Tricking the Muse: The Creativity “Two-Step”

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.

Dramatica Definition: Objective Story Inhibitor

Objective Story Inhibitor • [Variation] • The kind of item which serves to impede the Objective Story’s progress • The Objective Story Inhibitor is what prevents a story from just rushing full speed to the solution. It is like a brake mechanism which can be applied as the author pleases. The introduction of this item will always slow the progress of the story and it works as the antidote to the Objective Story Catalyst.

From the Dramatica Dictionary

The Four Throughlines

It is not enough to develop a complete Story Mind. That only creates the argument the audience will be considering. Equally important is how the audience is positioned relative to that argument.

Does an author want the audience to examine a problem dispassionately or to experience what it is like to have that problem? Is it more important to explore a possible solution or to weigh the benefits and drawbacks of alternative solutions? In fact, all of these points of view must be developed for a story to be complete.

An author’s argument must go beyond telling audience members what to look at. I must also show them how to see it. It is the relationship between object and observer that creates perspective, and in stories, perspective creates meaning.

There are four different perspectives which must be explored as a story unfolds in order to present all sides of the issue at the heart of a story. They are the Objective Story Throughline, theMain Character Throughline, theObstacle Character Throughline, and theSubjective Story Throughline.

From the Dramatica Theory Book

Story Structure for Passionate Writers

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.

Dramatica Definition: Objective Story Focus

Objective Story Focus • [Element] • The principal symptom of the Objective Story’s Problem • If the Objective Story’s Problem is seen as a disease, the Solution would be the cure. The Focus, however, would be the principal symptom. Since the symptoms of a disease are more apparent than the disease itself, the symptom is called the Focus, because the attention of the Objective Characters is focused there. Even if the Objective Characters are aware of the true nature of the Problem itself (which they may or may not be), they will be more riveted to the immediate effects created by the Focus.

From the Dramatica Dictionary

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

Be a StoryWeaver – NOT a Story Mechanic!

Too many writers fall into the trap of making Structure their Story God. There’s no denying that structure is important, but paying too much attention to structure can destroy your story.

We have all seen movies and read novels that feel like “paint by numbers” creations. Sure, they hit all the marks and cover all the expected relationships, but they seem stilted, uninspired, contrived, and lifeless.

The authors of such pedestrian fare are Story Mechanics. A Story Mechanic is a writer who constructs a story as if it were a machine. Starting with a blueprint, the writer gathers the necessary dramatic components, assembles the gears and pulleys, tightens all the structural nuts and bolts, and then tries to make the story interesting with a fancy paint job.

But there is another kind of writer who creates a different kind of story. These Story Weavers begin with subjects or concepts about which they are passionate and let the structure suggest itself from the material. They see their players as people before they consider them as characters. Events are happenings before they become plot. Values precede theme and the story develops a world before it develops a genre.

A book or movie written by a Story Weaver is involving, riveting, and compelling. It captures the fullness of human emotion, and captivates the mind.

Although some writers are natural born StoryWeavers, there is still hope for the rest of us. In fact, you can become a StoryWeaver just by practicing a few select techniques until they become second nature.

First, clear your mind of any thoughts about characters, plot, theme, and genre. Avoid any consideration of character arc, hero’s journey, acts, scenes, sequences, beats, messages, premises, settings, atmosphere, and formulas. In short – don’t give structure a second thought.

Now work to create a world in which people live and interact, things happen, meaning can be found and the environment is intriguing. To do this, we’ll progress through four different stages of story creation: Inspiration, Development, Exposition, and Storytelling.

Stage One – Inspiration

Inspiration can come from many sources: a conversation overheard at a coffee shop, a newspaper article, or a personal experience to name a few. And, inspiration can also take many forms: a snippet of dialogue, a bit of action, a clever concept, and so on.

If you can’t think of a story idea to save your life, there are a few things you can do to goose the Muse.

First of all, consider your creative time. Some people consistently find inspiration in the morning, others in the afternoon, evening or even in the dead of night. Some people are more creative in the summer and can’t write worth a darn in the other three seasons. There are authors who work in cycles and those who come up with ideas in spurts. The key to using your creative time is to keep a log of your most fertile moments and then plan ahead to keep that kind of time open for further inspirations.

And don’t neglect your creative space either. There are authors who go off to a mountain cabin to write. Some like lots of noise or babble, like a city street below their open window or an all-news station on the radio as background. There are writers who prefer a cluttered room because it engenders chaos, which leads to serendipity. Others can’t think a lick unless everything is orderly, neat and in its place. Creative space includes the clothes you wear while writing. There are those who wear hats when developing characters and others who pantomime action sequences to get in the feel of it.

Open yourself to different writing media. If you only use a desktop computer, try a laptop, a palm organizer with a folding keyboard, long hand on a pad, or a digital voice recorder. And don’t be afraid to switch around any of these from time to time and mood to mood.

If you still can’t come up with an idea, try the Synthesis Technique. In brief, you want to subject yourself to two disparate sources of information. For example, put a talk radio program on while reading a magazine or watching television and let the odd juxtaposition spur your notions.

Finally, if all else fails, try using Nonsense Words. Just jot down three random words, such as “Red Ground Rover.” Then, write as many different explanations as you can for what that phrase might mean. For example, Red Ground Rover might be:

1. A red dog named rover whose legs are so short his belly rubs the ground.

2. The Martian Rover space vehicle on the red planet’s surface.

3. Fresh hamburger made from dog

Your list might go on and on. Now most of these potential meanings might be pure rubbish, but occasionally a good idea can surface. If the first three words don’t work, try three different ones. And, in the end, even if you don’t find an idea directly from your explanations of each phrase, you’ll have so stocked the creative spirit that you will find yourself far more prone to inspiration than before you started the exercise.

Use these inspiration techniques to come up with a log line for your story. A log line is simply a one- or two-sentence description of what your story is about in general. They are the same kind of short descriptions you find in TV Guide or in your cable or satellite TV guide.

A sample log line might be, “The marshal in an old western town struggles to stop a gang that is bleeding the town dry.”


Stage Two – Development

Once you’ve been inspired enough to create a log line, you can move into the second stage of Story Weaving: Development. Here is where you take your basic concept and flesh it out with lots more detail.

In Development you’ll begin to populate your story with people you might like to write about, work out some of the things that will happen in your story, and establish the world or environment in which it takes place. These efforts will ultimately result in your characters, plot, theme, and genre.

There are many Story Weaving techniques for the Development stage, but one of the most powerful is to project your world beyond what is specifically stated in the log line.

As an example, let’s use the log line from above: “The marshal in an old western town struggles to stop a gang that is bleeding the town dry.” Now let’s see how we can expand that world to create a whole group of people who grow out of the story, some of whom will ultimately become our characters.

The only specifically called-for characters are the marshal and the gang. But, you’d expect the gang to have a leader and the town to have a mayor. The marshal might have a deputy. And, if the town is being bled dry, then some businessmen and shopkeepers would be in order as well.

Range a little wider now and list some characters that aren’t necessarily expected, but wouldn’t seem particularly out of place in such a story.

Example: A saloon girl, a bartender, blacksmith, rancher, preacher, schoolteacher, etc.

Now, let yourself go a bit and list a number of characters that would seem somewhat out of place but still explainable in such a story.

Example: A troupe of traveling acrobats, Ulysses S. Grant, a Prussian Duke, a bird watcher.

Finally, pull out all the stops and list some completely inappropriate characters that would take a heap of explaining to your reader/audience if they showed up in your story.

Example: Richard Nixon, Martians, the Ghost of Julius Caesar

Although you’ll likely discard these characters, just the process of coming up with them can lead to new ideas and directions for your story.

For example, the town marshal might become more interesting if he was a history buff, specifically reading about the Roman Empire. In his first run-in with the gang, he is knocked out cold with a concussion. For the rest of the story, he keeps imagining the Ghost of Julius Caesar giving him unwanted advice.

This same kind of approach can be applied to your log line to generate the events that will happen in your story, the values you will explore, and the nature of your story’s world (which will become your genre).

Stage Three – Exposition

The third stage of Story Weaving is to lay out an Exposition Plan for your story. By the time you complete the Development Stage, you will probably have a pretty good idea what your story is about. But your audience knows nothing of it – not yet – not until you write down what you know.

Of course, you could just write, “My story’s goal is to rid the town of the gang that is bleeding it dry. The marshal is the protagonist, and he ultimately succeeds, but at great personal cost.”

Sure, it’s a story, but not a very interesting one. If you were to unfold your story in this perfunctory style, you’d have a complete story that felt just like that “paint by numbers” picture we encountered earlier.

Part of what gives a story life is the manner in which story points are revealed, revisited throughout the story, played against each other and blended together, much as a master painter will blend colors, edges, shapes and shadows.

As an example, let’s create an Exposition Plan to reveal a story’s goal. Sometimes a goal is spelled out right at the beginning, such as a meeting in which a general tells a special strike unit that terrorists have kidnapped a senator’s daughter and they must rescue her.

Other times, the goal is hidden behind an apparent goal. So, if your story had used the scene described above, it might turn out that it was really just a cover story and, in fact, the supposed “daughter” was actually an agent who was assigned to identify and kill a double agent working on the strike team.

Goals may also be revealed slowly, such as in The Godfather, where it takes the entire film to realize that the goal is to keep the family alive by replacing the aging Don with a younger member of the family.

Further, in The Godfather, as in many Alfred Hitchcock films, the goal is not nearly as important as the chase or the inside information or the thematic atmosphere. So don’t feel obligated to elevate every story point to the same level.

Let your imagination run wild. Jot down as many instances as come to mind in which the particular story point comes into play. Such events, moments or scenarios enrich a story and add passion to a perfunctory telling of the tale.

One of the best ways to do this is to consider how each story point might affect other story points. For example, each character sees the overall goal as a step in helping them accomplish their personal goals. So, why not create a scenario where a character wistfully describes his personal goal to another character while sitting around a campfire? He can explain how achievement of the overall story goal will help him get what he personally wants.

An example of this is in the John Wayne classic movie, The Searchers. John Wayne’s character asks an old, mentally slow friend to help search for the missing girl. Finding the girl is the overall goal. The friend has a personal goal: he tells Wayne that he just wants a roof over his head and a rocking chair by the fire. This character sees his participation in the effort to achieve the goal as the means of obtaining something for which he has personally longed.

Stage Four – Storytelling

By the time you’ve created an Exposition Plan for each story point you worked on in the Development phase, you’ll have assembled a huge number of events, moments, and scenarios. There’s only one thing left to do: tell your story!

Storytelling is a multi-faceted endeavor. It incorporates style, timing, blending of several story points into full-bodied scenes, sentence structure, grammar, vocabulary, and good old-fashioned charisma.

Later in this book we’ll explore a number of different storytelling techniques in great detail. But in this introduction to StoryWeaving I want to address the primary storytelling problem writers encounter – a passionless presentation of what would otherwise be an intriguing story.

Story Mechanics often get stuck at this point in story development. They are so taken with the “perfect” structure they have created, they tend to anguish over the opening sentence when finally sitting down to write the story. Eventually, after writing with the problem for far too long, they write one great line and then become so intimidated by its grandeur they are afraid to write anything else lest it not measure up to that initial quality!

Fact is, you’re only as good as your own talent – GET OVER IT! Don’t grieve over every phrase to try and make yourself look better than you are. Just spew out the words and get the story told. Something not up to snuff? That’s what re-writes are for!

Another common problem is the inability to let loose, emotionally. Each of us is born a passionate human being. But we quickly learn that the world does not appreciate all our emotional expressions. In no time, we develop a whole bag of behaviors that don’t truly reflect who we really are. But, they do help us get by.

Problem is, these false presentations of our selves appear to be our real selves to everyone else. They cause others to give us presents we don’t really want, drive us to make friendships with people we don’t really like, and even marry people we don’t really love!

This false life we develop is a mask, but by no means is it always a well-fitting one. In fact, it chafes against the real “us.” The emotional irritation could be eliminated if we removed the mask, but then we might lose our jobs, friends, and lovers because they might find the actual people we are to be total strangers and not someone they like.

So instead, we just tighten the mask down so hard it becomes an exoskeleton, part of what we call “ourselves.” In fact, after a time, we forget we are even wearing a mask. We come to believe that this is who we really are.

Now, try getting in touch with your passions through that! The mask dampens any emotional energy we have and our writing dribbles out like pabulum. Even the most riveting story becomes dulled by such storytelling.

Want to really be passionate in your storytelling? Then try this: Lock the doors, take the phone off the hook, search for hidden video cameras, and then sit down to write. For just one page, write about the one thing about yourself you are most afraid that anyone would ever find out.

By writing about your most shameful or embarrassing trait or action you will tap right through that mask into your most powerful feelings, and a gusher of passion will burst out of the hole.

Once you know where to find the oil field of your soul, you can drill down into it any time you like. Of course, every time you draw from that well you put more cracks in the mask. Eventually, the darn thing might shatter altogether, leaving you unable to be anyone but yourself with your boss, your friends, and your lover. Downside risk: you might lose them all. But, you’ll be a far better writer!

And finally, go for broke. Exaggerate and carry everything you do to the extreme. It is far easier to go overboard and then temper it back in a re-write than to underplay your work and have to try and beef it up.

Remember, there is only one cardinal sin in Story Weaving, and that is boring your audience!

Having outlined all four stages of StoryWeaving, we’re now ready to explore specific tips, tricks, and techniques that you can employ to instantly improve your writing, break away from the mechanics, and become a true StoryWeaver.

Dramatica Definition: Objective Story Domain

Objective Story Domain • [Domain] • the realm in which the Objective Story takes place; the background against which the overall story is played • Stories are about meaning. Meaning is created from perspective. Perspective is the relationship between what is being examined and the point of view from where it is seen. Simply put, an author determines the subject matter of a story and how he sees it. This is what becomes the message or meaning of the story. There are four principal points of view which must come into play in all complete stories. They are the Objective, Main Character, Obstacle Character, and Subjective views. The Objective view of a story is the widest view, examining the issues that affect all the characters in the story overall. There are four principal categories of subject matter (called Classes). They are Universe, Mind, Physics and Psychology. In more conversational terms we might think of them as (in the same order) Situation, Attitude, Activity, Manner of Thinking. In reality, they represent external and internal states of affairs and external and internal processes. Anything we might consider as subject matter can be broadly categorized as being an external or internal state or process. When a point of view is attached to the subject matter, the Class of subject matter becomes the Domain or realm in which that point of view does its exploring. So, when the Objective view is associated with a Class, that Class becomes the Objective Story Domain. The Objective Story Domain examines the issues that affect all of the characters, story wide. An OS Domain of Universe means that some fixed external situation is causing troubles for the characters, such as being trapped in a cave. An OS Domain of Mind means that fixed attitudes are the problem, such as a town that shares a prejudice. An OS Domain of Physics means that the story’s difficulties arise from an activity, such as a safari into dangerous territory. And OS Domain of Psychology means that the way people think is the overall source of problems, such as a group of people gathered for a reunion who find fault with each other.

From the Dramatica Dictionary