Category Archives: Definitions

Dramatica Definition: Growth (Character)

Growth • [Character Dynamic] • The development of a Main Character toward something starting or stopping • The meaning of Growth is different for Change and Steadfast Main Characters. Change Characters grow by starting or stopping some quality they lack or possess. Steadfast Characters grow by redoubling their resolve while working toward or holding out for something to start or stop.

A Change Main Character who Starts adds a quality he previously did not possess. A Change Main Character who Stops eliminates a quality he originally possessed. At first it might seem as if the Start Character has a hole in his heart and the Stop Character has a chip on his shoulder, but just because a Character Changes doesn’t mean he should have. It may well be that if a Change Character Starts, he adds a bad quality that will undermine his efforts, or if he Changes by Stopping, he will lose a quality that was essential. For a Change Main Character, Start and Stop merely describes how his character is altered, not whether or not it was a positive growth.

A Steadfast Main Character sticks with his guns and tries to outlast the problems he encounters. If he is at odds with current troubles which he would like to stop, then he is a Steadfast Stop Character. On the other hand, if he is trying to hold out until something positive begins, he is a Steadfast Start Character. As with the Change Character, the Steadfast Character may or may not be correct in his appraisal that he can outlast or even should try to outlast his problems. It may well be that the problems can only be resolve if the Main Character Changes, in which case holding out for either Start or Stop is fruitless.

Of course, whenever something begins, it can be seen that something else has ended. The real question for an author is, how do you want your audience to see things, as half full or half empty?

Dramatica Definition: Grand Argument Story

Grand Argument Story • [Dramatica Term] • A story that illustrates all four throughlines (Objective Story, Subjective Story, Main Character, and Obstacle Character) in their every appreciation so that no holes are left in either the passionate or dispassionate arguments of that story • A Grand Argument Story covers all the bases so that it cannot be disproven because, from the perspective that it creates, it is right. There are four views in a complete story which look at all the possible ways the story could be resolved from all the possible perspectives allowed; these are represented by the perspectives created by matching the four Domains with the four Classes–(the Objective Story, Subjective Story, Main Character, and Obstacle Character Domains matched up with the Classes of Universe, Physics, Psychology, and Mind to create the four perspectives of the particular story they are operating in). Every complete storyform explores each of these perspectives entirely so that their view of the story’s problem is consistent and that they arrive at the only solution that could possibly work, allowing the givens built into the story from the start. When this is done, a Grand Argument has been made and there is no disproving it on its own terms. You may disagree that the things it takes for givens really are givens, but as an argument it has no holes.

Dramatica Definition: Good

Good • [Plot Dynamic] • If at the end of the story the Main Character is no longer nagged by his personal problems, the judgment of the story can be said to be Good • The Main Character ultimately succeeds in resolving his personal problems • Even though the effort to achieve the story’s goal may result in success, this is not necessarily a good thing for the Main Character. In fact, success might be obtained in the objective story even though the Main Character fails to resolve his personal problems. Similarly, the effort to achieve the story goal might end in failure yet the Main Character ends up overcoming his personal problems. Regardless of whether the objective story ends in Success or Failure, if the Main Character succeeds in resolving his personal problems the outcome is deemed Good.

Dramatica Definition: Goal

Goal (Objective Storyline) • [Type] • the central objective of a story • A Goal is that which the Protagonist of a story hopes to achieve. As such, it need not be an object. The Goal might be a state of mind or enlightenment; a feeling or attitude, a degree or kind of knowledge, desire or ability. Although it is his chief concern, the Goal which a Protagonist seeks is not necessarily a good thing for him nor is it certainly attainable. Only through the course of the story does the value and accessibility of the Goal clarify. Dramatica points out the nature of Goal that is consistent with an Author’s dramatic choices, but it remains for the Author to illustrate that nature. For any given category of Goal, an unlimited number of examples might be created.

Dramatica Definition: Future

Future (The Future)• [Type] • what will happen or what will be • A story focusing on the Future concerns itself with what will be. This does not require the story to be “set” in the Future — only that the Future state of external and/or internal issues is the subject that is being addressed. A character centered on Future may be trying to discover what will be or may be trying a achieve a particular state of affairs down the line. In both the Story and Character sense, the end is more important than the present although it still may not justify the means • syn. what is to come, what will be, prospect, prospective • dyn.pr. Progress

Dramatica Definition: Forewarnings

Forewarnings (Objective Storyline) • [Type] • the indications that the consequence is growing more imminent • Whether or not the Consequences ever befall the Main Character, there are Forewarnings that indicate their approach and help force the limit of the story and bring the Main Character to the moment where he can be assessed in terms of his Main Character Resolve. These Forewarnings could be a quick look at a growing crack in the dam which no-one sees, or it could be a mad scientist installing the final component in his doomsday device; however it is represented, its nature will be described by the Type appreciation of Forewarnings.

Dramatica Definition: Focus

Focus • [Element] • the principal symptom of the story problem • When a Main Character is at odds with his surroundings, a problem exists between himself and his environment. The actual nature of this gap between Main Character and environment is described by the Problem Element. The nature of what is required to restore balance is described by the Solution Element. This is the Objective view of the problem. The Main Character, however, is not privy to that view but must work from the Subjective view instead. From the Subjective view, the problem does not appear to be between the Main Character and the Environment, but wholly in one or the other. Sometimes a Main Character is a “Do-er” type and will perceive and first try to solve the problem in the environment. Other times a Main Character is a “Be-er” who will first try to solve the problem by adapting to the environment. A “Do-er” focuses the problem in the environment; a “Be-er” focuses the problem in himself. The Focus Element describes the nature of how the problem appears to the Main Character when he places it wholly in one area or the other.

Dramatica Definition: Flashbacks

Flashbacks and Flashforwards • [Storytelling] • Storytelling techniques for developing the story and the backstory simultaneously • Often the purpose of telling a story is not just to document the effort to solve a problem but to convey understanding as to how such a problem came to be in the first place. If the author wants to develop both story and backstory simultaneously during the course of the storytelling by alternating between them, two primary techniques are available: the Flashback and the Flashforward. In the Flashback, the story proper is assumed to take place in the present. Flashbacks then reveal key episodes in the development of the problem (the Backstory), sometimes in the past, to underscore or contrast specific points in the story as appropriate and as desired. In the Flashforward, the Backstory is assumed to take place in the present and the story is revealed to the audience in episodes illustrating the future outcome of forces presently put into play. In either case, by the end of the storytelling, both Backstory and Story have been fully illustrated to the extent desired to convey the intended message

Dramatica Definition: Female

Female • [Overview Appreciation] • women will tend to empathize with the main character in this story; men will tend to sympathize • Although there is much common ground in a story that is appreciated equally by women and men, some dramatic messages speak to one group more profoundly than the other. One particular area of difference is the relationship of female and male audience members to the Main Character. In some stories an audience member will feel Empathy with the Main Character, as if he/she were standing in the Main Character’s shoes. In other stories, an audience member will feel Sympathy for the Main Character, as if the Main Character is a close acquaintance. The dynamics that control this for women and men are quite different. “Female” indicates that as a result of this storyform’s dynamics, female audience members will tend to empathize with the Main Character. Male audience members will tend to sympathize

Dramatica Definition: Female Mental Sex

Feeling • [Element] dyn.pr. Logic<–>Feeling • an emotional sense of how things are going • Feeling is the mental process of seeking the most fulfilling course or correct explanation based on emotion. The Feeling characteristic believes “ya gotta have heart.” It cares not for what is efficient or even practical as long as it is “feels” right. This makes the Feeling characteristic very empathetic to the emotional atmosphere in a situation, yet apt to ignore or pay little attention to necessities • syn. empathy, emotional sensibility, affective outlook, sentiment, emotional assessment