From Dramatica Unplugged
Category Archives: Characters
Guardian & Contagonist Archetypes
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Sidekick & Skeptic Archetypes
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Using Character “Hand-Offs”
What is a Hand-off?
A hand-off occurs when one player temporarily takes on the story function of a missing player. This new player carries the dramatic flag for the scene in question, then hands it back to the original player upon his return.
Doesn’t this violate the Dramatica guideline that every Objective Character is the sole representative of his unique characteristics? Not really. Having one character be the sole representative of a characteristics is a guideline, not a law. The essential part of that guideline is that a character does not change his internal inventory of characteristics during the course of the story. A player, however, is not bound by that restriction.
In a hand-off the player is not actually giving up a characteristic because he isn’t around when another character is using it, so technically the first player is never seen without it. But due to this, he cannot share characteristics with other players at the same time. If he did, two characters might be trying to represent the same point of view in the same scene, making dramatic tension just go limp.
How to Do Hand-offs
When we employ the hand-off, we actually create two players to represent the same trait at different times. It is reminiscent of time-sharing a condo. In any given scene, a single point of view might be represented by character “A” or by character “B,” but never by both in the same scene.
Most often, one of the players will be a major player and the other just a “plot device” player of convenience who appears for one scene and is never heard from again. Such players just fill in the gaps. Sometimes, both players prove intriguing to the author and each becomes a major player. The difficulty then arises that at the climax of the story, both players might still be alive and kicking and therefore suddenly converge in an awkward moment. No matter what you do, it’s going to be klunky. Still, if you must have both present, it’s best to either make a statement in the story that they have the same characteristic(s), thereby binding them in the mind of the audience, or deal with them one after another.
A special case exists when (for whatever reason) an author decides to terminate a player from the story. This can be a result of sending the player to its death, to the Moon or just having it leave at some point and not return. Often, this technique is used to shock an audience or throw them a red herring. Unless the functions represented by the discontinued player reappear in another player, however, part of the story’s argument will disappear at the point the original drops out. In the attempt to surprise an audience by killing off a major player, many an author has doomed an otherwise functional storyform.
There are two primary ways in which a discontinued player’s functions can continue without him. Certainly the easiest is to bring in a new player who is dramatically identical to the first, although its personal attributes are usually quite different. Often the storytelling requirements of a plot deem one player more suited to part of a story and another player to be more in line with the rest. By killing off the first player but continuing its dramatic function through a new player, both purposes can be served to the best storytelling effect without a loss of dramatic continuity. The major caveat is that the audience must be made aware that this “dead hand-off” has occurred so it does not suddenly sense a vacuum in the story’s argument. This may require a fair amount of introduction to solidly place the new player in the old role.
The second technique for replacing a player yet continuing the character’s functions is to divide the functions among several new players, each representing only a portion of what had previously been contained in one. Naturally, these new players would be less complex than their predecessor, which may diminish nuance at certain levels of the story. On the plus side, this method scatters the functions into new bodies, allowing for external conflicts between functions that were previously blended into a single individual. Once again, informing the audience of who got what is essential to the smooth progression of this type of hand-off.
From the Dramatica Theory Book
Writing Characters in Absentia
The function of characters in a scene is not to establish their physical presence, but to represent their points of view on the topic at hand. As long as they fulfill that mandate and throw their two-cents into the mix, their actual presence is not required.
As authors, how can we represent a character’s point of view in a scene without having to haul him in and place him there? Perhaps the easiest way is to have other characters talk about the missing character and relate the opinion that character would have expressed if he had been present. For example, one character might say, “You know, if Charlie were here he’d be pissed as hell about this!” The conversation might continue with another character taking a contrary position on what old Charlie’s reaction might be until the two have argued the point to some conclusion much as if Charlie had been there in spirit.
Other techniques might use an answering machine message, a letter, diary or video interview from the character in question that is examined in the course of a scene. Many current stories use a murder victim’s videotaped will to include him in scenes involving his money-grubbing heirs. More subtle but potentially even more effective is for one character to examine the apartment, studio, or other habitat of a missing character and draw conclusions based on the personality expressed in the furnishings and artifacts there. Even the lingering effect of processes a character started before he left, or other characters’ memories of the missing character can position him in the midst of intense dramatic interchanges without his actual attendance.
From the Dramatica Theory Book
Writing Characters for Television Series
Keeping Characters Alive
Unlike single stories that are told from scratch, television stories have “carry-over.” That which is established becomes embedded in the mythic lore of the series, creating an inertia that strangles many fine concepts before their time. This inertia can be a very good thing if it forms a foundation that acts as a stage for the characters rather than burying the characters under the foundation.
To keep a limber concept from succumbing to arthritis in this concrete jungle, creating characters who can portray the full Element level of the structural storyform and making choices that shift the dynamics from episode to episode are required to keep things lively.
Archetypal Characters
Many episodic series rely on Archetypal Characters who can be counted on to respond in the same way from episode to episode. This caters to the strengths of television series with a loyal audience: the ability to create friends and family on which one can rely.
The first few episodes of a series usually bring in the “Villain of the Week” (essentially a new Archetypal Antagonist each time) while the Archetypal roles are becoming established for the regular cast and the mythic lore is being outlined. This formula wears thin rather quickly as the characters fall into predictable relationships with each other. They assume standard roles from which they never vary until the series loses its ratings and is canceled.
Swapping Roles
A solution to this growing inflexibility is to change the formula after a few “establishing” episodes. If one keeps the Objective Characters the same for stability but swaps the Subjective Character roles, the dynamics of the character inter-relationships change even while the structure remains the same. This means the Protagonist is still the Protagonist, Reason is still Reason and so on, but Reason may be the Main Character of the week and Protagonist the Obstacle Character. By shifting Subjective Character roles, several season’s worth of character variations can be created without any repeats and the loyal audience’s attention is retained.
To further break up the routine, occasional stories can focus on one of the Objective Characters as Protagonist and Main Character in his own story, without the other cast members. For this episode only, a whole new ensemble is assembled as if it were a story independent of the series. Obviously, too much of this weakens the mythic lore, so this technique should be used sparingly.
Characters of the Week
On the other hand, many successful series have been built around a single character who travels into new situations from week to week, meeting a whole new cast of characters each time. This forms the equivalent of an anthology series, except the Main Character recurs from week to week.
A means of generating character variety is to occasionally assign this recurring character to roles other than that of Protagonist. Instead of telling every episode as revolving around the recurring character, have that character be Guardian or Antagonist or Skeptic to some other Protagonist. This technique has allowed many “on the road” series to remain fresh for years.
From the Dramatica Theory Book
StoryWeaving Characters
There is a huge difference between weaving a Subjective Character and an Objective Character. In fact, at this juncture the weaving of Subjective Characters is much easier. Just through creating scenes based on the Signposts and Journeys in the Main and Obstacle Character Throughlines, much of their character has been woven into the story. Then, by illustrating these character’s Static Appreciations the job pretty much finishes itself.
Objective Characters, however, are another matter altogether. Objective Characters have functions, and therefore to be woven into a story they must exercise those functions. With archetypes it is a relatively easy affair. There are eight archetypes. Each must be introduced so the audience knows what function they represent. Each must be dismissed so the audience knows how they ended up. And, each must interact to show the audience which problem solving techniques work better than others. Introductions, Interactions, and Dismissals: another Rule of Threes again.
The most obvious and important interactions between archetypal characters occur between dynamic pairs, such as the Protagonist and Antagonist or Reason and Emotion. The two sides of each argument between functions must be played against each other to show which archetype fares better.
In addition, each interaction must go through the three steps of development: set-up, conflict, and resolution. This means that the argument over function between each dynamic pair of archetypes must first be established. Then, the approaches must actually come into conflict. Finally, one of the two opponents must be shown to better the other.
Putting all this together, we have eight introductions, eight dismissals, and four interactions with three steps in each. This amounts to twenty-eight character events that must occur in a story using archetypes. As one might suspect, with twenty-eight character events and twenty-eight Storyweaving scenes, it dovetails nicely to put one character event in each Storyweaving scene.
Now, you don’t have to do this. It’s just one simple way of getting the whole job done. In keeping with this kind of approach, you might choose to touch on theme in each of the scenes, and explore at least one aspect of a Static Appreciation in every scene as well. This would certainly make sure the entire structure was related. But it also runs the risk of creating a monotone feel to your story.
Loading up one scene with many appreciations, then clearing the boards to concentrate on only one, can liven up the party. In addition, all of this has been based on an assumption of one Signpost or Journey per Storyweaving scene. Although that is the simple way to Storyweave, there are many more ways to convey the structure of a story.
From the Dramatica Theory Book
Encoding Mental Sex
Both Males and Females use the same techniques, but in different contexts. As a result, what is problem solving for one may actually be justification for the other. In fact, for the four perspectives in any given story, in one Domain both male and female mental sex characters will see a given approach as problem solving, while in another Domain both will see it as justification. The third Domain would be problem solving for one mental sex and justification for the other and the fourth just the reverse.
Men TEND to use linear problem solving as their first method of choice. In linear problem solving, they set a specific goal, determine the steps necessary to achieve that goal, and embark on the effort to accomplish those steps. Gathering facts, or successfully achieving requirements all deal with seeing a number of definable items that must be brought together to make the mechanism work in the desired manner.
This is a very spatial view of problem solving, as it sees all the parts that must be accomplished and/or brought together to resolve the problem or achieve the goal.
Women TEND to use holistic problem solving as their first method of choice. In holistic problem solving, steps are not important and there may not even be a specific goal to achieve but simply a new direction desired. As a result, the RELATIONSHIPS BETWEEN things are what is measured and adjusted to create a change in the forces that determine that direction. Unlike male problem solving, there is no causal relationship stating that THIS leads to THAT. Instead, COMBINATIONS of changes in the way things are related alters the dynamics of the situation rather than the structure, and changes context rather than meaning.
This is a very temporal view of problem solving, as it looks at the way things are going and tries to alter relationships so that the direction of the forces that create the problem is deflected.
Now, men and women use both techniques. Also, women may become trained to use the linear method first, and men may develop a preference for the holistic method as their primary problem solving approach. These are preferences made through conscious choice, training, or experience. Underneath it all, the brain’s operating system for problem solving will either be linear or holistic. This is what sets men and women apart from each other. No matter how much common ground they come to from training, experience and conscious choice, there is always that underlying level in which they can never see eye to eye, because they have intrinsically different outlooks.
So, when choosing male or female mental sex, we are not concerned with the up front and obvious, we are concerned with that hidden level at the foundation of the Main Character’s psyche that dictates a linear or holistic approach to the problem regardless of what is done consciously.
That’s why the issue becomes vague – because it is not cut and dried in the Main Character nor is it up front. It is just their tendency at the lowest most basic part of their mind to go linear or holistic.
How can we illustrate this in a Main Character? The following point by point comparison can help:

As we can see, though both men and women will use both techniques depending on context, one kind comes first or takes priority. Which one is the principal technique is determined by mental sex. So, if you keep in mind that this all may be overshadowed by other learned techniques, you can illustrate male and female problem solving techniques as a TENDENCY to employ those listed above, all other things being equal.
From the Dramatica Theory Book
Evil Twins?
Many authors picture the Obstacle Character as a negative or evil twin. Although this can be true, it has little to do with the Obstacle Character’s dramatic function. For example, if a Main Character is evil and needs to change, their Obstacle might be a virtuous steadfast character. Or both characters might be evil, with the resolve of one contrasting the change in the other. In any case, the function of the Main and Obstacle Characters is to show two opposing sides of the same issue. That is their story function: to show what happens when one changes and the other remains steadfast on a particular issue.
From the Dramatica Theory Book
“We’re Both Alike, You and I…”
The Main and Obstacle Characters are counterparts. They represent the two principal sides to the argument of the story. Because they are dealing with the same issues a case can be made that they are not too far apart. This often results in such familiar lines as “We’re both alike,” “We’re just two sides of the same coin,” “I’m your shadow self,” and so on. In contrast, though they are concerned with the same things, they are coming at them from completely opposing views. This leads to common line such as “We’re nothing alike, you and I,” or “We used to be friends until you stepped over the line.”
From the Dramatica Theory Book

