with a component of Character, Plot and Theme.  We also describe a 24 scene perspective of story structure. 

Recently, a Dramatica user was having trouble seeing how the two apparently contradictory approaches related to one another.  I responded with an article ( Character Development and the 28 “Magic” Scenes ).

She just sent another email saying it still wasn’t quite clear.  So, here’s another stab at explaining how the 28 scene and 24 scene views peacefully co-exist:

Hi, Heather.

The 26 scenes only come up when looking at how plot and theme relate. In plot, when you have a single signpost, it is like looking at a single topic. The whole act is about that topic – for example, if the signposts are Learning, Understanding, Doing and Obtaining, then the second “act” is all about Understanding.

You see, there are two ways to look at stories and two ways to look at acts. When the audience looks at an act, they see it as a process that unfolds before them, so they focus more on the journeys, such as Understanding more and more until the characters are able to start Doing. But, when an author looks at a story, he or she will see the whole thing spatially, rather than temporally – see all the parts and pieces and how they fit together all in one view, all at one time.

So, the author focus is on the topics and how they relate to one another. So, he or she will focus more on the signposts, such as act one is about Learning, act two is about Understanding and so on. Both author and audience views are valid, just different because the audience doesn’t know the whole story until it is finished playing out, but the author does.

But, as a story plays out, the audience gradually builds up the same “after the fact” view of the author, act by act and scene by scene. So, the audience will see the journeys as they unfold, but will gradually see the topic shifts as act breaks when, for example, the characters have arrived at an Understanding and finally begin Doing. That marks the end of focusing on Understanding, which is no longer a topic of consideration in the story, having been fully explored.

When you consider the story as a done deal and look at the signposts as “topic acts,” then you can consider how theme relates to plot, act by act. Theme is not just a single item, such as Self-Interest. Nor is is just a simple conflict, such as Skill vs. Experience (the sort of story where a talented youth is pitted against a less-talented but far more experienced oldster). Those kinds of conflicts are explored over time, weighing one against the other, as described in the 28 scenes method.

But, in the spatial view of the story as a done deal, then you need to look at all four items in the thematic quad for each act. For example, the whole Skill quad, in addition to Experience, also contain Enlightenment and Wisdom. By Dramatica’s definitions, Enlightenment is knowing a higher truth, Wisdom is knowing when to use it.

You can see how all four fit together as part of a complete thematic exploration, Skill, Experience (externally based) and Enlightenment and Wisdom (the internal equivalents). In other words, Skill is to Enlightenment as Experience is to Wisdom.

If this is the thematic quad that was structurally associated with the signpost “act” of Understanding, for example, then all four of these thematic issues would be used to explore Understanding. In this example case, Understanding would be explored in terms of Skill, Experience, Enlightenment and Wisdom. But, in structure, the individual thematic issues are not applied to a signpost directly and individually – that is too cut and dried, too ham-handed, to unlike our own thematic investigations in our own lives in which we are constantly weighing one attitude or approach against another.

While in the 28 scene method, this “balance scale” is created when only the direct conflict between the thematic issue and its counterpoint (such as Skill vs. Experience) are measured against each other (though never directly against each other in the same scene), in the spatial view (the after-the-fact analysis of what the story means), every item in the thematic quad needs to be compared against all three of the others.

So, Skill will be weighed against not only Experience, but also directly against Enlightenment and Wisdom as well. This creates six different balance scales per act. In this case, they would be Skill vs. Experience, Skill vs. Enlightenment, Skill vs. Wisdom, Experience vs. Enlightenment, Experience vs. Wisdom and Enlightenment vs. Wisdom.

In real life, we just don’t see what the real thematic issue is directly, and there are always contextual considerations such as, it is wrong to steal, but it is right to steal bread for your starving child if there is no other way to feed him, but it is wrong to steal bread for your starving child if taking the bread will cause two other children to starve. The contextual considerations go on and on. That is why we have a jury of our peers – to cut some slack or conversely to throw the book at a criminal because of context.

This unclear view must be part of the Story Mind if it is to truly mirror the operation of our own minds. And so, for each of the four signposts in a given throughline, there will be all six balance scales for the thematic quad. By the end of the exploration of that signpost, the audience (and author) will know all there is to say about how, for example, Skill, Experience, Enlightenment and Wisdom stack up; how the affect and are affected by Understanding, for example. Then, it is on to the next signpost in which all six balance scales are played against Doing, for example.

By the end of a throughline, the thematic quad will have been played against all four signposts, and only then is there enough data to see how all the balance scale measurements add up, showing us which is the best (most effective) thematic item in trying to solve the story’s problem, and by how much it stands above the others, i.e. much better, or just a little better.

Six balance scales times four signposts equals twenty four “scenes” or more broadly put, twenty four sequences – twenty four thematic measurements. Now, with four throughlines that means there are 96 of those moments or thematic sequences. If you wanted to write a theme-focused story, that pretty much lines out all of the beats you need to create a complete story, especially when you consider you still have to add in character growth and plot progression, not to mention the structural components of genre as they develop act by act as well!

I hope this give you a better look at the twenty four “scene” approach to understanding the meaning and thematic message of a story, as opposed to the experiential 28 scene method of outlining your story’s progression.

As always, let me know if you have any other questions and I’ll do my best to answer them.

Melanie

Character Development and the 28 “Magic” Scenes

A Dramatica user recently asked a couple of questions about developing characters other than the Main and Impact (Obstacle) and also about Dramatica’s reference to “28 magic scenes” in one place and 24 scenes in another.
 
Here’s my reply – you’ll find the original questions at the end:
 
Hi, Heather.
 
Here’s some quick answers. First in regard to developing characters other than the main and obstacle. To begin with, every character has to do double duty – first, as having a real personality and psychology so we, the audience, can identify with them and – second, to fulfill a role as a facet of the larger Story Mind.
 
So, even objective characters can be explored as deeply as you like, even to explain how they came to act as they do as objective characters. But, these characters will not be on the cusp of a decision – they will simply have attitudes, approaches and depth. It is the main and obstacle characters who have the potential to truly change their natures and, therefore, their personalities are far more fluid and dynamic as they grapple with the pressures that would lead them to alter their very identities.
 
Still, even objective characters can been struggling with change if they are the main character in their own sub-plot or their own sub-story. For example, look at Han Solo in the original Star Wars movie (Episode IV). Luke is the main character, Obi Wan his Obstacle (or Impact or Influence character). Han is just an objective character – the “skeptic” archetype, in fact. But, Han has his own sub-story with the price on his head from Jabba the Hut. As a result, Han is a more developed character to the extent he will violate his “skepticism” to help Luke rescue Leia from the prison area, because his personal need to pay off his debt leads him to act in a way counter to his objective function.
 
Further, after Han leaves with his reward, he returns at the end putting his own life at risk to attack the empire ships that are targeting Luke. In other words, he has had a change of heart – he has grown and altered his nature. That is why in the next episodes of Star Wars, he can no longer function as a Skeptic since he has changed, and now he becomes a leader in the resistance.
 
Putting it all together, though the main and obstacle characters must always be very clearly the center of attention and the most developed so that the audience doesn’t lose sight of what the Big Picture overall story argument is about, as many other characters as you like can be developed considerably and with empathy, as long as they don’t muddy the overall waters.
 
As for your next question, here is why in some areas we speak of “28 magic scenes” and in other areas “24 scenes.” In short, the 28 scenes are a storytelling technique while the 24 scenes are a structural component.
 
First, the 28 “magic” scenes. In a story there are four signposts that represent milestones in the progression of the plot. For example, one overall story might follow the progression of Learning, Understanding, Doing and Obtaining. It is the journeys from one to the next that define the acts. So, the first act would be Learning until the characters arrive at an Understanding. Act two would be growing in their Understanding until they are able to begin Doing. And act three would be Doing more and more until they are able to Obtain. This means there are seven dramatic elements in each throughline – four signposts and three journeys. So, four throughlines “times” seven equals 28 plot scenes.
 
But, Theme can also be explored in 28 scenes. Here’s how it works. In each act, both sides of a throughline’s thematic conflict must be explored. But, they should never be in the same scene because if you compare them directly, it comes off as ham-handedly making your thematic point – essentially hitting the audience over the head with your own moral message. But, if you show each side of the thematic conflict in a separate scene, then the comparison is not direct and rather massages the audience instead. So, if the conflict is “greed vs. generosity,” for example, then you’d need six scenes (three for each side of the thematic conflict – one exposure of each for each act). But, you’d also need a final scene at the very end of the story where the two are finally compared side by side to verify your position as author and drive home the point you’ve more subtly made, act by act.
 
This leads to 28 scenes needed – here’s how. In each act of each throughline there are four signposts and three journeys. Each gets a plot scene. So, if you look at an act as a signpost followed by a journey, then each act has two plot-specific scenes per throughline. Therefore, you can put one side of the thematic conflict in the signpost scene and the other counter-point in the journey scene. This keeps them separate and gives each scene in that throughline a thematic component as well as a plot component, thereby making it richer. So, by the end of three acts, you’ve done six scenes and illustrated each side of the thematic conflict three times. The final signposts (signpost four) is the end of the story, the denouement or conclusion. It is there where you make the single side by side comparrison of both sides of the thematic conflict. This is the seventh thematic scene in each throughline, and with four throughlines, again you have 28 scenes – only this time they have an element in each of not only plot but theme at all, making them all the richer for it.
 
And finally, in the 28 scene realm, are the 28 character scenes. This only works if you are using archetypes. In fact, the whole 28 scene concept, as stated earlier, is just a story development trick – a way to quickly build scenes that can later be altered or added to. It provides nothing more than an initial spine to get you a framework from which to diverge.
 
So, to use archetypes to create 28 scenes, consider there are eight archetypes. They can be divided in pairs such as Protagonist and Antagonist or Reason and Emotion. These pairings create the greatest conflict. Now, each character has to be introduced – that’s eight scenes. And each character has to be dismissed at the end (how they fared, what happened to them) – that’s eight more scenes for a total of 16. And finally, each of the four pairs of conflicts but be introduced, interacted, and resolved. That’s four conflicts times three stages of conflict development and that equals (again!) 28!!
 
Therefore, if you put one character element in each of your 28 magic scenes, you end up with each scene having an element of plot, theme, and character and a chicken in every pot. But keep in mind, this is just a story development technique. There’s nothing structural about it, though it is based on structure, and what you end up with is a story that is so balanced (every scene having plot, theme, and character equally) that it seems rather plodding and predictable. Still, if you can’t figure out how to create your story’s sequence and get all three aspects of your story completely laid out, this method provides a really good means of creating a “first draft” of your storytelling sequence which you can then expand and alter.
 
For more info on the 28 magic scenes, try these videos:
 

64. The 28 “Magic” Scenes (Part One)

65. The 28 “Magic” Scenes (Part Two)

66. The 28 “Magic” Scenes (Part Three)

67. The 28 “Magic” Scenes (Part Four)

 
Now, dealing with the 24 scenes in the structure, we find there are the same four signposts that delineate the sequence of topics that will be explored act by act. .
 
But each of the signposts must also be explored thematically. In other words, to make the story argument, the reflections or harmonics of the problem must be felt in the plot. To do this, you look at the thematic conflict for a given throughline (like the overall story) and then explore all of the thematic conflicts in each of the four signposts.
 
There are four thematic elements in the quad containing the thematic conflict. In every quad there are six different relationships that can be explored, so four signposts “times” six relationships to be explored equals 24 sequences per throughline. In the Dramatica Theory Book, chapter 18, available at http://dramaticapedia.com/contents/dramatica-theory-book/dramatica-theory-book-chapter-18/ about halfway into the chapter you’ll find a section on “Sequences.” Here’s a quote from the chapter that describes the six relationships in a thematic quad that explains it pretty well:
 

What Is A Sequence?

Sequences deal with a quad of Variations much as Acts deal with a quad of Types. The quad we will be interested in is the one containing the Range, as that is the item at the heart of a throughline’s Theme. Returning to our example story about an Objective Story Throughline in the Physics Class with a Concern of Obtaining, we shall say the Range is Morality, as illustrated in the quad below.

If Morality is the Range, then Self-Interest is the counter-point. Theme is primarily derived from the balance between items. When examining the quad of Variations containing the Range, we can see that the Range and counter-point make up only one pair out of those that might be created in that quad. We have also seen this kind of balance explored in the chapter on Character where we talked about three different kinds of pairs that might be explored: Dynamic, Companion, and Dependent.

Just as with character quads, we can make two diagonal pairs, two horizontal pairs, and two vertical pairs from the Variations in the Range quad. For the Morality quad, these six pairs are Morality/Self-Interest, Morality/Attitude, Morality/Approach, Self-Interest/Attitude, Self-Interest/Approach, and Attitude/Approach. Each of these pairs adds commentary on the relative value of Morality to Self-Interest. Only after all six have been explored will the thematic argument will have been fully made. It could go in a manner as follows:

Morality/Self-Interest
On face value, which appears to be the better of the two?

Morality/Attitude
When Morality is the issue, how do we rate the Attitude of those espousing it?

Morality/Approach
When Morality is the issue, how do we rate the Approach of those espousing it?

Self-Interest/Attitude
When Self-Interest is the issue, how do we rate the Attitude of those espousing it?

Self-interest/Approach
When Self-Interest is the issue, how do we rate the Approach of those espousing it?

Attitude/Approach
Overall, which should carry more weight in regard to this issue?

By answering each of these questions in a different thematic sequence, the absolute value of Morality compared to Self-Interest will be argued by the impact of the six different relative values.

How Sequences Relate To Acts

Three Act Progressions

With six thematic Sequences and three dynamic Acts, it is not surprising that we find two Sequences per Act. In fact, this is part of what makes an Act Break feel like an Act Break. It is the simultaneous closure of a Plot Progression and a Theme Progression. The order in which the six thematic sequences occur does not affect the message of a story, but it does determine the thematic experience for the audience as the story unfolds. The only constraints on order would be that since the Range is the heart of the thematic argument, one of the three pairs containing the Range should appear in each of the three dynamic Acts. Any one of the other three pairs can be the other Sequence.

Four Act Progressions

The three dynamic Acts or Journeys in a throughline’s plot represent the experience of traversing the road through the story’s issues. The four structural Acts are more like a map of the terrain. As a result, a more structural kind of thematic Sequence is associated with the Types directly.

Beneath each Type is a quad of four Variations. From a structural point of view, the Act representing each Type will be examined or judged by the four Variations beneath it. In our ongoing example, the Act dealing with Obtaining would be examined in terms of Morality, Self-Interest, Attitude, and Approach. The difference between this and the thematic sequences we have just explored is that Obtaining is judged by each Variation in the quad separately, rather than each Variation in the quad being compared with one another. It is an upward looking evaluation, rather than a sideways looking evaluation.

In this manner, a thematic statement can be made about the subject matter of concern in each of the four structural Acts. The six Sequences constitute an argument about the appropriateness of different value standards.

Scenes

By the time we get down to scene resolution, there are so many cross-purposes at work that we need to limit our appreciation of what is going on in order to see anything in the clutter. First, however, let’s touch on some of the forces that tend to obscure the real function of scenes, then strip them away to reveal the dynamic mechanism beneath.

Resolution and Sequence

Earlier we spoke of plot in terms of Types. We also speak of plot here in terms of four resolutions: Acts, Sequences, Scenes, and Events. Both of these perspectives are valid appreciations depending on the purpose at hand. Because all units in Dramatica are related holographically, no single point of view can completely describe the model. That is why we select the most appropriate view to the purpose at hand. Even though looking at plot in terms of Types is useful, it is true that “plot-like” twists and turns are going on at the scene resolution as well. However, these dynamics are not truly part of the scene, but merely in the scene. An Act, Sequence, Scene, or Event is really a temporal container — a box made out of time that holds dynamics within its bounds. Much like filters or gratings with different-sized holes, the resolutions “sift” the dynamics trapping large movements at the highest levels and allowing smaller nuances to fall all the way down to the Elements.

What’s in a Scene?

At the scene resolution, the effects of Types and Variations can be felt like the tidal pull of some distant moon. But scenes are not the resolution at which to control those forces. Scenes are containers that hold Elements — anything larger cannot get crammed in without breaking. So the richness we feel in scenes is not solely due to what the scene itself contains, but also to the overall impact of what is happening at several larger scales.

What then does a scene contain? Scenes describe the change in dynamics between Elements as the story progresses over time. And since Elements are the building blocks of characters, scenes describe the changing relationships between characters.

Characters and Scenes

Characters are made up of Motivations, Methodologies, Means of Evaluation, and Purposes. These terms also describe the four major sets of Elements from which the characters are built. The driving force of a character in a given scene can be determined, such as whether their argument is over someone’s motivations or just the method they are employing.

6 Goes Into 24 Like Theme Goes Into Scenes

We have spoken of the three and four act appreciations of story. It was illustrated how both divisions are valid to specific tasks. When dealing with scenes, we find that no scenes ever hang between two acts, half in one and half in the other, regardless of a three or four act appreciation. This is because there are exactly 24 scenes created at the Element level: six per act in a four act appreciation, eight per act in a three act appreciation. In both cases, the scenes divide evenly into the acts, contributing to the “feel” of each act break being a major turning point in the progress of the story.

Sequences, on the other hand, exist as a six part partition of the story. Therefore, they divide evenly into a three act appreciation but not into a four. Since the four act view is objective, sequences — as they define Thematic movements — are truly an experiential phenomenon in the subjective appreciation and lose much of their power objectively.

 

Here’s the original email from the Dramatica user:
 
Hi Melanie,

 

I’ve watched the 12 hrs. and just watched the storyweaving seminar. I was wondering if you could clarify a couple points for me please. I understand the four through lines, four P.O.V’s. M.C., O.C., S.S., O.S. (I, you, we, they) Can I write a scene(s) centred around a character that is not the main or obstacle character and is separate from all through lines. I realize I could do from the objective story P.O.V., but that limits me to an eagle eye view. For example, if my antagonist is not my obstacle character, can I include a scene(s) that is intimate from his/her P.O.V. without having either the main or obstacle character present in those scenes? It seems to me that would give my story/audience a disjointed feeling, but I would like clarification. My second question is, in the 12 hr. class you talked about the 28 magic scenes. I get that. It makes perfect sense to me. However, when I started rooting around your blog page I found an article that spoke of 24 scenes. That there are 6 scenes in each act for a 4 act body of work and 8 scenes in each act in a 3 act body of work. The latter makes sense, just add on the addition 4 scenes in the fourth act, but the six scenes each in 4 acts confused me. Could you please clarify. Or point me in the right direction for either of my questions.

 

Thank you,

 

Heather

 

Using Dramatica for a How-To Book

A Dramatica user recently asked:

I bought your Dramatica Pro software a couple of weeks ago and am finding it difficult to figure out how to use it for writing a how-to type of book. I’ve developed a few imaginary characters just so that I could work through your software and learn how it works, but now I’d like to drop these imaginary characters so I can better focus on all the topics I’d like to cover in my book and the sequence they need to have so that the audience can understand what I want to show them. Essentially I’m writing about the mind and behavior and happiness and destiny which is all very abstract, so I’m trying to make it concrete and understandable by linking cause and effect.

Any suggestions of how I can use your software to help me write this type of book?

Thanks
Sharon

My reply:

Hi, Sharon

One of the best places to explore those kinds of topics are in the Theme Browser, which shows you sort of a Period Table of Thematic Topics. In the Theme Browser, you can zoom in from a generalized topic to progressively detailed topics. You can also see how the concepts relate by their position in the grid, relative to one another.

Then, in the Dramatica Dictionary, you can find extended definitions and descriptions of each of these thematic items including synonyms and antonyms.

Another place to look is in the StoryGuide question paths. There, along the middle of the window from left to right is a “HelpView” bar with several buttons on it. These allow you to see all the thematic terms used in context as well as real-world examples of how they might come into play in life (or in stories).

Essentially, I would skip working with characters at the beginning and focus on building theme first. Then go to plot. then genre, then theme.

Now if you click on the Start Here tile on the main Dramatica desktop when you open the program, select the longer of the paths. Then, follow the instructions and make heavy use of the HelpView buttons which provide so much context and exploration of how these topics work with the mind and with inter-socialization. Skip anything that has to do with Characters the first time through. Then, after completing the path go to the Reports area and read some of the thematic reports to get a feel for the topics you’ve selected.

Finally, go back to the StoryGuide and create a Main Character to represent your own views of the information you’ve selected. Your Impact Character will be your audience that you hope to convince of your views. Answer the questions for the Main Character describing how you feel about the material, and for the Impact Character about how you want to focus them. Then check the reports for both characters and for the plot lines that have been laid out. These plot lines will provide a sequential guide that describes the progression of topics and sub-topics you will want to use to explore your subjects.

It is often handy to then reverse the process and adopt the role of the Obstacle Character and answering how you want to impact your reader who is now cast as the Main Character. In this way, you can see what things look at from your readers’ point of view and how you are coming across to them, topic-wise.

In the end, though the reports and structures are tremendous guides, the greatest value of this approach is that you have come to know your material in great detail, including contextual information about the perspectives of each topic you wish to explore and the order you’d like to approach it, as well as the impact you’d like to have.

That’s probably enough to get you started. Let me know if you have any further questions along the way.

Melanie
Storymind

Narrative in the Real World and the Mobius Doughnut

In the early 1990s we developed a new theory of narrative called Dramatica.  Since it touched on the psychology of story structure, we believed that it might also be applied to the psychologies of real people as well as fictional ones.

As background for this hypothesis, Dramatica theory holds that every story has a mind of its own. This Story Mind is made up of a personality created by the storytelling style and an underlying psychology represented by the story’s structure.

This one concept alone, if projected onto real people might help us understand an individual, be it a friend, stranger, or perhaps ourselves. But Dramatica also contends that fictional characters are not only personalities in their own rights, but also must play a second role as a facet or aspect of the overall Story Mind. In essence, each character is a complete mental system, but collectively they join together to form a larger mental system that is not unlike a fractal of the dynamics of each individual character.

From this notion, we developed the concept of fractal storyforms, meaning that not only would characters create a Story Mind when they came together, but a group of story structures coming together would create an even larger Story Mind in which each individual story functioned as a character.

In the real world, we hypothesized, when people come together in groups, they automatically slip into roles that represent different attributes we all possess. For example, one person might become the voice of reason in a group, assuming the role of the group’s intellect, just as there is a Reason Archetype in a fictional story. Another character might adopt the position of the group’s passion, speaking up whenever human feelings are the issue, essentially fulfilling the same character function as the Emotion Archetype.

What’s more, if a number of groups band together in a larger organization, automatically they will begin to adopt roles within the larger organization as if they were characters in a mind, thereby extending the phenomenon up one more fractal dimension. In the real world we call this “fractal psychology.”

Naturally it follows that if Story Minds exist in the real world as well as the fictional world, then might we not best understand their elements and mechanisms by applying the same Dramatica model that has proven itself in the analysis of fictional stories?

Recently, an opportunity has emerged for us to explore the application of our methods for analysis of storyforms to actual situations and organizations. At first, the task seemed simple – just analyze the situations as if they were stories. But it quickly became evident that there are substantial differences in the two endeavors.

Most notably, while the narrative space of a story is a closed system, i.e. a book, a movie or a stage play, in the real world the narrative space is open, limitless. So unlike analyses of fiction, in the real world one must first find the storyform before one can analyze it.

Alas, this brings forth another difficulty. There is usually only one story in a fiction narrative space. Sometimes there can be a sub-story hinged to the main story that is almost wholly independent, yet touches at one point, such as a character who appears in both stories.

In such a case, the character is driven most strongly by its own story, yet still plays a function in the larger story. An example is the original Star Wars movie (Episode IV) in which Han Solo’s debt story with Jabba is hinged (but not part of) the main story about the empire and the rebels.

In this example, Han’s character would never allow him to march into the detention area to rescue the princess EXCEPT that his need for money for his sub-story provides enough sideways motivation for him to act out of character and do something that puts him at more risk. A useful tool for writers, but a complication for analysts of real-world situations.

Further, some fiction narrative spaces can contain more than one complete story, like raisins in rice pudding. For example, in Woody Alan’s movie, “Crimes and Misdemeanors” there is a crime story and a misdemeanor story, each with complete and different structures and different characters that do not affect or interact with the other story. The movie is designed to force the audience to compare the two stories side by side and arrive at a more conundrum.

In the real world, this means that any number of independent stories may co-exist in the same narrative space. One may even conjecture that some real world stories may be sub-sets of others, or perhaps even overlap each other containing some unique and some shared story points.

In short, single storyforms in fiction are idealizations in which there is a single central problem. The unfolding of the story is an argument about the best way to try and solve such a problem. But in real minds and real situations, many problems are constantly emerging, playing themselves out, and passing through each other, like stars in galaxies in collision. Add to this the fractal nature of nested storyforms and you end up with a veritable mess.

And so, the task of identifying and separating a single storyform in the real world, much less the one best suited to answer the questions at hand becomes a daunting proposition.

Decades ago, when we were first trying to model Dramatica’s conceptual structure in some tangible form, we experimented with several physical constructs to represent the elements and their attendant dynamics.

Nowadays, we are all familiar with the recognizable four-tower model representing the four Classes of stories and looking like an odd blending of a three-dimensional chess set and a Rubik’s cube. But how many are actually aware of why Dramatica ended up being presented in this form?

The real story, as it were is that in the very beginning, we began with lists of elements that we observed in story. Then we realized some were higher-level appreciations and others lower-level, like members of a family that all share the same higher-level family name as well as their own. Or, like families of chemical elements in which Fluorine and Chlorine are different elements but have properties similar enough to be in the same chemical family.

But how to build a model of that which satisfied all of the mechanisms that “chemically” connected the elements?

One of the first attempts I made was to get a toroid (a doughnut-shaped piece of Styrofoam about a foot across) and then to wrap a thin metallic foil tape around it in a helix. The foil wrapped around the circumference four times by the time it passed through all four quadrants and returned to the point of origin. This represented one of the four classes.

Three more foil tapes of different colors were added, spaced so that they also wrapped around the toroid in a four-loop spiral without overlapping the others. Each was slightly staggered, so that the beginning of the next color was at the ending of the last color, creating a continuously wrapping “quad-helix” around the toroid until the end of thye very last of the four colored foils connected back to the beginning of the very first, creating, essentially and endless loop.

This was useful because you could see the relationships among elements of different classes when written equally spaced along each of the four colors. But, it was hardly practical to ship a Dramatica Steering Wheel with each software box, it who could use the thing anyway? Besides, this was just an approximation. In fact, to be wholly correct, the toroid would have had to have been wrapped by a mobius strip to include the progressive shift of dynamics in a structure which we came to refer to (in verbal shorthand) as an “inverse with a twist.” Hence, the need for a mobius doughnut.

After that, we shifted to a much more doable visualization of the very same elements and mechanics as a pyramid for each Class of story (for each of the four towers you see today).

To illustrate that each pyramid represented a point of view that the peak that fanned out into a perspective of the “Truth” at the base, we decided to put two pyramids together at the base so they formed a crystal – real new age visualization, that!

This worked much better, but we came to realize that because both points of view were looking not at different sides of the same coin but at the same side from different places, then we ran into problems because the common base that was the interface between them couldn’t be itself and also its mirror image at the same time. And besides, there were four classes, so how could they all share the same interface in a three dimensional model?

We were pretty frustrated. So, we took a clue from Crick and Watson when they were trying to be the first to discover the molecular structure of DNA. At first, they were using X-ray micrographs of DNA to try and see the structure. From that method, DNA appears to be a crystal, just as our model could. And, as we all now know, DNA is a double-helix, while our temporal component is a quad-helix.

We figured with that kind of correlation we were probably on the right track. But, since all that was still too complex for writers, we ended up simply making four towers, sub-divided into smaller and smaller components to illustrate all the familial relationships among the story points. And when we flattened it down to a two-dimensional grid, we presented this alternative view as the Dramatica Table of Story Elements that tens of thousands of writers use today.

And here we were now, twenty years later, looking at an open-system narrative space in the real world, once more trying to visualize a storyform. But not the same as in the closed system of fiction – an inverse version of that. But worse. Because the in fiction, analysis is a closed set and creation is an open set, but in the real world analysis AND creation are BOTH open sets. So, it wasn’t just an inverse, but an inverse with a twist AGAIN! Durn concept keeps coming ‘round to haunt us.

Okay, let’s take that toroid again and stick it in the middle of the real-world narrative space. We have to make it a mobius doughnut in our minds because this doughnut is a very special doughnut because to see the storyform inside, you have to turn the doughnut inside out.

And here, then, is the real problem. You can see the data inside until you turn it inside out, but you can’t turn it inside out because it is genus one with no opening on the surface. You see, if you take an inner tube and take off the valve, you can actually (or at least theoretically) pull the entire inner tube through the valve hole until the inside is on the outside and vice versa. But without a hole, in a true doughnut, there’s no loose thread, no handle, no place to get a grip or begin the process of inversion.

The mobius strip aspect indicates that it would only lay flat upon the toroid if we had one more dimension than three in which to build such a visualization. But, we don’t – not for practical purposes.

And so, we bashed our heads against the wall for some time until after many days of conjecture, we realized that the key was not in finding the best storyform in the real-world narrative space by objective standards, but the best storyform by subjective standards.

In a world of infinite overlapping structures, none is more important than any other until you impose importance upon it. Essentially, as the singer/composer Don MacLean said, “The more you pay, the more its worth.”

As an analog, consider the story creation process in fiction. It is an open system for the subject matter of interest to the author has no limits. Theoretically, this makes it impossible to pick the best story structure because it cannot be objectively determined.

But in practice, who the hell is objective? Rather, authors come to the story creation process because of their subjective interest in the subject matter. Many years ago I used to teach authors that we all get excited by the subject matter, but in truth, all of those bits of information can’t possibly live together in peaceful coexistence in the same story structure. The job of the structuring author is to pick the most important subject matter first, boil it down to story points in the structure and then continuing picking until you hit the point where something you want won’t fit into the structure. This is when the Dramatica Story Engine in the software is doing its job by telling the author, “if you include that extra piece, you’re weakening your own structure – working against yourself.”

So, when Dramatica doesn’t match what you want to do at the lower levels, its not broken. In fact, that what it was designed to do – save you from yourself (save your subjective self from making a big objective mistake!)

Now if we apply that same principal to the open-system real world narrative space, then (using the inverse with a twist) analysis should work the same way. And durned if it doesn’t.

You can’t find a story form in the real world, you have to impose one, just like an author does in creating a fiction. Essentially, what is it you want to know? What question do you want to answer, what process do you want to explore?

In practice, you simply look at the narrative space and decide what you want to know first. Then you turn a data point into a story point that will explore that for you. Then you pick the next piece and the next. You continue picking pieces until you’ve fully populated a storyform.

Of course, in the real world, you’ll never get to a complete storyform before you run out of visible data points. But thanks to the Story Engine, by the time you’ve run out of data that belongs in your subjectively defined story structure, Dramatica will suggest the kinds of data that “should” be out there in the gaps.

If you are writing a fictional story about real events, these gaps will be filled by your own creation. But in an analysis of real world data, these gaps are already filled – you just haven’t observed that data yet, but its out there somewhere, hiding for now.

Therefore, Dramatica is able to tell you more about the real world than you can see for yourself.

In summary then, in both fiction and the real world, no storyform is better than any other until you have a preference for one. In either case, you need to look to the subject matter and build a storyform that best represents the subject matter you’d like to explore.

In short, when building storyforms in the real world, forget all the pyramids and towers and mobius doughnuts – all you have to do is make the one you want.

And in conclusion, it took us weeks of work and took me six pages to describe find and describe logically something every writer worth his or her salt knows intuitively:

Build the story you want to tell.

And Dramatica? It just keeps you honest when your own preference for the subject matter gets the better of making sense.

Melanie Anne Phillips

Originally published in 2011

Learn more about Narrative Science