Fire Your Protagonist

Many authors start with a Protagonist and then build a cast of characters around him or her. But as a story develops, it may turn out that one of the other characters becomes more suited for that role. Sticking with the original Protagonist causes the story to become mis-centered, and it fails to take on a life of its own.

To see if this has happened to your story, try the following:

Take each of your characters, one by one, and try them out as the Protagonist. Give each a job interview. You ask them, “What would the story’s goal be if you were the Protagonist? What would you be working toward? What would you hope to achieve? How would you rally the other characters around your efforts?”

More than likely, you will find one character who seems just a little more driven – a character whose goal seems far more important than any of the others, one that not only affects him but all the other principal characters as well. That character should be your Protagonist, and it may not be the character you originally cast in that role. If it isn’t, fire your Protagonist and hire the new one!

Sure, you’ve become attached to the original character, but if he or she is no longer write for the job, well, business is business. You have to think about what is best for the entire company of players in your story without playing favorites.

Of course, with a new Protagonist, you’ll need to re-center your story and possibly to change the nature of the goal. But in so doing, your story will gain a renewed sense of purpose as this new character takes the helm.

Melanie Anne Phillips
Co-creator, Dramatica

The Main Character

Of all four attributes of the hero, his role as the Main Character is perhaps the most intriguing. As described in an earlier writing tip, the Main Character represents the audience position in the story, and is the character with whom the audience most empathizes, the one whom the story seems to be about.

In the Story Mind, the Main Character represents our sense of self, the ego or identity of the story as a whole. So, always writing about heroic characters who are both Main Character and Protagonist is a lot like telling a story about football from only the Quarterback’s point of view and never from that of any of the other players.

In real life we are always the Main Character in our personal story, but we are not always the Prime Mover out of every one we know. Rather, we are usually supporting characters in the larger Goal, such as in a business, club, or church group, only occasionally being the driving force, leader, or initiator who others follow.

When we assign the attribute of Protagonist to one of the characters in our story but the role of Main Character to another, we open up a wealth of variations that better reflect the audience’s real life experiences. Such arrangements seem far less stereotypical and far more personal.

A Good example of this can be found in both the book and movie version of the classic story, To Kill A Mockingbird. This story is about Atticus, an open-minded lawyer in a small Southern town in the 1930s and his young daughter, Scout, who is trying to understand what is going on around her.

Atticus is the Protagonist as he tries to defend a black man wrongly accused of raping a white girl.

Scout is the Main Character because we see this story about prejudice through her eyes – a child’s eyes.

Melanie Anne Phillips
Co-creator, Dramatica

The Villain

A villain is the dramatic antithesis of a hero, and therefore has the following four attributes:

  • He is the Antagonist
  • He is the Influence Character
  • He is second in prominence to the Central Character
  • He is a Bad Guy

By our definitions for this book: The Antagonist is the Principal Impediment in the plot – the chief obstacle to the achievement of the story’s overall goal.

The Influence Character is the most persuasive character – the one who argues the devil’s advocate position regarding the personal or moral issue the story seems to be about.

The Second Most Prominent Character is the one who stands out most strongly among the players, save for the hero.

The Bad Guy is the standard bearer of immorality – the character whose intent is to do the wrong thing.

Putting it all together then, a villain tries to prevent the goal from being achieved, represents the counterpoint to the audience position in the story, it the second most prominent character, and seeks to do the wrong thing. Now we can see that when we created a hero who was a bad guy and another who was an antagonist, we were actually borrowing attributes from the villain. In the same manner, the villain can borrow attributes from the hero. For example, we might fashion a character with the following four attributes:

  • Antagonist
  • Influence Character
  • Second Most Prominent
  • Good Guy

Such a character might be a friend of an anti-hero (who is a hero that is a Bad Guy), trying to prevent him from making a terrible mistake. Imagine that the anti-hero is trying to achieve a goal, represents the audience position, is most prominent, but has ill intent. The Good Guy variation on the villain would have good intent and would therefore try to thwart the anti-hero’s evil plan (antagonist), change his mind (impact character) and would be the second most prominent player next to the anti-hero.

Another variation on the typical villain might be:

  • Protagonist
  • Influence Character
  • Second Most Prominent
  • Bad Guy

In fact, it is this combination that is used most often in action/adventure stories. This character gets the ball rolling by instigating an evil scheme (protagonist/bad guy), tries to lure the “hero” to the evil side (influence character), but is second to the “hero” only in prominence.

As we can see, swapping attributes between the hero and villain opens up a world of opportunities for creating more interesting and less typical characters. But, these are not the only ways to swap attributes. For example, just because the hero is a Good Guy doesn’t mean the villain has to be a Bad Guy.

Suppose we have the following two characters:

Typical Hero:

  • Protagonist
  • Main Character
  • Central Character
  • Good Guy

Atypical Villain:

  • Antagonist
  • Influence Character
  • Second Most Prominent
  • Good Guy

Here we have a story about two people, one trying to accomplish something, the other trying to prevent it. One representing the audience position in the story, the other being the most influential with an opposing message argument. One is the most prominent; the other second in audience interest, but both believe they are doing the right thing.

These two characters are dramatically opposed. They are in conflict, both externally and internally. Yet each is driven to do what he believes is right. So who is right? Well, in fact, that is what a story built around these characters would be all about!

Indeed, the author’s message would center on convincing the audience that one of these characters was misguided and the other properly grounded. Such a story would provide an excellent opportunity to explore a moral issue that doesn’t easily fall into black and white clarity. It would stand a good chance to come across as deep, thoughtful, and provocative – and all by simply having two Good Guys duke it out.

At this point, it should be pretty clear that if you’ve only been writing with heroes and villains, you haven’t been doing anything wrong, but you have been limiting your creative opportunities. And yet, we have barely begun to explore the ways in which characters can swap attributes to create more variety and interest.

Melanie Anne Phillips
Co-creator, Dramatica

Dramatica Definition: Preconscious

Preconscious (The Preconscious) • [Type] dyn.pr. Subconscious<–>Preconscious • innate responses • Built into the mind is an instinctual base of reactions and attitudes that cannot be altered but merely compensated for. When a story’s problem revolves around the unsuitability of someone’s essential nature to a given situation or environment, the central issue is the Pre-Conscious. The solution lies in the character conditioning himself to either hold his tendencies in check or develop methods of enhancing areas in which he is naturally weak in reason, ability, emotion, or intellect. • syn. unthinking responses, immediate responses, impulse, impulsive response, instinctive response, innate response, reflex

From the Dramatica Dictionary

Dramatica Definition: Preconditions

Preconditions (Objective Storyline) • [Type] • restrictions imposed on the effort to reach the goal • When meeting the requirement is made contingent upon some non-essential restriction, the extra baggage is referred to as Pre-conditions. Depending upon the nature of the Pre-conditions and the nature of a character, it may turn out that although the pre-requisites will achieve the goal, the goal itself is improper and only the Pre-conditions can actually solve the problem. Misplaced emphasis is a common thematic exploration.

Preconditions • [Variation] dyn.pr. Prerequisites<–>Preconditions • restrictions imposed on the effort to reach the goal • When access to resources necessary to meeting pre-requisites is made contingent upon some non-essential accomplishment or limitation, the extra baggage is referred to as Pre-conditions. Depending upon the nature of the Pre-conditions and the nature of a character, it may turn out that although the pre-requisites will achieve the goal, the goal itself is improper and only the Pre-conditions can actually solve the problem. Misplaced emphasis is a common thematic exploration. • syn. provision, prescribed specification, imposed stipulation, limiting parameters, imposed limitations

From the Dramatica Dictionary

Dramatica Definition: Preconception

Preconception • [Variation] dyn.pr. Preconception<–>Openness • adhering to a previous held view; unwillingness to reevaluate • Preconception is a pre-conception that prevents one from entertaining information contrary to a held conclusion. When one shuts his mind to additional data, there is no way to realize that the conclusion might be in error. Contradictory observation no longer becomes part of experience so experience ceases to grow. Obviously, this can lead to all kinds of actions and attitudes that work to the detriment of oneself and others. On the other hand, Preconception can steel one against temporary exceptions that tempt one to veer from the true path. Question • Is it bad to have Preconceptions against evil? • syn. prejudice, closed mindedness, narrow mindedness, intolerancy, stubbornness, unwillingness to reevaluate

From the Dramatica Dictionary

Dramatica Definition: Potentiality

Potentiality • [Element] dyn.pr. Certainty<–>Potentiality • a determination that something might become true • The element of Potentiality drives a character to take risks on long odds. Always looking at what is not specifically ruled out, he is even beyond the realm of possibility and spends his time focusing on the greatest possible potential. As long as there is no reason why something should not be a certain way, the character representing Potentiality acts as if it is. Of course this leads him to see benefits and dangers others might miss, but it also leads him to starve on “pie in the sky.” This characteristic always looks at what might be, never stopping to take stock of what is. • syn. chance, precariousness, focusing on the uncertain, going with the improbable

From the Dramatica Dictionary

Dramatica Definition: Possibility

Possibility • [Element] dyn.pr. Probability<–>Possibility • a determination that something might be true • The Possibility element endows a character with an open-minded assessment of his environment and relationships. However, it gives less weight to the single most likely explanation, looking instead at the whole range of known alternatives. Since the most likely scenario does not always happen, the Possibility element aids in having “Plan B” ready. On the downside, this characteristic may “over think” things and lose track of what is most probable. • syn. plausibility, viability, conceivable eventualities, open assessment

From the Dramatica Dictionary

Dramatica Definition: Positive vs. Negative

Positive versus Negative • Positive and Negative are not evaluations of the ultimate outcome of a story, but evaluations of how the story feels during its course toward the outcome. Does the story feel like it is drawing closer to a satisfying and fulfilling conclusion or farther away from an unsatisfying, unfulfilling conclusion? Then it is positive. Does the story feel like it is drawing closer to an unsatisfying and unfulfilling conclusion or farther away from a satisfying, fulfilling conclusion? Then it is negative. Any given story will have either a positive or negative feel to it. This is caused by a combination of two kinds of dynamics, one of which describes the Main Character, the other describes the Author. Every Main Character’s personal problem is either caused because he is doing something he needs to stop or because he is not doing something he ought to be. In other words, his problem exists because he needs to remove or add a trait. In a sense, the Main Character must either move toward something new or move away from something old. That alone does not give a positive or negative feel to a story, as what he is moving toward or away from could be good or bad. Every Author has feelings about which traits are good ones to have and which are bad. Just because a Main Character successfully solves his problem by removing or adding a trait does not mean he has become a better person for it. The Author’s message may be that failure in problem-solving is preferable to diminishing one’s overall character. So the Author’s identity is exposed to the audience by passing a value judgment on whether removing or adding a trait (Start or Stop) was good or bad. Taken together, Start and Stop, and a value judgment on what the Main Character is growing in relation to of good or bad create four combinations. Two of these are positive and two of them are negative. Start and good means the Main Character is moving toward something good and that feels positive. Stop and bad means the Main Character is moving away from something bad and that also feels positive. Start and bad means the Main Character is moving toward something bad and that feels negative. And Stop and good means the Main Character is moving away from something good and that feels negative as well.

From the Dramatica Dictionary

Dramatic Quads & Dramatic Pairs

In each quad of Elements, we find not only Dynamic (diagonal) Pairs, but horizontal and vertical pairs as well. Horizontal Elements are called Companion Pairs, and vertical Elements are Dependent Pairs. Each kind of pair describes a different kind of relationship between the Elements, and therefore between the characters that represent them.

In addition to the three types of pairs, we can look at each Element as a separate component and compare it to the overall nature of the quad itself. This Component approach describes the difference between any given Element and the family of Elements in which it resides (quad). Therefore, the degree of individuality the characters represent within the “group” can be explored.


Dynamic Pairs describe Elements with the greatest opposition to one another. Whenever two opposing forces come together they will create either a positive or negative relationship. They can form a synthesis and create something greater than the sum of the parts or they can simply tear away at each other until nothing is left (destructive). Within a quad, one of the Dynamic Pairs will indicate a positive relationship, the other a negative one. Which is which depends upon other story dynamics.

Companion Pairs contain the Elements that are most compatible. However, just being compatible does not preclude a negative relationship. In a positive Companion Pair, characters will proceed along their own paths, side by side. What one does not need they will offer to the other (positive impact). In a negative Companion Pair, one character may use up what the other needs. They are not against each other as in a negative Dynamic Pair, but still manage to interfere with each other’s efforts (negative impact).

Dependent Pairs are most complementary. In a positive sense, each character provides strengths to compensate for the other’s weaknesses (cooperation). Together they make a powerful team. In its negative incarnation, the Dependent Pair Relationship has each character requiring the other in order to proceed (codependency).

Components describe the nature of the Elements in relationship to the overall quad. On the one hand, the individual characters in a quad can be a group that works together (interdependency). The group is seen to be greater than the individual characters that comprise it, at the risk of overwhelming the individuality of its members. This is contrasted by identifying the disparate nature of each character in the quad (independency). Seen this way, the characters are noted for their distinguishing characteristics at the risk of losing sight of shared interests.

Dynamic Relationships are the most familiar to writers, simply because they generate the most obvious kind of conflict. Companion and Dependent Pairs are used all the time without fanfare, as there has previously been no terminology to describe them. Components are useful to writers because they allow characters in groups to be evaluated in and out of context.

By constructing characters with thought and foresight, an author can use the position of Elements in the Chess Set to forge relationships that are Dynamic in one dimension while being Companion and Dependent in others. Characters created with Dramatica can represent both the structural Elements of the Story Mind’s problem solving techniques and the dynamic interchange between those techniques.

From the Dramatica Theory Book