The Hero Breaks Down

Groucho Marx once said, “You’re headed for a nervous breakdown. Why don’t you pull yourself to pieces?” That, in fact, is what we’re going to do to our hero.

Now many writers focus on a Hero and a Villain as the primary characters in any story. And there’s nothing wrong with that. But as we are about to discover, there are so many more options for creative character construction.

Take the average hero. What qualities might we expect to find in the fellow? For one thing, the traditional hero is always the Protagonist. By that we mean he or she is the Prime Mover in the effort to achieve the story goal. This doesn’t presuppose the hero is a willing leader of that effort. For all we know he might accept that charge kicking and screaming. Nonetheless, once stuck in the situation, the hero drives the push to achieve the goal.

Another quality of a stereotypical hero is that he is also the Main Character. By this we mean that the hero is constructed so that the audience stands in his shoes. In other words, the audience identifies with the hero and sees the story as centering around him.

A third quality of the most usual hero configuration is being a “Good Guy.” Simply, he intends to do the right thing. Of course, he might be misguided or inept, but he wants to do good, and he does try.

And finally, let us note that heroes are usually the Central Character, meaning that he gets more “media real estate” (pages, screen time, lines of dialog) than any other character.

Listing these four qualities we get:

1. Protagonist.

2. Main Character.

3. Good Guy.

4. Central Character

Getting right to the point, the first two items in the list are structural in nature, while the last two are storytelling. Protagonist describes the character’s function from the Objective View described earlier. Main Character positions the audience in that particular character’s spot through the Main Character View. In contrast, being a Good Guy is a matter of personality, and Central Character is determined by the attention given to that character by the author’s storytelling.

You’ve probably noticed that we’ve used common terms such as Protagonist, Main Character, and Central Character in very specific ways. In actual practice, most authors bandy these terms about more or less interchangeably. There’s nothing wrong with that, but for structural purposes it’s not very precise. That’s why you’ll see Dramatica being something of a stickler in its use of terms and their definitions: it’s the only way to be clear.

At this juncture, you may be wondering why we even bother breaking down a hero into these pieces. What’s the value in it? The answer is that these pieces don’t necessarily have to go together in this stereotypical way.

For example, in the classic story of racial prejudice, To Kill a Mockingbird, the Protagonist function and the Main Character View are separated into two different characters.

The Protagonist is Atticus, played by Gregory Peck in the movie version. Atticus is a principled Southern lawyer in the 1930s who is assigned to defend a black man wrongly accused of raping a white girl. His goal is to ensure justice is done, and he is the Prime Mover in this endeavor.

But we do not stand in Atticus’ shoes, however. Rather, the story is told through the eyes of Scout, his your daughter, who observers the workings of prejudice from a child’s innocence.

Why not make Atticus a typical hero who is also the Main Character? First, Atticus sticks by his principles regardless of the dangers and pressures brought to bear. If he had represented the audience position, the audience/reader would have felt quite self-righteous throughout the story’s journey.

But there is even more advantage to splitting these qualities between two characters. The audience identifies with Scout. And we share her fear of the local boogey man known as Boo Radley – a monstrous mockery of human form who forms the stuff of local terror stories. All the kids know about Boo, and though we never see him, we hear their tales of his horrible ways.

At the end of the story, it turns out that Boo is just a gentle giant, a normal man with a kind heart but low intellect. As was the custom in that age, his parents kept him indoors, inside the basement of the house, leaving him pale and scary-looking due to the lack of sunlight. But Boo ventures out at night, leading to the false but horrible stories about him when he is occasionally sighted.

As it happens, Scout’s life is threatened by the father of the girl who was ostensibly raped in an attempt to get back at Atticus. Lo and behold, it is Boo who comes to her rescue. In fact, he has always been working behind the scenes to protect the children and is not at all the horrible monster they all presupposed.

In a moment of revelation, we, the audience, come to realize we have been cleverly manipulated by the author to share Scout’s initial prejudice against Boo. Rather than feeling self-righteous by identifying with Atticus, we have been led to realize that we are just as capable of prejudice as the obviously misguided adults we have been observing.

The message of the story is that prejudice does not have to come from meanness, but will happen within the heart of anyone who passes judgment based on hearsay rather than direct knowledge. This statement could never have been successfully made if the elements of the typical hero had all been placed in Atticus.

So, the message of our little story here is that there is nothing wrong with writing about heroes and villains, but it is limiting. By separating the components of the hero into individual qualities, we open our options to a far greater number of dramatic scenarios that are far less stereotypical.

–Melanie Anne Phillips

Learn more about the hero in Melanie’s book

Hero is a Four Letter Word

Dramatica Definition: Psychology

Psychology • [Class]dyn.pr. Physics<–>Psychology • a manner of thinking or demeanor • The Psychology Class is where the evolution or change in an attitude is explored, unlike the Mind Class which describes the nature of a fixed state of mind. This is a more deliberation-oriented class where the focus is not on the attitude itself, but whether it is changing for better or for worse. • syn. ways of thinking, thinking process, activity of the psyche, manipulation of others

From the Dramatica Dictionary

The Domains in Star Wars

Star Wars

Objective Story Domain: Physics (the Class of Activities) — Star Wars is about a war between the Empire and the Rebellion. There is not any set location where this needs to take place, rather it is an exploration of the feints, attacks, and battles that occur between the two forces.

Main Character Domain: Universe (the Class of Situations)– Luke Skywalker is a whiny farm-boy from a small desert planet. He has a tremendous amount of unrealized talent because his father was a Jedi, but everyone sees him as a kid from the edge of the galaxy.

Obstacle Character Domain: Mind (the Class of Fixed Attitudes) — Obi Wan Kenobi lives in the world of the Force. His attitude about the Force’s power and impact, the existence of the Light and Dark sides of the Force, and the importance of the Force is unshakable.

Subjective Story Domain: Psychology (the Class of Ways of Thinking) — Obi Wan clearly manipulates Luke through psychological means. He attempts to coerce Luke to help him get to Alderaan, which Luke resists; Obi Wan does not reveal the fate of Luke’s aunt and uncle to Luke even though Obi Wan is clearly not surprised when he hears the news; Obi Wan purposely keeps Luke in the dark about his resources while bartering with Han Solo, hushing him up when Luke can barely contain himself; Obi Wan keeps Luke under his thumb by doling out information about the Force, the Empire, the Past, and everything else; and it’s Obi Wan who whispers into Luke’s head at several critical moments… “Run, Luke, run!” and “Trust your feelings, Luke.”

Frm the Dramatica Theory Book

The Concept Behind “Main Character Approach”

By temperament, Main Characters (like each of us) have a preferential method of approaching Problems. Some would rather adapt their environment to themselves through action, others would rather adapt their environment to themselves through strength of character, charisma, and influence.

There is nothing intrinsically right or wrong with either Approach, yet it does affect how one will respond to Problems.

Choosing “Do-er” or “Be-er” does not prevent a Main Character from using either Approach, but merely defines the way he is likely to first Approach a Problem, using the other method only if the first one fails.

From the Dramatica Software

Characters – The Attributes of Age

Introduction

Writers tend to create characters that are more or less the same age as themselves. On the one hand, this follows the old adage that one should write about what one knows. But in real life, we encounter people of all ages in most situations. Of course, we often see stories that pay homage to the necessary younger or older person, but we just as often find gaps of age groups in which there are no characters at all, rather than a smooth spectrum of ages.

In addition, there are many considerations to age other than the superficial appearance, manner of dress, and stereotypical expectations. In this lesson we’re going to uncover a variety of traits that bear on an accurate portrayal of age, and even offer the opportunity to explore seldom-depicted human issues associated with age.

The Attributes of Age

People in general, and writers in particular, tend to stereotype the attributes of age more than just about any other character trait. There are, of course, the physical aspects of age, ranging from size, smoothness of skin, strength, mobility to the various ailments associated with our progress through life. Then there are the mental and emotional qualities that we expect to find at various points in life. But the process of aging involves some far more subtle components to our journey through life.

Anatomical vs. Chronological age

Before examining any specific traits, it is important to note the difference between anatomical and chronological age. Anatomical age is the condition of your body whereas chronological age is the actual number of years you’ve been around. For example, if you are thirty years old, but all worn out and genetically biased to age prematurely, you might look more akin to what people would expect of a fifty year old. Nonetheless, you wouldn’t have the same interests in music or direct knowledge of the popular culture as someone who was actually fifty years old. When describing a character, you might choose to play off your reader expectations by letting them assume the physical condition, based on your description of age. Or, you might wish to create some additional interest in your character by describing it as “A middle-aged man so fit and healthy, he was still “carded” whenever he vacationed in Vegas.” Such a description adds an element of interest and immediately sets your character out at an individual.

Jargon

Far too often, characters are portrayed as speaking in the same generic conversational language we hear on television. The only variance to that is the overlay of ethic buzzwords to our standard sanitized TV through template. In other words, characters act as if they all through alike, even if they had completely different cultural upbringings. But aging is an ongoing evolution of culture, rooting the individual into thought patterns of his or her formative hears, and tempered (to some degree) by the ongoing cultural indoctrination of a social lifestyle.

Characters, therefore, tend to pick up a basic vocabulary reflective of both their ethnicity AND their age. For example, a black man who fought for civil rights along side Dr. Martin Luther King, would not be using the same jargon ad a black man advancing the cause of rights today. And neither of these would use the same vocabulary as a young black man in the center city, trying to find his way out through education. To simply overlay the “black jargon” template on such characters is the same kind of unconscious subtle prejudice promoted by “flesh colored” crayons.

Sure, we all learn to drop some of the more dated terms and expletives of our youth in order to appear “hip” or “with it,” but in the end we either sound silly trying to use the new ones, or avoid them altogether, leaving us bland and un-passionate in our conversation. Both of these approaches can be depicted in your characters as well, and can provide a great deal of information about the kind of mind your character possesses.

Outlook

Speaking of character minds, we all have a culturally created filter that focuses our attention on some things, and blinds us to (or diminishes) others. Sometimes, this is built into the language itself. When it is hot, the Spanish say, “hace calor” (it makes heat). This phrasing is due to the underlying beliefs of the people who developed that language that see every object, even those that are inanimate, as possessing a spirit. So, when it is hot, this is not a mindless state of affairs due to meteorological conditions, but rather to the intent of the spirit of the weather. Of course, if you were to ask a modern Spanish speaking person if they believed in such a thing, you would likely receive a negative reply. And yet, because this concept permeates the language (making everyday items masculine or feminine), it cannot help but alter the way native speakers of the language will frame their thoughts.

As another example, the Japanese population of world war two was indoctrinated in the culture of honor, duty, and putting the needs of society above those of the individual. Although most countries foster this view, in war-time Japan, it was carried to the extreme, resulting in an effective Kamikaze force, and also in whole units that chose a suicidal charge against oncoming forces, rather than to be humiliated by defeat or capture.

Corporate Japan was built around these Samurai ideals, and workers commonly perceived themselves as existing to serve their companies with loyalty and unquestioning obedience. But when the economy faltered, those who expected to remain with their companies for life were laid off, or even permanently fired. This led to a disillusionment of the “group first” mentality, especially among the young, who had not yet become settled in their beliefs. So, today, there is still a gap between the old-guard corporate executives, and the millions of teenagers to whom they market. Age, in this case, creates a significant difference in the way the world looks.

Continuing with the notion of generation gaps, I grew up when the rallying cry was “Don’t trust anyone over 30.” Of course, now we’re all in our fifties or even sixties, so we are forced to admit that we, ourselves, have in fact become “the Establishment.”

But that is what is visible and obvious to us. The real difference between my generation and the post Yuppie, post GenX, GenY, Gen? Generation is far more foundational. In conversations with my daughter I discovered that while I see myself on the other side of the generation gap, she does not perceive one at all! This is due to primarily to the plethora of high-quality recorded media programs, which capture so many fine performances and presentations when the artists and great thinkers were in their prime. We live in a TV Land universe in which no great works ever die; they are just reborn on Cable.

To my daughter’s generation, it is only important whether or not you have something worth saying. How old you are has nothing to do with your importance or relevance. In short, the difference between my generation and the younger generation is that we perceive a difference between the generations and they don’t!

In summary then, the age in which you establish your worldview will determine how you perceive current events for the rest of your life. When creating characters of any particular age, you would do well to consider the cultural landscape that was prevalent when each character was indoctrinated.

Comfort Symbols

We all share the same human emotional needs. And we each experience moments that fulfill those needs. Those experiences become fond memories, and many of the trappings of those experiences become comfort symbols. In later life, we seek out those symbols to trigger the re-experiencing of the cherished moments. Perhaps your family served a particular food in your childhood that you associate with warmth and love. For example, my mother grew up during the Great Depression in the 1930s. Her family was often short of food. So, as a snack, they would give her a piece of bread spread with lard and mustard! Now the thought very nearly sickens me, but she often yearned for that flavor again, as it reminded her of the love she received as a child.

Once we have locked into symbols that we can use to trigger emotional experiences, we seldom need to replace them. They are our comfort symbols upon which we can always rely. This has two effects as we age: One, we latch on to performers and music, as an example, that age along with us. We recall them at their prime when we first encountered them, and also have spent years aging along with them. This leads us to suddenly wake up one day and realize we no longer know who they are referring to in popular culture magazines and entertainment reporting televisions shows. In other words, the popular culture has passed us by. Two, we see many of our symbols (favorite advertising campaigns, a restaurant where we went on our first date, etc.) vanish as they are replaced with new and current concerns. So, the world around us seems less relevant, less familiar, and less comfortable, just as we seem to the world at large.

When creating characters, take into account the potential ongoing and growing sense of loss, sadness, and connection between characters and their environment. And don’t think this is a problem only for the elderly. My 24-year-old son laments that there are kids growing up today who never knew a world without personal computers! He says it makes him feel old.

Physical Attributes

Babies have a soft spot on their heads that doesn’t harden up for quite a while after birth. Cartilage wears out. Teens in puberty have raging hormones. Young kids grow so fast that they don’t have a chance to get used to the size and strength of their bodies before they have changed again, not unlike trying to drive a new and different car every day. I can’t remember the last time I ran full-tilt. I’m not sure it would be safe, today! Point is, our bodies are always changing. Sometimes the state we are in has positive and/or negative qualities – other times the changing itself is positive or negative.

When creating characters, give some thought to the physical attributes and detriments of any given age, and consider how they not only affect the abilities and mannerisms of your characters, but their mental and emotional baselines as well.

Conclusion?

Sure, we could go on and on exploring specifics of age and aging, but since it is a pandemic human condition, it touches virtually every human experience and endeavor. The point here is not to completely cover the subject, but to encourage you to consider it when creating each of your characters. It isn’t enough to simply describe a character as “a middle-aged man,” or “a perky 8 year old boy.” You owe it to your characters and to your readers or audience to incorporate the aging experience into their development, just as it is inexorably integrated into our own.

Melanie Anne Phillips
Co-creator, Dramatica

Dramatica Definition: Proven

Proven • [Element] dyn.pr. Unproven<–>Proven • an assessment that something is correct by all relavent standards • Proven refers to an understanding that has been shown to be correct enough times to enough people to hold it as fact. The character representing Proven will judge truth only by what has been sufficiently verified. This makes it wary of unsubstantiated rumors, evidence, or conclusions. In the negative column, determining something is Proven requires drawing an arbitrary line that says, “Enough it enough, it’s true!” The moment one assumes that the understanding is Proven, one ceases to look for exceptions. When a connection is made between two events or people on the basis of a series of “Proven” facts, all it takes is one exception to ruin the argument. • syn. verified, confirmed, corroborated, established, demonstrated, shown

From the Dramatica Dictionary

Identifying a Story’s Problem

When we seek to classify something, we try to narrow its definition, such as when we ask if something is animal, vegetable, or mineral. When classifying problems that might be of concern to the Story Mind, the first thing we might want to know is if the problem is an external issue (such as an intolerable situation) or an internal one (such as a bad attitude). External problems occur in the Universe (or environment), Internal problems occur in the Mind.

Further, some problems don’t have to do with states of things (an external situation or an internal attitude) but are processes that have gone awry. An external process falls in the category of Physics, which simply means physical activity of some kind. An internal process which results in a problem has to do with Psychology, which simply means a manner of thinking. Note that a manner of thinking (Psychology) is different than a fixed attitude (Mind). Psychology describes problems like spending too much time with details, whereas Mind problems would be more like a prejudice.

Having identified four categories by which we might classify the nature of the Story Mind’s problem, we can arrange them in a quad pattern, much as we did earlier with the Character Elements.

Since these four categories classify the problem, Dramatica refers to them as CLASSES.

More Resolution

So far, we have been able to roughly determine that a problem might be an external or internal state or process, represented by the four Classes. Already we can get a more refined view of the problem we will be describing in our story. We need only consider which of these four Classes best describes the problem about which we want to write.

For example, if we have an idea for a story about people trapped underwater in a sunken ship, that would be an external problem, best described as a state of things. An external state is the definition of a Universe problem, so this story idea takes place in the Universe Class.

If we wish to write about a harrowing trek through the jungle to a lost city, we are describing a Physics problem: an external activity from which difficulties arise.

A story exploring a father who will not let his daughter marry below her station in life is best described as a Mind problem, for it stems from a fixed attitude.

And finally, an author who wishes to comment thematically on a group of friends manipulating each other would select Psychology as his Class of problem, for the thematic issue at hand is changing one’s manner of thinking. Again, this differs from changing one’s Mind (about something).

It is important to note that ALL FOUR Classes will ultimately play a role in every complete Grand Argument Story. As we shall explore a bit later, each Class will describe the problem as it appears from a different throughline.

From the Dramatica Theory Book

Story Point: Main Character “Approach”

Approach:

the kind of techniques a character uses to solve problems, which favor either mental or physical effort

EXPLANATION

Some of the characters you create as an author will be Do-ers who try to accomplish their purposes through activities (by doing things). Other characters are Be-ers who try to accomplish their purposes by working it out internally (by being a certain way). When it comes to the Main Character, this choice of Do-er or Be-er will have a large impact on how he approaches the Story’s problem. If you want your Main Character to prefer to solve problems externally, choose Do-er. If you want your Main Character to prefer to solve problems through internal work, choose Be-er.

From the Dramatica Software

3 Act vs. 4 Act Structure

The following is a transcript from an online class on the Dramatica theory of story hosted by its co-creator, Melanie Anne Phillips signed on as Dramatica:

William S1 : After working so long in 3-act structure, I’m unclear on Dramatica’s four-act structure.

Dramatica : Okay, let’s address that question… Dramatica sees both a structural and a dynamic view of “acts”… In the dynamic view, we “feel” the progression of a story as falling into three distinct phases. These are the same “movements” that Aristotle saw when he talked about a beginning, a middle, and an end.

An alternative is a structural view. Imagine for a moment, four signposts, along a path. One marks where you start, two in the middle, and one at the end. If you start at the first one, there are three journeys to make.

William S1 : Is act I (set up), act II (confrontation/obstacles) and act III (resolution) applicable?

Dramatica : William, yes, in the traditional understanding of story. There’s a bit more to it in Dramatica. When you move between the four signposts you take three journeys.

William S1 : Why make storytelling more complicated than it is?

Dramatica : Why make it less complicated than it is? When you look at a story as a “done deal”, when you see all the dramatic potentials, rather than concentrating on the events. That is where you see the meaning. Its kind of like scanning out lines on a TV picture. Scene by scene, act by act, you create drama that flows from one point to another. But in the end, you want to be able to connect all the points, and see what kind of picture you have created. By using both a 3 and four act structure and dynamics, Dramatica allows an author to approach a story either through the progression of events or the meaning they want to end up with.

The software has an “engine” that keeps the two compatible, so when you make decisions or changes in one, the effects on the other are shown.

William S1 : What is the 4th act?

Dramatica : The fourth act is the ending, which is the same as the denoument or author’s proof. Any other questions before we continue?

DC Finley : So, the traditional second act is now the second and third acts, right?

Dan Steele : So the event sequence is managed separately from the psychological chain of motivations?

William S1 : Then what is the dramatic purpose of the traditional third act?

Dramatica : Dan, they are managed separately, but intimately tied together. They affect one another.

Dan Steele : Yes.

Dramatica : DC, and William, here’s an answer to you both…If we look at a story as having a beginning, middle and end, then the beginning is static.. it is really the sign post where everything begins. The end is also static, the destination. But the “middle” is seen as the whole development of the story from that starting point to ending point. Now, that is really “blending” half dynamics and half structure. Two points and a string between them.

William S1 : But the beginning is NOT static.. the story usually enters in the middle of a life, event or sequence of events.

Dramatica : Yes, it enters in the middle of a life, but is thought of as the set of potentials that are already wound up that will evolve into the story line.

William S1 : Okay.

Dramatica : Dramatica sees the first act as MUCH more dynamic than that! In fact, we have 7 things to think about!

William S1 : Bring it on.

Dramatica : Let’s label the four structural acts as A,B,C,D. The familiar dynamic acts are 1,2,3. The beginning point is A then we move through 1 to get to B then we move through 2 to get to C. Then we move through 3 to get to D. Now, A,B,C,D and 1,2,3 all have to be there, in order to tell the whole tale.

DC Finley : Je comprende.

Dramatica : Any other questions about this.. oh, just a point. TV often looks at a five act structure. What they are really seeing, is point A followed by 1,2,3 and ending with D. It is not that B, and C are not there, but the commercial breaks emphasize those five and downplay the others. That’s why writing for TV is significantly different than writing for film. And BOTH are a lot different than writing prose. Okay, shall we move on?

DC Finley : Yes.

From the Dramatica Class Transcripts