Author Archives: Melanie Anne Phillips

Are You Writing a Story or a Tale?

When an author tells a tale, he simply describes a series of events that both makes sense and feels right. As long as there are no breaks in the logic and no mis-steps in the emotional progression, the structure of the tale is sound.

Now, from a structural standpoint, it really doesn’t matter what the tale is about, who the characters are, or how it turns out. The tale is just a truthful or fictional journey that starts in one situation, travels a straight or twisting path, and ends in another situation.

The meaning of a tale amounts to a statement that if you start from “here,” and take “this” path, you’ll end up “here.” The message of a tale is that a particular path is a good or bad one, depending on whether the ending point is better or worse than the point of departure.

This structure is easily seen in the vast majority of familiar fairy “tales.” Tales have been used since the first storytellers practiced their craft. In fact, many of the best selling novels and most popular motion pictures of our own time are simple tales, expertly told.

In a structural sense, tales have power in that they can encourage or discourage audience members from taking particular actions in real life. The drawback of a tale is that it speaks only in regard to that specific path.  But in fact, there are many paths that might be taken from a given point of departure. Suppose an author wants to address those as well, to cover all the alternatives. What if the author wants to say that rather than being just a good or bad path, a particular course of action the best or worst path of all that might have been taken?

The message has now become no longer just a simple statement but a “blanket” statement. Such a blanket statement provides no “proof” that the path in question is the best or worst, it simply says so.

Of course, an audience is not likely to simply accept such a bold claim, regardless of how well the tale is told.  The audience will want proof.  In the early days of telling tales, an author related the fiction to his audience in person. Should he aspire to wield more power over his audience and elevate his tale to become a blanket statement, the audience would no doubt cry, “Foul!” and demand that he prove it. Someone in the audience might bring up an alternative path that hadn’t been included in the tale.

The author might then counter that rebuttal to his blanket statement by describing how the path proposed by the audience was either not as good or better (depending on his desired message) than the path he did include.

One by one, he could disperse any challenges to his tale until he either exhausted the opposition or was overcome by an alternative he couldn’t dismiss.

But as soon as these expanded tales began to be recorded in media such as song ballads, epic poems, novels and stage plays, , the author was no longer present to defend his blanket statements.

As a result, some authors opted to stick with simple tales of good and bad, but others pushed the blanket statement tale forward.  Through centuries of trial and error, a new art form evolved that was able to support a blanket statement and satisfy an audience even when the author isn’t present: the “story”.

A story is a much more sophisticated form of communication than a tale, and is in fact a revolutionary leap forward in the ability of an author to make a point. Simply put, when creating a story, and author starts with a tale of good or bad, expands it to a blanket statement of best or worst, and then includes all the reasonable alternatives to the path he is promoting to preclude any counters to his message. In other words, while a tale is a statement, a story becomes an argument.

Now this puts a huge burden of proof on an author. Not only does he have to make his own point, but he has to prove (within reason) that all opposing points are less valid. Of course, this requires than an author anticipate any objections an audience might raise to his blanket statement and include a response to them as part of the story itself.

The most efficient way to do this is to create additional characters, each of which represents one of the major alternative approaches to solving the story’s issues that a reader or audience member might consider.    The story’s plot is then designed to pit one approach against another until only the character representing the author’s “message approach” must make the final choice or take the final action.  As long as each approach has been given its due, the audience will tend to accept the author’s message that his promoted approach is either the best or the worst.

In time, these characters evolved into the archetypes we know today, such as a character who represents the voice of Reason, and one who stands for the Passion of the heart.  The Mentor, Trickster, Conscience, Temptation, Sidekick, and Skeptic all developed to illustrate the impact different approaches had on solving the story problem.

The avatar of the author’s point of view became the Hero, and the diametrically opposed approach became the Villain.  As the art form continued to grow and the arugments became more complex, the Hero stopped being a single player in the story and split into two separate kinds characters:  a Main Character who grapples with the moral or ethical aspects of the story’s problem and a Protagonist who struggles with the physical or logistic aspects.  Similarly, the Villain split into an Obstacle Character who represents the opposite moral or ethical stance to that of the Main Character, and the Antagonist who works in the pyhical or logistic realms to thwart the Protagonist’s goal.

Today, this subdivision of archteypes continues and has reached a point where stories clearly exhibit as many as sixty four different character attributes, each representing a different attitude or approach to solving the story problem.  And just as some approaches are compatible while others mix like oil and water, there are underlying dynamics that indicate how we might combine groups of these basic character building blocks together to form more complex characters, more appropriate to this complex age.

But of course, that is another story….

To learn more about characters and story dynamics,

read the free online edition of the Dramatica Theory Book

The Master Storyteller – Tickling Your Muse

The concept behind this method of finding inspiration is quite simple, really: It is easier to come up with many ideas than it is to come up with one idea.

Now that may sound counter-intuitive, but consider this… When you are working on a particular story and you run into a specific structural problem, you are looking for a creative inspiration in a very narrow area. But creativity isn’t something you can control like a power tool or channel onto a task. Rather, it is random, and applies itself to whatever it wants.

Yet creative inspiration is always running at full tilt within us, coming up with new ideas, thinking new thoughts – just not the thoughts we are looking for. So if we sit and wait for the Muse to shine its light on the exact structural problem we’re stuck on, it might be days before lightning strikes that very spot.

Fortunately, we can trick Creativity into working on our problem by making it think it is being random. As an example, consider this log line for a story: A Marshall in an Old West border town struggles with a cutthroat gang that is bleeding the town dry.

Step One: Asking Questions

Now if you had the assignment to sit down and turn this into a full-blown, interesting, one-of-a-kind story, you might be a bit stuck for what to do next. So, try this. First ask some questions:

1. How old is the Marshall?

2. How much experience does he have?

3. Is he a good shot?

4. How many men has he killed (if any)

5. How many people are in the gang?

6. Does it have a single leader?

7. Is the gang tight-knit?

8. What are they taking from the town?

9. How long have they been doing this?

You could probably go on and on and easily come up with a hundred questions based on that single log line. It might not seem at first that this will help you expand your story, but look at what’s really happened. You have tricked your Muse into coming up with a detailed list of what needs to be developed! And it didn’t even hurt. In fact, it was actually fun.

Step Two: Answering Questions

But that’s just the first step. Next, take each of these questions and come up with as many different answers as you can think of. Let your Muse run wild through your mind. You’ll probably find you get some ordinary answers and some really outlandish ones, but you’ll absolutely get a load of them!

  a) How old is the Marshall?

a. 28

b. 56

c. 86

d. 17

e. 07

f. 35

Some of these potential ages are ridiculous – or are they? Every ordinary story based on such a log line would have the Marshall be 28 or 35. Just another dull story, grinding through the mill.

Step One Revisited

But what if your Marshall was 86 or 7 years old? Let’s switch back to Step One and ask some questions about his age.

 For example:c. 86

1. How would an 86 year old become a Marshall?

2. Can he still see okay?

3. What physical maladies plague him?

4. Is he married?

5. What kind of gun does he use?

6. Does he have the respect of the town?

And on and on…

Return to Step Two

As you might expect, now we switch back to Step Two again and answer each question as many different ways as you can.

 Example:5. What kind of gun does he use?

a) He uses an ancient musket, can barely lift it, but is a crack shot and miraculously hits whatever he aims at.

b) He uses an ancient musket and can’t hit the broad side of a barn. But somehow, his oddball shots ricochet off so many things, he gets the job done anyway, just not as he planned.

c) He uses a Gattling gun attached to his walker.

d) He doesn’t use a gun at all. In 63 years with the Texas Rangers, he never needed one and doesn’t need one now.

e) He uses a sawed off shotgun, but needs his deputy to pull the trigger for him as he aims.

f) He uses a whip.

g) He uses a knife, but can’t throw it past 5 feet anymore.

And on and on again…

Methinks you begin to get the idea. First you ask questions, which trick the Muse into finding fault with your work – an easy thing to do that your Creative Spirit already does on its own – often to your dismay.

Next, you turn the Muse loose to come up with as many answers for each question as you possibly can.

Then, you switch back to question mode and ask as many as you can about each of your answers.

And then you come up with as many answers as possible for those questions.

You can carry this process out for as many generations as you like, but the bulk of story material you develop will grow so quickly, you’ll likely not want to go much further than we went in our example.

Imagine, if you just asked 10 questions about the original log line and responded to each of them with 10 potential answers, you’d have 100 story points to consider.

Then, if you went as far as we just did for each one, you’d ask 10 questions of each answer and end up with 1,000 potential story points. And the final step of 10 answers for each of these would yield 10,000 story points!

Now in the real world, you probably won’t bother answering each question – just those that intrigue you. And, you won’t trouble yourself to ask questions about every answer – just the ones that suggest they have more development to offer and seem to lead in a direction you might like to go with your story.

The key point is that rather than staring at a blank page trying to find that one structural solution that will fill a gap or connect two points, use the Creativity Two-Step to trick your Muse into spewing out the wealth of ideas it naturally wants to provide.

A Bug in Writer’s DreamKit? (Say it ain’t so!)

A Dramatica Writer’s DreamKit user recently contacted me to say that she had encountered a bug in the software.  First, when she created a character and assigned it a role as a particular archetype (such as Reason), and then reassigned that role to another character and saved the file, when she re-oped the file the character was labeled as “complex” rather than as the archetype that had been chosen.

Secondly, when giving up on that software problem and trying to identify the character’s archetypal role in the character’s name, she ran of of space and the software cut off her text.

Finally, the reports showing information about the characters listed here characters all as complex, even though she chose them as archetypes.

I investigated  (along with Write Brothers, the manufacturer of DreamKit and Dramatica) and here is my reply to the DreamKit user as to what we found so far:

Hi, again!

This may help you.

Dramatica Pro and DreamKit are run by the same story engine. DreamKit just presents a portion of the story points that Pro does.

When it comes to characters, DreamKit only shows motivations. Pro has three other areas of character elements: methodologies, purposes, and motivations. Archetypes have 8 elements each, two from each of the four areas.

In DreamKit, you only see the two motivations. So, if you choose to make a character an archetype the story engine automatically assigns the other six elements for that archetype so the engine will be properly balanced. But, if you choose to make another character that archetype instead, the story engine “reads” your choice as just the two elements that you gave it in DreamKit and does not move the other six in the engine already. That results in the character appearing to be “complex” because it only has two elements since the other six are still assigned to the first character, behind the scenes in the story engine where you can’t see.

Now, that is a real bug (not a theory bug, but a programming mistake). In fact, if you choose to take the role of an archetype away from a character and give it to another character, it should reassign all eight elements, not just the two that you see.

Interestingly, DreamKit has been out for about 15 years, and no one ever reported that mistake before in all those years. (Truth is, it doesn’t matter if you call a character an archetype or complex – the real important information is what elements does that character have). Still, the software should be consistent in whether it labels a character an archetype or complex.

But, to be perfectly honest, you can’t really create archetypes in DreamKit (speaking from a theory point of view) because, by definition, archetypes must have a full complement of all eight elements and you simply can’t build that in DreamKit – intentionally! Many stories create characters with only motivations – the simplest way to build characters. That’s why DreamKit only offers those, which makes it a properly balanced product for simpler stories. We still call them “archetypes” in DreamKit because that is the way writers casually think of those characters, even though they don’t have all four levels of elements, just the motivations.

So, nothing is wrong with the story engine or the theory, the DreamKit software just handles the labels incorrectly when it comes to reassigning the label of archetype from one character to another. The elements in the character are correct, nonetheless.

On another issue, as I wrote before, Dramatica (both Pro and DreamKit) are designed to allow only one character at a time to be an archetype. This is because, according to Dramatica theory, there should never be two characters trying to represent the same point of view or characteristic at the same time – it confuses the readers or audience.

But, in very, very rare stories, the role of character as an archetypes may be “handed off” to another character instead, such as when one character dies and another takes his place and continues the same dramatic impact. It is kind of like when a soldier carries a flag into battle, is killed, and another soldier picks up the flag and carries it. The role of flag carries has shifted from one soldier to another – the role is the same, the position on the field of battle continues to advance, but it is a different person carrying that standard.

So, if your story is one of the very rare ones that requires having one archetype drop out of the story and another one take its place, there is no “direct” way to show that in DreamKit (or Dramatica) but there is an indirect way, as I described in my earlier email. You simply give the archetype the names of both characters so YOU know that each will play that role at some point in the story. For example, if John is the first Reason character and later it is played by Sam instead, you could name the Reason character John-Sam.

As you pointed out, character names have a limited length, just as on twitter a message can’t be more than 140 “characters” long. But that isn’t a bug so much as a limitation. The idea is not to have extremely long character names, but to provide enough space so you can identify the character to yourself while you are working on it and in your reports. Again, in fifteen years, you are the only one (to my knowledge) who has ever mentioned that length of name limitation since hardly anyone has character names that long (they are hard for readers or audience to remember). I’m sure that limitation has been reached before by others, but they probably just use a nickname instead to stay within the limit, since the purpose is simply to identify the character to you in the software, not to identify it to your readers or audience, which only happens when you finally write your story in your word processor. (Remember, DreamKit and Dramatica are not where you write – they are where you work out your story BEFORE you write!)

As for the reports you provided, they appear to be working properly – they just reflect that same bug about how the software labels characters as archetypes when they really should only have the two elements you assigned in DreamKit.

I hope this helps put it all in perspective.

Remember – nothing is wrong with the character elements, which is what it is all about. The only problem is in whether or not the software labels a character consistently as an archetype or as complex. In DreamKit, there really are no archetypes, as that requires 8 elements, not just 2. But, since most writer’s want to deal with archetypes, we keep the labeling rules loose and allow them to choose characters as archetypes, even if they only have two of those elements. The problem is just a bug in how the software handles that pseudo label, but does not change the sound dramatic composition of each character.

So, as you indicated, until such time as the next version comes out, the easiest thing is just to note the archetype name in the character name and if that makes it too because you want to include two or more characters as “hand-off” characters in the same name-space, just use nicknames, as the whole purpose is to identify the characters to you as the author so you can work with them.

Melanie

The Passionate Side of Story Structure

We all know that a story needs a sound structure. But no one reads a book or goes to a movie to enjoy a good structure. And no author writes because he or she is driven to create a great structure. Rather, audiences and authors come to opposite sides of a story because of their passions – the author driven to express his or hers, and the audience hoping to ignite its own.

What draws us to a story in the first place is our attraction to the subject matter and the style. As an audience, we might be intrigued by the potential applications of a new discovery of science, the exploration of a newly rediscovered ancient city, or the life of a celebrity. We might love a taut mystery, a fulfilling romance, or a chilling horror story.

As authors what inspires us to write a story may be a bit of dialog we heard in a restaurant, a notion for a character, a setting, time period, or a clever twist of plot we’d like to explore. Or, we might have a deep-seated need to express a childhood experience, work out an irrational fear, or make a public statement about a social injustice.

No matter what our attraction as audience or author, our passions trigger our imaginations. So why should an author worry about structure? Because passion rides on structure, and if the structure is flawed or even broken, then the passionate expression from author to audience will fail.

Structure, when created properly, is invisible, serving only as the carrier wave that delivers the passion to the audience. But when structure is flawed, it adds static to the flow of emotion, breaking up and possibly scrambling the passion so badly that the audience does not “hear” the author’s message.

The attempt to ensure a sound structure is an intellectual pursuit. Questions such as “Who is my Protagonist?” “Where should my story begin?” “What happens in Act Two?” or “What is my message?” force an author to turn away from his or her passion and embrace logistics instead.

As a result, authors often becomes mired in the nuts and bolts of storytelling, staring at a blank page not because of a lack of inspiration, but because they can’t figure out how to make their passions make sense.

Worse, the re-writing process is often grueling and frustrating, forcing the author to accept unwanted changes in the flow of emotion for the sake of logic. So what is an author to do? Is there any way out of this dilemma?

Absolutely! In fact, there are quite a number of techniques that can accommodate the demands of structure without hobbling the Muse. In my StoryWeaving seminar the entire focus is on the different approaches that can be used to develop a sound story without undermining our creative drive. And that is what Dramaticapedia is all about as well.

Demo our StoryWeaver Software

And Write Your Story Step by Step

Cliches, Dead Words, and Overused Phrases

Contributed by Teresa Darnold

A character can be seen as being more thoughtful or more creative if they say things that are inventive and unique. Phrases that the reader has never heard or read before will seem new and fresh – unlike many colloquialisms that are said so often they have lost all original meaning, like; ‘We’re/they’re/somebody’s not out of the woods yet’. Now – while this might make some sense when the story is taking place in Washington state, when you hear newscasters say it when describing a car chase in the middle of a California desert or in the city of Los Angeles – it makes very little sense at all.

If you’d like to see what I mean – try this; start to listen to your local evening news reports for the ‘Not out of the woods yet’ phrase and you might find yourself surprised at how often it’s used. It’s so overused we really don’t hear it being used. Likewise, if you fill up your story with characters uttering commonly called-upon colloquialisms, metaphors and puns, your story stands the chance of being as memorable as the evening news itself.

Lawn Janitors. Have you ever heard the phrase before? They’re those guys who do little more than run a lawnmower, edger and/or leaf blower at your bank or apartment. Can such technicians really be called a ‘Gardener’ if their entire job involves cutting grass, sweeping up said grass, and then taking said cut grass to the trash?  I’m pretty confident you haven’t heard that one before because I just made it up for the purposes of this article.  And that’s what you should do for your stories as well.

For example, Shawn Levy, the director of Night at the Museum I & II used a word in the sequel that he and his wife had made up in their own private conversations: “jimmyjack”.  It is intended to mean something like “crackerjack” in its old usage, but with more of a sense of “splendid” than “top notch”.

In his commentary on preparing the movie he says he gave the word to the character of Amelia Erheart because it simultaneously enhanced her personality and also made her unique.  Further, the sound of the word fit in with her time period.  And finally, it gave the audience something memorable to repeat, which leads to more word-of-mouth and recognition for a movie (or a book or stage play, for that matter).

Think of all the clever, totally devised phraseology in other movies such as Men In Black, Beetlejuice, and Avatar, and books like Harry Potter, Interview with the Vampire, and anything by Clive Cussler.

Now, admittedly, it isn’t always easy to come up with an inventive new word or phrase on the fly, so a good trick is to train yourself to notice when they pop up all on their own, such as when you mis-hear a phrase on TV or the radio, or when you mispronounce something in your own conversation.

When you hear it, jot it down straightaway in your writer’s notebook.  You DO carry a writer’s notebook don’t you? – or at least the modern equivalent such as a smart phone, ipad, or voice recorder?

Well if you don’t, you should – and for a lot of other reasons besides only made-up phrases.  And if you do, you will be richly rewarded with richer dialog and descriptions.  Or, as I always say, you’ll be more pleased than a butt-happy, foot-happy kick-a-roo pony!

Like to contribute an article to Dramaticapedia?

Email your submission to mail@storymind.com

The Master Storyteller: Create a Story “Focus”

If your story’s underlying or central problem is seen as a disease, the solution would be the cure. The “Focus”, however, is the principal symptom.

Since the symptoms of a disease are often more apparent than the disease itself, the symptom is called the Focus, because that’s where the attention of the characters is focused.

Even if the characters are aware of the true nature of the problem itself (which they may or may not be), they will be more attentive to the immediate effects created by the Focus.

You can enrich your story and make your characters much more human by having the them focus on various symptoms of the underlying story problem rather than on the problem itself.

Click here for our complete List of Essential Story Points

Four Facets of the Story Mind

One of the unique concepts that sets Dramatica apart from all other theories is the assertion that every complete story is a model of the mind’s problem solving process. This Story Mind does not work like a computer, performing one operation after another until the solution is obtained. Rather, it works more holistically, like our own minds, bringing many conflicting considerations to bear on the issue. It is the author’s argument as to the relative value of these considerations in solving a particular problem that gives a story its meaning.

To make his case, an author must examine all significant approaches to resolving the story’s specific problem. If a part of the argument is left out, the story will have holes. If the argument is not made in an even-handed fashion, the story will have inconsistencies.

Characters, Plot, Theme, and Genre are the different families of considerations in the Story Mind made tangible, so audience members can see them at work and gain insight into their own methods of solving problems. Characters represent the motivations of the Story Mind (which often work at cross purposes and come into conflict). Plot documents the problem solving methods employed by the Story Mind. Theme examines the relative worth of the Story Mind’s value standards. Genre establishes the Story Mind’s overall attitude, which casts a bias or background on all other considerations. When a story is fully developed, the model of the Story Mind is complete.

From the Dramatica Theory Book

Essential Perspectives in Your Story’s Structure

All meaning comes from perspective – putting things in context. And perspective is created by the combination of what you are looking at and where you are looking from. Change the object of your intention and perspective is altered. Shift your point of view and perspective shifts as well.

The Dramatica Story Structure Chart is a map of what you might wish to explore (look at) in a story.  When you pick your topics and add points of view you have determined how your readers or audience will be positioned in regard to the issues you wish to explore, which is the essence of story structure

The Dramatica chart is divided into four different sections, each one representing a different kind of topic.

SITUATIONS:  The first section deals with stories about fixed situations, such as being stuck in a collapsed mine or struggling with a disability.

ACTIVITIES:  The second area is for stories about activities like trying to win a race or the effort to discover a lost civilization.

ATTITUDES:  The third covers stories about fixed attitudes, mindsets, fixations or prejudices.

MANIPULATION:  The final section deals with changing attitudes, manners of thinking, and emotional progressions such as slipping into a depression.

 

To create meaning in our story we need to add points of view to the topics under consideration.

Just as there are four kinds of topics, there are also four points of view from which to see them.  They are the Objective View,  the Subjective View, the Main Character View, and the Influence Character View.

THE OBJECTIVE VIEW:  The Objective view explores your story’s topics as would a general on a hill watching a battle in the valley down below. Though he cares about the conflict below him, he is not directly participating and also sees a bird’s eye view of the broad strategies involved. Essentially, the Objective view encompasses the “Big Picture” of the grand schemes in your story – from the outside looking in.

THE MAIN CHARACTER VIEW:  But what about the personal view – what things look like from the inside looking out. For that, we have to imagine that we zoom down from the hill into the shoes of one of the soldiers on the field of battle. We experience what he experiences, we feel what he feels, we see things through his eyes. This is the most personal point of view in a story, and it is that of the Main Character – the character with home the reader/audience most identifies – the one whom the passion of the story seems to be about or to revolve around.

THE INFLUENCE CHARACTER VIEW:  The third point of view is from the inside looking in – much like one soldier encountering another in the midst of all the dramatic explosions. This represents the way we all look within ourselves to consider our options, other outlooks we might adopt, whether or not we should change our point of view. So this is the view of the Main Character looking at the Obstacle Character – representing that alternative paradigm we might change to embrace.

THE SUBJECTIVE VIEW:  Finally, there is the Subjective view of the argument we make with ourselves about the pros and cons of sticking to our guns or changing our minds. This is represented by the personal skirmish between the Main and Influence charactersin the midst of the overall battle as seen by the general from the Objective view.

In essence, these four points of view are equivalent to I, You, We and They.

The Main Character is “I” – our sense of self or identity in our own minds.

The Influence Character is “You” – perhaps our future “I” – another way of being we might adopt.

The Subjective Story is about “We” – our examination of the relationship between our now and futures selves – the difference between who we are and who we might become.

The Objective Story is “They” representing all the other aspects of ourselves that aren’t being pressured to possibly change.  This is the realm of the archetypal characters.

Having outlined the four topic categories and the four points of view, what remains is to combine them together to create your story’s structural perspectives. In fact, all four topic categories must be explored in your story for it to feel complete. What sets one story apart from another begins by the author’s decision as to which point of view will be used to explore which topic category.

When the points of view are matched to a corresponding topic realm, four principal perspectives are created for your story. And each perspective is a different angle on the truth at the heart of your story – a different approach to discovering and solving the problem issue that creates all the difficulties in your story.

This match of point of view and topic area of interest is called a “Domain.” So, since the four points of view are matched up with the four topic areas, your story will have four Domains of perspective – the Objective Domain, Subjective Domain, Main Character Domain, and Influence Character Domain.

To fully develop your story, you’ll need to dig deep into each domain to see in greater detail the true heart of your story’s problems. This means that each point of view looks deeper and deeper into sub-topics within the overall topic over the course of the story.

To facilitate this, each domain in the chart is divided into smaller and smaller parts – squares  within squares so they are balanced evenly within the mechanics of your story’s structure.

As an example, in the Dramatica chart we find that the overall area of Situation is sub-divided into four smaller aspects: Past, Present, Future, and Progress, while the area of Activities is divided into Learning, Understanding, Doing, and Obtaining.

Each of these areas requires a little study to really understand how to use the chart to explore your subject areas in a way that creates the kind of impact you wish to have on your readers or audience.

Summing up, for a story to having meaning and to build a message, we must include all four of the topic areas and all four points of view to fully develop the four essential perspectives of story structure.

Melanie Anne Phillips
Co-creatorDramatica

The Cardinal Rule of Storytelling

You probably know someone who can take a bad joke and tell it so well that you are rolling on the floor. And you probably know someone who can’t tell a joke to save their life, even if the joke itself is hilarious.

If you start with a joke that just isn’t funny, even the best delivery in the world won’t improve the humor of the punch line, but getting there may have been a hoot. Conversely, if the joke is outstanding, a terrible delivery will rob the experience of its levity even though you still see what was supposed to be funny.

Stories work the same way. Even a perfect structure will lay there dead if poorly told. But a good storyteller will keep a reader/audience riveted, even if they clearly see how flawed the structure really is.

Point being, structure is not the Story God. It is a means to an end. It is far better to break structure and go with your Muse than to shackle yourself to the nuts and bolts of story mechanics at the expense of inspired storytelling.

Naturally, the best stories are those that have sound structure and passionate storytelling. But if you find the two diverge, it is always better to err to the side of passion.

Remember the cardinal rule of storytelling – Never bore your audience.

Melanie Anne Phillips

A Story’s Four Essential “Throughlines”

Imagine a story’s structure as a war and the Main Character as a soldier making his way across the field of battle. Suddenly, through the smoke of dramatic explosions he spies a murky figure standing right in his path. In this fog of war, the Main Character cannot tell if this other soldier is a friend or foe. Either way, he is blocking the road.

As the Main Character approaches, this other soldier starts waving his arms and shouts, “Change course – get off this road!” Convinced he is on the best path, the Main Character yells back, “Get out of my way!” Again the figure shouts, “Change course!” Again the Main Character replies, “Let me pass!”

The Main Character has no way of knowing if his opposite is a comrade trying to prevent him from walking into a mine field or an enemy combatant trying to lure him into an ambush. And so, he continues on, following the plan that still seems best to him.

Eventually, the two soldiers meet, and when they do it becomes a moment of truth in which one will win out. Either the Main Character will alter course or his steadfastness will cause the other soldier to step aside.

This other soldier is called the Obstacle (and sometimes Influence or Impact) character. He represents that “devil’s advocate” voice we all have in ourselves that makes us consider changing our ways.

In our own minds we are often confronted by issues that question our approach, attitude, or the value of our hard-gained experience. But we don’t simply adopt a new point of view when our old methods have served us so well for so long. Rather, we consider how things might go if we adopted this new system of thinking.

We look at it, examine it from all sides and ask ourselves, how would my life, my self-image, my identity be if I were to become that kind of person by giving up my old views in favor of this new, unproven one that is only potentially better?

It is a long hard thing within us to reach a point of change, and so too is it a difficult feat in a Story Mind. In fact, it take the whole story to reach a climax in which all the research has been done that can be done. And even then, both sides of the argument are so well balanced that the Main Character cannot see a definite edge to either.

This crucial moment leads to those weighty decisions where Main Characters step off the cliff into the darkness, hoping they’ve made the right choice – the classic “Leap of Faith.”

Of course, not all decisions are that cataclysmic. And as we shall see, there are many other ways the differences between Main Character and Obstacle Character points of view can resolve. But for now, it suffices to acknowledge that a Story Mind that did not include and Objective view, a Main Character view, and an Obstacle Character view could not possibly feel like our own minds in real life as we seek to make the best choices based on our best information.

Many novice authors fashion only the first two points of view, believing that a general epic story and a personal view through the eyes of one of the characters is enough. More experienced authors recognize the need to show an alternative approach to that of the Main Character, and include the Obstacle Character as well. But a surprisingly small percentage of authors ever realize that a fourth perspective is necessary or a story will feel incomplete.

What is that final view point? It is the personal argument between the Main Character and the Obstacle Character as they approach each other: their own private skirmish right in the midst of the overall battle.

Movies like “The Nightmare Before Christmas” have an overall Objective story, a Main Character with a problem, and an Obstacle Character who has a different point of view about the propriety or validity of the Main Character’s approach or attitude. But even with all that, it is lacking one crucial thing – the interaction between Main and Obstacle as the duke it out philosophically.

In “Nightmare,” Jack Skellington believes he can be something beyond his nature and resolves to try. His girlfriend states that he should be happy with who he actually is, and not to try and be something that really isn’t him.

Jack will have none of it, and sets plans in motion that cause all the problems of the story. In the end, he realizes she was right and resolves from now on to be the best of what he truly is.

But the problem is that they never discussed these differing philosophies. They simply stated their opposite beliefs and in the end, Jack changes course and she remains on the road where she started.

Though there is a message, without the give and take between the Main and Obstacle, we the audience are given no information on how to achieve that change of heart within ourselves. So the message is simply acknowledged as being noble, but it isn’t personalized or taken to heart.

This fourth point of view is called the Subjective Story. It is the perspective of the battle over philosophies that explores the value of each belief system fully and completely, testing one against the other, pitting them against each other in all contexts. Only if this is seen in the Story Mind does the audience become convinced that the message is of real value to them.

So, these four throughlines – Objective, Main, Obstacle, and Subjective are all required for a story structure to feel complete. They likely seem pretty strange and unfamiliar in contrast to your usual way of approaching stories.

Fortunately, there is a much simpler way to think about these throughlines. The Main Character represents the “first person” perspective: “I”. He looks at the Obstacle Character’s philosophy and sees that character as “You.” He considers the personal skirmish between himself and the Obstacle character as defining “We,” and the view from the hill of the whole durn thing looks at “They.”

I, You, We, and They – the simpler, more familiar equivalents of Main Character, Obstacle Character, Subjective Story, and Objective Story. They are the four points of view we have in real life, and they must be represented in stories if they are to successfully press home their messages to the audiences.

Melanie Anne Phillips
Co-creator Dramatica
Creator StoryWeaver