Category Archives: Dramatica

Symbolizing Concepts

It has been argued that perhaps the symbols we use are what create concepts, and therefore no common understanding between cultures, races, or times is possible. Dramatica works because indeed there ARE common concepts: morality, for example. Morality, a common concept? Yes. Not everyone shares the same definition of morality, but every culture and individual understands some concept that means “morality” to them. In other words, the concept of “morality” may have many different meanings — depending on culture or experience — but they all qualify as different meanings of “morality.” Thus there can be universally shared essential concepts even though they drift apart through various interpretations. It is through this framework of essential concepts that communication is possible.

Excerpted from the Dramatica Theory Book
which you can read free on our web site

Jurassic Park – Building A Better Dinosaur

One way to improve your writing is to look at a good story and learn from it.  Another way it to see what’s wrong with a bad story and think about how to fix it.  But you seldom see writers looking at good stories to see how they might be improved.  Yet, that’s exactly what we’re going to do here.

I wrote the following article back when the original Jurassic Park movie first came out, just as we were finishing up work on our theory of narrative structure.  We figured that anyone can point out the flaws in a bad story and see the shining gems in a good one.  But if we we could show how to improve good stories, then writers might pay attention to our ideas about dramatics.  And so, I penned a whole series of Creative Criticisms where I used our narrative concepts to do just that.

Here’s the first article in that series:

Building a Better Dinosaur

Jurassic Park is wonderfully entertaining. The concepts are intriguing, the visuals stunning. Everything it does, it does well. Unfortunately, it doesn’t do enough. There are parts missing, little bits of story DNA that are needed to complete the chain, and these problems go right back to the book the movie is based on.

The structure of a story, is not medium dependent. What works in one medium will work in all others. Storytelling, however, must vary significantly to take advantage of the strengths and avoid the weaknesses inherent in any format. Jurassic Park makes this storytelling translation very well, but the flawed dramatics were lifted intact, shackling the movie, just like the book, with a Pterodactyl hanging `round its neck.

So how can we avoid being blinded by great storytelling to see beyond it into the underlying dramatics that are working against an every more powerful story?  To find out, let’s lay a little groundwork about how the structure of stories works.  I’ll keep it to a minimum because, after all, writers aren’t narrative theorists and most don’t want to be.

First up, to the audience the message of the story is about an ethical or philosophic conflict such as greed vs. generosity that is at the heart of A Christmas Carol by Dickens.  It is this message conflict the gives the story meaning beyond action, pathos, and good storytelling.  To paraphrase Obi Wan Kenobi, it is the force that gives binds the story together.

For that message to work, this conflict shows up both in the overall story in which everyone is involved and in the personal story the Main Character.  So, in A Christmas Carol, the overall story is about Bob Cratchet’s family, and whether or not Tiny Tim will live.  In the personal story, it is about Scrooge’s belief it is every man for himself, and that no one is obligated to help others – in fact, it is a bad idea.

Because the message conflict is reflected both in the big picture and in the small picture, success or failure in a the attempt to achieve the goal is dependent on whether or not the Main Character is able to overcome his or her personal demons, often through a leap of faith just before the climax.  So, to be dramatically strong a story must explore an the problem both objectively and subjectively, weigh one side of the conflict against the other, and then show the final result of choosing one side over the other.

Jurassic Park attempts to do this but does not quite succeed because its exploration of the personal side of the problem is lacking.  The issue at the heart of the story is order (control) vs. chaos.  Hammond believes you can build a system that is safe, Ian Malcolm (the chaos expert) responds that “life will find a way” – in other words, you can’t achieve complete control.  Things go wrong at Jurassic Park because unexpected interference with the system comes out of left field – chaos.  This is well represented in the overall plot.

At the other level, Dr. Grant is the Main Character of the story – the one who is supposed to grapple with the personal aspect of the message conflict, but though the groundwork is laid, it is not fully developed and never comes into play at the end as it should.

As the film opens, the entire first scene with Grant at the archaeological dig illustrates his displeasure with chaos. All the elements are there: a disruptive boy, a randomly sensitive computer, a helicopter that comes out of nowhere and ruins the dig. All of these things clearly show Grant’s frustration and displeasure with Chaos, but they don’t directly show the counterpoint: if you are against chaos, you like things orderly – you strive for order.

As a result, these events come off more as simple irritations that anyone might feel, rather than establishing Grant’s personal issue that he so prefers an orderly life that he seeks to prevent the forces of chaos from entering his realm.  Alas, without any direct allusion to Order being his primary concern, Dr. Grant comes off simply as finding disruptions inconvenient, faulty equipment annoying, and kids as both.

Yet just stating that Dr. Grant shares the message conflict with  the overall story is obviously not enough. The relationship between his view of the problem and the overall story view of the problem is what explores the concept, makes the argument, and allows the Main Character to grow. Ultimately, it is the differential between the two that brings a  Main Character to suspect the error of their ways and make a positive leap of faith and change. They see the problem outside themselves, then find it inside themselves.  They change the inside, and the outside follows suit.

What does this mean for Jurassic Park? In the movie as it is, Doctor Grant’s attitude toward John  Hammond’s ability to control the dinosaurs is one of skepticism, not because he promotes order but because he is wary of chaos. Grant simply agrees with Ian Malcolm, the mathematician. This makes the same point from two characters. But Grant’s function should not be to sound a warning about Chaos just as Malcolm does, but to promote even more control to ensure Order. Only this point of view would be consistent with his feelings toward the children, and why he doesn’t want any of his own.

The following scene rewrites the dialog of Grant, Hammond, and Malcolm to illustrate how the overall story conflict between Hammond and Malcolm regarding order and chaos could have easily been reflected at a personal left in Grant, who initially favors order above all things, but later (should have) come to embrace chaos and thereby changed.

GRANT

How can you be sure your creations won’t escape?

HAMMOND

Each compound is completely encircled with electric fences.

GRANT

How many fences?

HAMMOND

Just one, but it is 10,000 volts.

GRANT

That’s not enough….

HAMMOND

I assure you, even a T-Rex respects 10,000 volts!

GRANT

No, I mean not enough fences. It’s been my experience that Dr. Malcom is right. You can’t count on things going the way you expect them. You need back-ups to your back-ups. Leave a soft spot and chaos will find it. Put three fences around each compound, each with a separate power source and then you can bring people in here.

MALCOLM

That’s not the point at all! Chaos will happen no matter how many fences you build. In fact, the more you try to control a situation, the greater the potential that chaos will bring the whole thing down.

In the above scene, Grant stresses the need for even MORE control than Hammond used. This clearly establishes his aversion to giving in to chaos. But Ian illustrates the difference in their points of view by stating that the greater the control you exercise, the more you tighten the spring of chaos.

What would this mean for the middle of the story? Plenty. Once Grant and the children are lost in the open with the thunder lizards, he might learn gradually that one must allow chaos to reach an equilibrium with order. Several close encounters with the dinos might result in minor successes and failures determined by applying whether an orderly or chaotic approach is taken. This should have been Grant’s learning experience in order to reach a point of change at the climax.

As it stands, Dr. Grant simply learns to care about the children. But what has that really changed in him at the core? What did he learn? And how does that relate to the message conflict in the overall story?

Would it not have been more dramatically pleasing to have his experiences with the children teach him how chaos is not just a disruptive element, but sometimes an essential component of life? And would it not make sense for someone who has spent his whole life imagining the way dinosaurs lived to be surprised by the truth when he sees them in person?

What a wonderful opportunity this was to show how the orderly interactions he had imagined for his beloved beasts are anything but orderly in the real world. So many opportunities to teach him the value of chaos, yet all we get is “They DO travel in herds… I was right!” Well, that line is a nice place to start, especially if you spend the rest of the story showing how wrong he was about everything else. Truly a good place to start growing from.

Perhaps the most disappointing aspect of the personal story line is the manner in which they all escape in the end. Grant and the kids are sealed in the control room, but the raptors are right outside. The girl struggles to get the computer up so they can get the door locked. This of course, merely delays the Raptors until the helpless humans can escape into another Raptor attack. Then out of nowhere, T-Rex conveniently barges in, kills the Raptors and allows the humans to escape? Why? Why then? Was T-Rex just waiting in the wings for his cue?

Let’s propose one possible ending that would have tied in chaos in the overall story with Dr. Grant’s personal issue of order in the Subjective story and set up the entire dramatic framework for his growth as a character in a leap of faith.

Imagine that earlier in the story, when the power went down at the beginning, it only affected some of the compounds, rather than all. So though dinos are roaming in all sections of the park, they can’t get from one section to another.

Near the end, Dr. Grant and the kids make it back to the control room, barely escaping the T-Rex who is trapped by one of the electrified section fences. In quick action, they climb over the fence on a tree knocked down by the Tyrannosaurus. The Raptors are at the door of the control room, the girl goes to the computer to lock the door. She locks it, then tells Grant she can bring up the rest of the fences.

As she works, Grant sees a painting on the wall that shows two dinosaurs fighting.  As he watches the girl work with the painting behind her and the raptors at the door, we realize he is thinking about how he and the kids were saved earlier because a dino attacked the one that was about to kill them.  Grant looks back and forth and then makes the connection. “No!” he yells.  “Take them down, take them all down!”  The girl is incredulous and refuses but he insists and she cut the power on all of the fences, expecting the worst.

Just as before, the Raptors break in, the humans escape onto the dino skeletons. NOW, when T-Rex comes in to save the day, it is solely because of Dr. Grant’s decision to cut the power to the fences allowing the T-Rex to get into this sector. Having learned his lesson about the benefits of chaos and the folly of order, he is a changed man. The author’s proof of this correct decision is their salvation courtesy of T-Rex.

Grant and the kids make for the helicopter.  Now, when Grant suddenly gets cuddly with the kids, we understand his feeling about having children has changed because of his changed mind regarding keeping order and shutting out chaos.  As a result, this removes the obstacle that stood between Grant and his love interest and kept them from being together – the desire to have children.  Grant saves the kids, gets the girl, and equilibrium is restored on the island.

So, as you see, just a few small changes in a story, even a good one, can power boost its impact and make the whole thing resonate.  Now our narrative theory has even more suggestions for Building a Better Dinosaur, but, leapin’ lizards, don’t you think this is enough for one Constructive Criticism?

Now all the concepts in this article are drawn from our Dramatica Story Structure Software, based on our narrative theory.  You can try it risk free for 90 days and see if you can improve your novel or screenplay as well.  Just click here for details or to download the demo.

Melanie Anne Phillips

Here’s something else I made for writers…

What Is Dramatica?

What is Dramatica?

Dramatica is a theory of story that offers both writers and critics a clear view of what story structure is and how it works. Dramatica is also the inspiration behind the line of story development software products that bear its name.

The central concept of the Dramatica theory is a notion called the “Story Mind.” In a nutshell, this simply means that every story has a mind of its own – its own personality; its own psychology. A story’s personality is developed by an author’s style and subject matter; its psychology is determined by the underlying dramatic structure.

The Story Mind

The Story Mind is at the heart of Dramatica, and everything else about the theory grows out of that. If you don’t buy into it, at least a little, then you’re not going to find much use for the rest of this book. So let’s take look into the Story Mind right off the bat to see if it is worth your while to keep reading…

Simply put, the Story Mind means that we can think of a story as if it were a person. The storytelling style and the subject matter determine the story’s personality, and the underlying dramatic structure determines its psychology.

Now the personality of a story is a touchy-feely thing, while the psychology is a nuts-and-bolts mechanical thing. Let’s consider the personality part first, and then turn our attention to the psychology.

Like anyone you meet, a story has a personality. And what makes up a personality? Well, everything from the subject matter a person talks about to their attitude toward life. Similarly, a story might be about the Old West or Outer Space, and its attitude could be somber, sneaky, lively, hilarious, or any combination of other human qualities.

Is this a useful perspective? Can be. Many writers get so wrapped up in the details of a story that they lose track of the overview. For example, you might spend all kinds of time working out the specifics of each character’s personality yet have your story take a direction that is completely out of character for its personality. But if you step back every once and a while and think of the story as a single person, you can really get a sense of whether or not it is acting in character.

Imagine that you have invited your story to dinner. You have a pleasant conversation with it over the meal. Of course, it is more like a monologue because your story does all the talking – just as it will to your audience or reader.

Your story is a practical joker, or a civil war buff (genre), and it talks about what interests it. It tells you a story about a problem with some endeavor (plot) in which it was engaged. It discusses the moral issues (theme) involved and its point of view on them. It even divulges the conflicting drives (characters) that motivated it while it tried to resolve the difficulties.

You want to ask yourself if it’s story makes sense. If not, you need to work on the logic of your story. Does it feel right, as if the Story Mind is telling you everything, or does it seem like it is holding something back? If so, your story has holes that need filling. And does your story hold your interest for two hours or more while it delivers it’s monologue? If not, it’s going to bore it’s captive audience in the theater, or the reader of its report (your book), and you need to send it back to finishing school for another draft.

Again, authors get so wrapped up in the details that they lose the big picture. But by thinking of your story as a person, you can get a sense of the overall attraction, believability, and humanity of your story before you foist it off on an unsuspecting public.

There’s much more we’ll have to say about the personality of the Story Mind and how to leverage it to your advantage. But, our purpose right now is just to see if Dramatica might be of use to you. So, let’s examine the other side of the Story Mind concept – the story’s psychology as represented in its structure.

The Dramatica theory is primarily concerned with the structure of a story. Everything in that structure represents an aspect of the human mind, almost as if the processes of the mind had been made tangible and projected out externally for the audience to observe.

Do you remember the model kit of the “Visible Man?” It was a 12″ human figure made out of clear plastic so you could see the skeleton and all the organs on the inside. Well that is how the Story Mind works. it takes the processes of the human mind, and turns them into characters, plot, theme, and genre, so we can study them in detail. In this way, an author can provide understanding to an audience of the best way to deal with problems. And, of course, all of this is wrapped up and disguised in the particular subject matter, style, and techniques of the storyteller.

Now this makes it sound as if the real meat of a story, the real people, places, events, and topics, are just window dressing to distract the audience from the serious business of the structure. But that’s not what we’re saying here. In fact, structure and storytelling work side by side, hand in hand, to create an audience/reader experience that transcends the power of either by itself.

Therefore, structure and storytelling are neither completely dependent upon each other, nor are they wholly independent. One structure might be told in a myriad of ways, like West Side Story and Romeo and Juliet. Similarly, any given group of characters dealing with a particular realm of subject matter might be wrapped around any number of different structures, like weekly television series.

But let’s get back to the nature of the structure itself and to the elements that make up the Story Mind. If characters, plot, theme, and genre represent aspects of the human mind made tangible, what are they?

Characters represent the conflicting drives of our own minds. For example, in our own minds, our reason and our emotions are often at war with one another. Sometimes what makes the most sense doesn’t feel right at all. And conversely, what feels so right might not make any sense at all. Then again, there are times when both agree and what makes the most sense also feels right on.

Reason and Emotion then, become two archetypal characters in the Story Mind that illustrate that inner conflict that rages within ourselves. And in the structure of stories, just as in our minds, sometimes these two basic attributes conflict, and other times they concur.

Theme, on the other hand, illustrates our troubled value standards. We are all plagued with uncertainties regarding the right attitude to take, the best qualities to emulate, and whether our principles should remain fixed and constant or should bend in context to particular circumstances.

Plot compares the relative value of the methods we might employ within our minds in our attempt to press on through these conflicting points of view on the way toward a mental consensus.

And genre explores the overall attitude of the Story Mind – the points of view we take as we watch the parade of our own thoughts unfold, and the psychological foundation upon which our personality is built.

Melanie Anne Phillips

This article is drawn from the author’s
Dramatica Story Structure Software

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Narrative Science and Dramatica

Every once in a while I write an article about the Dramatica theory of narrative structure that zooms right down to the subatomic level.

Such articles have absolutely no practical value to writers but, being a narrative scientist, it is a means demonstrating the depth and complexity of the Dramatica theory to my fellow self-proclaimed wizards of space and time.

Case in point: here is a reprint of the very first post I made to my Dramatica blog so many years ago…

~ Caution – Deep Narrative Theory Ahead ~

What’s “Ability” have to do with story structure?

In this article I’m going to talk about how the Dramatica Theory of Narrative Structure uses the term “ability” and how it applies not only to story structure and characters but to real people, real life and psychology as well.

Ability is one of the dramatic elements that the Dramatica software define your story’s message and thematic conflict.  There are sixty-four thematic elements in Dramatica – a whole spectrum of human traits and qualities that might be good or bad ones to have, depending upon the story.

If you look in Dramatica’s “Periodic Table of Story Elements” chart (you can download a free PDF of the chart at http://storymind.com/free-downloads/ddomain.pdf ) you’ll find  “ability” in one of the little squares.  To locate it, look in the family called the “Physics” class in the upper left-hand corner of the chart and examine the very smallest items listed there.  You’ll find it in a group of four dramatic elements, “Knowledge, Thought, Ability and Desire”.

To begin with, a brief word about the Dramatica chart itself.  The chart is sort of like a Rubik’s Cube.  It holds all the elements which must appear in every complete story to avoid holes.  Conceptually, you can twist it and turn it, just like a Rubik’s Cube, and when you do, it is like winding up a clock – you create dramatic potential.

How is this dramatic potential created?  The chart represents all the categories of things we think about.  Notice that the chart is nested, like wheels within wheels.  That’s the way our minds work.  And if we are to make a solid story structure with no holes, we have to make sure all ways of thinking about the story’s central problem or issues are covered.

So, the chart is really a model of the mind.  When you twist it and turn it represents the kinds of stress (and experience) we encounter in everyday life.  Sometimes things get wound up as tight as they can and get stuck there.  And this is where a story always starts.  Anything before that point is backstory, anything after it is story.

The story part is the process of unwinding that tension.  So why does a story feel like tension is building, rather than lessening?  This is because stories are about the forces that bring a person to change or, often, to a point of change.

As the story mind unwinds, it puts more and more pressure on the main character (who may be gradually changed by the process or may remain intransigent until he changes all at once).  It’s kind of like the forces that  create earthquakes.  Tectonic plates push against each other driven by a background force (the mantle).  That force is described by the wound up Dramatica chart of the story mind.

Sometimes, in geology, this force gradually raises or lowers land in the two adjacent plate.  Other times it builds up pressure until things snap all at once in an earthquake.  So too in psychology, people (characters) are sometimes slowly changed by the gradual application of pressure as the story mind clock is unwinding; other times that pressure applied by the clock mechanism just builds up until the character snaps in Leap Of Faith – that single “moment of truth” in which a character must decide either to change his ways or stick by his guns believing his current way is stronger than the pressure bought to bear – he believes he just has to outlast the forces against him.

Sometimes he’s right to change, sometimes he’s right to remain steadfast, and sometimes he’s wrong.  But either way, in the end, the clock has unwound and the potential has been balanced.

Hey, what happened to “ability”?  Okay, okay, I’m getting to that….

The chart (here we go again!) is filled with semantic terms – things like Hope and Physics and Learning and Ability.  If you go down to the bottom of the chart in the PDF you’ll see a three-dimensional representation of how all these terms are stacked together.  In the flat chart, they look like wheels within wheels.  In the 3-D version, they look like levels.

These “levels” represent degrees of detail in the way the mind works.  At the most broadstroke level (the top) there are just four items – Universe, Physics, Mind and Psychology.  They are kind of like the Primary Colors of the mind – the Red, Blue, Green and Saturation (effectively the addition of something along the black/white gray scale).

Those for items in additive color theory are four categories describing what can create a continuous spectrum.  In a spectrum is really kind of arbitrary where you draw the line between red and blue.  Similarly, Universe, Mind, Physics and Psychology are specific primary considerations of the mind.

Universe is the external state of things – our situation or envirnoment.  Mind is the internal state – an attitude, fixation or bias.  Physics looks at external activities – processes and mechanisms.  Psychology looks at internal activities – manners of thinking in logic and feeling.

Beneath that top level of the chart are three other levels.  Each one provides a greater degree of detail on how the mind looks at the world and at itself.  It is kind of like adding “Scarlet” and “Cardinal” as subcategories to the overall concept of “Red”.

Now the top level of the Dramatica chart describe the structural aspects of “Genre”  Genre is the most broadstroke way of looking at a story’s structure.   The next level down has a bit more dramatic detail and describes the Plot of a story.  The third level down maps out Theme, and the bottom level (the one with the most detail) explores the nature of a story’s Characters.

So there you have the chart from the top down, Genre, Plot, Theme and Characters.  And as far as the mind goes, it represents the wheels within wheels and the sprectrum of how we go about considering things.  In fact, we move all around that chart when we try to solve a problem.  But the order is not arbitrary.  The mind has to go through certain “in-betweens” to get from one kind of consideration to another or from one emotion to another.  You see this kind of thing in the stages of grief and even in Freud’s psycho-sexual stages of development.

All that being said now, we finally return to Ability – the actual topic of this article.  You’ll find Ability, then, at the very bottom of the chart – in the Characters level – in the upper left hand corner of the Physics class.  In this article I won’t go into why it is in Physics or why it is in the upper left, but rest assured I’ll get to that eventually in some article or other.

Let’s now consider “Ability” in its “quad” of four Character Elements.  The others are Knowledge, Thought, Ability and Desire.  I really don’t have space in this article to go into detail about them at this time, but suffice it to say that Knowledge, Thought, Ability and Desire are the internal equivalents of Universe, Mind, Physics and Pyschology.  They are the conceptual equivalents of Mass, Energy, Space and Time.  (Chew on that for awhile!)

So the smallest elements are directly connect (conceptually) to the largest in the chart.  This represents what we call the “size of mind constant” which is what determines the scope of an argument necessary to fill the minds of readers or an audience.  In short, there is a maximum depth of detail one can perceive while still holding the “big picture” in one’s mind at the very same time.

Ability – right….

Ability is not what you can do.  It is what you are “able” to do.  What’s the difference?  What you “can” do is essentially your ability limited by your desire.  Ability describes the maximum potential that might be accomplished.  But people are limited by what they should do, what they feel obligated to do, and what they want to do.  If you take all that into consideration, what’s left is what a person actually “can” do.

In fact,  if we start adding on limitations you  move from Ability to Can and up to even higher levels of “justification” in which the essential qualities of our minds, “Knowledge, Thought, Ability and Desire” are held in check by extended considerations about the impact or ramifications of acting to our full potential.

One quad greater in justification you find “Can, Need, Want, and Should” in Dramatica’s story mind chart.  Then it gets even more limited by Responsibility, Obligation, Commitment and Rationalization.  Finally we end up “justifying” so much that we are no longer thinking about Ability (or Knowledge or Thought or Desire) but about our “Situation, Circumstance, Sense of Self and State of Being”.  That’s about as far away as you can get from the basic elements of the human mind and is the starting point of where stories begin when they are fully wound up.  (You’ll find all of these at the Variation Level in the “Psychology” class in the Dramatica chart, for they are the kinds of issues that most directly affect each of our own unique brands of our common human psychology.

A story begins when the Main Character is stuck up in that highest level of justification.  Nobody gets there because they are stupid or mean.  They get there because their unique life experience has brought them repeated exposures to what appear to be real connections between things like, “One bad apple spoils the bunch” or “Where there’s smoke , there’s fire.”

These connections, such things as –  that one needs to adopt a certain attitude to succeed or that a certain kind of person is always lazy or dishonest – these things are not always universally true, but may have been universally true in the Main Character’s experience.  Really, its how we all build up our personalities.  We all share the same basic psychology but how it gets “wound up” by experience determines how we see the world.  When we get wound up all the way, we’ve had enough experience to reach a conclusion that things are always “that way” and to stop considering the issue.  And that is how everything from “winning drive” to “prejudice” is formed – not by ill intents or a dull mind buy by the fact that no two life experiences are the same.

The conclusions we come to, based on our justifications, free out minds to not have to reconsider every connection we see.  If we had to, we’d become bogged down in endlessly reconsidering everything, and that just isn’t a good survival trait if you have to make a quick decision for fight or flight.

So, we come to certain justification and build upon those with others until we have established a series of mental dependencies and assumptions that runs so deep we can’t see the bottom of it – the one bad brick that screwed up the foundation to begin with.  And that’s why psychotherapy takes twenty years to reach the point a Main Character can reach in a two hour movie or a two hundred page book.

Now we see how Ability (and all the other Dramatica terms) fit into story and into psychology.  Each is just another brick in the wall.  And each can be at any level of the mind and at any level of justification.  So, Ability might be the problem in one story (the character has too much or too little of it) or it might be the solution in another (by discovering an ability or coming to accept one lacks a certain ability the story’s problem – or at least the Main Character’s personal problem – can be solved).  Ability might be the thematic topic of one story and the thematic counterpoint of another (more on this in other articles).

Ability might crop up in all kinds of ways, but the important thing to remember is that wherever you find it, however you use it, it represents the maximum potential, not necessarily the practical limit that can be actually applied.

Well, enough of this.  To close things off, here’s the Dramatica Dictionary description of the world Ability that Chris and I worked out some twenty years ago, straight out of the Dramatica diction (available online at http://storymind.com/dramatica/dictionary/index.htm :

Ability • Most terms in Dramatica are used to mean only one thing. Thought, Knowledge, Ability, and Desire, however, have two uses each, serving both as Variations and Elements. This is a result of their role as central considerations in both Theme and Character

[Variation] • dyn.pr. Desire<–>Ability • being suited to handle a task; the innate capacity to do or be • Ability describes the actual capacity to accomplish something. However, even the greatest Ability may need experience to become practical. Also, Ability may be hindered by limitations placed on a character and/or limitations imposed by the character upon himself. • syn. talent, knack, capability, innate capacity, faculty, inherant proficiency

[Element] • dyn.pr. Desire<–>Ability • being suited to handle a task; the innate capacity to do or be • An aspect of the Ability element is an innate capacity to do or to be. This means that some Abilities pertain to what what can affect physically and also what one can rearrange mentally. The positive side of Ability is that things can be done or experienced that would otherwise be impossible. The negative side is that just because something can be done does not mean it should be done. And, just because one can be a certain way does not mean it is beneficial to self or others. In other words, sometimes Ability is more a curse than a blessing because it can lead to the exercise of capacities that may be negative • syn. talent, knack, capability, innate capacity, faculty, inherent proficiency

Melanie Anne Phillips
Creator, StoryWeaver
Co-creator, Dramatica

What’s In Your Story’s Mind?

As with people, your story’s mind has different aspects. These are represented in your Genre, Theme, Plot, and Characters. Genre is the overall personality of the Story Mind. Theme represents its troubled value standards. Plot describes the methods the Story Mind uses as it tries to work out its problems. Characters are the conflicting drives of the Story Mind.

Genre

To an audience, every story has a distinct personality, as if it were a person rather than a work of fiction. When we first encounter a person or a story, we tend to classify it in broad categories. For stories, we call the category into which we place its overall personality its Genre.

These categories reflect whatever attributes strike us as the most notable. With people this might be their profession, interests, attitudes, style, or manner of expression, for example. With stories this might be their setting, subject matter, point of view, atmosphere, or storytelling.

We might initially classify someone as a star-crossed lover, a cowboy, or a practical joker who likes to scare people. Similarly, we might categorize a story as a Romance, a Western, or a Horror story.

As with the people we meet, some stories are memorable and others we forget as soon as they are gone. Some are the life of the party, but get stale rather quickly. Some initially strike us as dull, but become familiar to the point we look forward to seeing them again. This is all due to what someone has to say and how they go about saying it.

The more time we spend with specific stories or people the less we see them as generalized types and the more we see the traits that define them as individuals. So, although we might initially label a story as a particular Genre, we ultimately come to find that every story has its own unique personality that sets it apart from all others in that Genre, in at least a few notable respects.

Theme

Everyone has value standards, and the Story Mind has them as well. Some people are pig-headed and see issues as cut and dried. Others are wishy-washy and flip-flop on the issues. The most sophisticated people and stories see the pros and cons of both sides of a moral argument and present their conclusions in shades of gray, rather than in simple black & white. All these outlooks can be reflected in the Story Mind.

No matter what approach or which specific value is explored, the key structural point about value standards is that they are all comprised of two parts: the issues and one’s attitude toward them. It is not enough to only have a subject (abortion, gay rights, or greed) for that says nothing about whether they are good, bad, or somewhere in between. Similarly, attitudes (I hate, I believe in, or I don’t approve of) are meaningless until they are applied to something.

An attitude is essentially a point of view. The issue is the object under observation. When an author determines what he wants to look at it and from where he wants it to be seen, he creates perspective. It is this perspective that comprises a large part of the story’s message.

Still, simply stating one’s attitudes toward the issues does little to convince someone else to see things the same way. Unless the author’s message is preaching to the audience’s choir, he’s going to need to convince them to share his attitude. To do this, he will need to make a thematic argument over the course of the story which will slowly dislodge the audience from their previously held beliefs and reposition them so that they adopt the author’s beliefs by the time the story is over.

Plot

Novice authors often assume the order in which events transpire in a story is the order in which they are revealed to the audience, but these are not necessarily the same. Through exposition, an author unfolds the story, dropping bits and pieces that the audience rearranges until the true meaning of the story becomes clear. This technique involves the audience as an active participant in the story rather than simply being a passive observer. It also reflects the way people go about solving their own problems.

When people try to work out ways of dealing with their problems they tend to identify and organize the pieces before they assemble them into a plan of action. So, they often jump around the timeline, filling in the different steps in their plan out of sequence as they gather additional information and draw new conclusions.

In the Story Mind, both of these attributes are represented as well. We refer to the internal logic of the story – the order in which the events in the problem solving approach actually occurred – as the Plot. The order in which the Story Mind deals with the events as it develops its problem solving plan is called Storyweaving.

If an author blends these two aspects together, it is very easy miss holes in the internal logic because they are glossed over by smooth exposition. By separating them, an author gains complete control of the progression of the story as well as the audience’s progressive experience

Characters

If Characters represent the conflicting drives in our own minds yet they each have a personal point of view, where is out sense of self represented in the Story Mind? After all, every real person has a unique point of view that defines his or her own self-awareness.

In fact, there is one special character in a story that represents the Story Mind’s identity. This character, the Main Character, functions as the audience position in the story. He, she or it is the eye of the story – the story’s ego.

In an earlier tip I described how we might look at characters by their dramatic function, as seen from the perspective of a General on a hill. But what if we zoomed down and stood in the shoes of just one of those characters, we would have a much more personal view of the story from the inside looking out.

But which character should be our Main Character? Most often authors select the Protagonist to represent the audience position in the story. This creates the stereotypical Hero who both drives the plot forward and also provides the personal view of the audience. There is nothing wrong with this arrangement but it limits the audience to always experiencing what the quarterback feels, never the linemen or the water boy.

In real life we are more often one of the supporting characters in an endeavor than we are the leader of the effort. If you have always made your Protagonist the Main Character, you have been limiting your possibilities.

Melanie Anne Phillips

The Story Mind concept is at the heart of our
Dramatica Story Structuring Software

Why a “Story Mind?”

The Story Mind concept is a way of visualizing story structure that sees every story as having a mind of its own and the characters within it as facets of that overall mind.  So, one character represents the Intellect of the Story Mind and another functions as its Skepticism, for example.

Of course, this is just at a structural level – the mechanics of the story.  Naturally, characters also have to be real people in their own right so the readers or audience can identify with them.

But, structurally, the archetypes we see in stories are very like the basic mental attributes we all possess, made tangible as avatars of the Story Mind’s thought processes.

Well, that’s a pretty radical concept.  So before asking any writer to invest his or her time in a concept as different as the Story Mind, it is only fair to provide an explanation of why such a thing should exist. To do this, let us look briefly into the nature of communication between an author and an audience and see if there is supporting evidence to suggest that character archetypes are facets of a greater Story Mind.

When an author tells a tale, he simply describes a series of events that both makes sense and feels right. As long as there are no breaks in the logic and no mis-steps in the emotional progression, the structure of the tale is sound.

Now, from a structural standpoint, it really doesn’t matter what the tale is about, who the characters are, or how it turns out. The tale is just a truthful or fictional journey that starts in one situation, travels a straight or twisting path, and ends in another situation.

The meaning of a tale amounts to a statement that if you start from “here,” and take “this” path, you’ll end up “here.” The message of a tale is that a particular path is a good or bad one, depending on whether the ending point is better or worse than the point of departure.

This structure is easily seen in the vast majority of familiar fairy “tales.” Tales have been used since the first storytellers practiced their craft. In fact, many of the best selling novels and most popular motion pictures of our own time are simple tales, expertly told.

In a structural sense, tales have power in that they can encourage or discourage audience members from taking particular actions in real life. The drawback of a tale is that it speaks only in regard to that specific path.

But in fact, there are many paths that might be taken from a given point of departure. Suppose an author wants to address those as well, to cover all the alternatives. What if the author wants to say that rather than being just a good or bad path, a particular course of action the best or worst path of all that might have been taken?

Now the author is no longer making a simple statement, but a “blanket” statement. Such a blanket statement provides no “proof” that the path in question is the best or worst, it simply says so. Of course, an audience is not likely to be moved to accept such a bold claim, regardless of how well the tale is told.

In the early days of storytelling, an author related the tale to his audience in person. Should he aspire to wield more power over his audience and elevate his tale to become a blanket statement, the audience would no doubt cry, “Foul!” and demand that he prove it. Someone in the audience might bring up an alternative path that hadn’t been included in the tale.

The author might then counter that rebuttal to his blanket statement by describing how the path proposed by the audience was either not as good or better (depending on his desired message) than the path he did include.

One by one, he could disperse any challenges to his tale until he either exhausted the opposition or was overcome by an alternative he couldn’t dismiss.

But as soon as stories began to be recorded in media such as song ballads, epic poems, novels, stage plays, screenplays, teleplays, and so on, the author was no longer present to defend his blanket statements.

As a result, some authors opted to stick with simple tales of good and bad, but others pushed the blanket statement tale forward until the art form evolved into the “story.”

A story is a much more sophisticated form of communication than a tale, and is in fact a revolutionary leap forward in the ability of an author to make a point. Simply put, when creating a story, and author starts with a tale of good or bad, expands it to a blanket statement of best or worst, and then includes all the reasonable alternatives to the path he is promoting to preclude any counters to his message. In other words, while a tale is a statement, a story becomes an argument.

Now this puts a huge burden of proof on an author. Not only does he have to make his own point, but he has to prove (within reason) that all opposing points are less valid. Of course, this requires than an author anticipate any objections an audience might raise to his blanket statement. To do this, he must look at the situation described in his story and examine it from every angle anyone might happen to take in regard to that issue.

By incorporating all reasonable (and valid emotional) points of view regarding the story’s message in the structure of the story itself, the author has not only defended his argument, but has also included all the points of view the human mind would normally take in examining that central issue. In effect, the structure of the story now represents the whole range of considerations a person would make if fully exploring that issue.

In essence, the structure of the story as a whole now represents a map of the mind’s problem solving processes, and (without any intent on the part of the author) has become a Story Mind.

And so, the Story Mind concept is not really all that radical. It is simply a short hand way of describing that all sides of a story must be explored to satisfy an audience. And, and if this is done, the structure of the story takes on the nature of a single character.

The Story Mind concept is drawn from the Dramatica Theory of Story Structure.  Learn more about Dramatica at Storymind.com

Learn more about the Story Mind

Melanie Anne Phillips
Creator, StoryWeaver
Co-Creator, Dramatica

Choosing Your Main Character’s Resolve

The Main Character represents the audience’s position in the story. Therefore, whether he or she changes or not has a huge impact on the audience’s story experience and the message you are sending to it.

Some Main Characters grow to the point of changing their nature or attitude regarding a central personal issue like Scrooge in A Christmas Carol. Others grow in their resolve, holding onto their nature or attitude against all obstacles like Dr. Richard Kimble in The Fugitive.

Change can be good if the character is on the wrong track to begin with. It can also be bad if the character was on the right track. Similarly, remaining Steadfast is good if the character is on the right track, but bad if he is misguided or mistaken.

Think about the message you want to send to your audience, and whether the Main Character’s path should represent the proper or improper way of dealing with the story’s central issue. Then select a changing or steadfast Main Character accordingly.

Excerpted from our Dramatica Story Structure Software

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Finding Your Story’s Core

By Melanie Anne Phillips

Every story has a core – that concept at the center that pulls all of the story elements into a cohesive whole, establishes meaning and message, and provides the story with an overall identity.

There are four fundamental kinds of cores, though each has endless variations.

1. Universe stories that are all about a fixed situation people must grapple with, such as being stuck in an overturned ocean liner, locked in a high-rise building with terrorists, being handcuffed to a murder, being the only member of a group with a particular gender or race, having a physical deformity.

2. Mind Stories that are all about fixed mind sets such as exploring or overcoming prejudice, belief in something that defies all evidence to the contrary, an unreasonable fear, a determination to accomplish something even if the reason for doing it has vanished.

3. Physics stories that are all about activities such as a trek through the jungle to obtain a lost treasure, the attempt to build the first self-aware artificial intelligence, a race across a continent in the 1800s, the effort to find a cure for a virulent new disease.

4. Psychology stores that are all the the thinking process, such as trying to come to terms with personal loss, grappling with issues of faith, overcoming addiction, growing to become a true leader.

Which of these four kinds of cores best describes what you want your story to be about and how you want it to feel?

By picking a core, you will have a central defining vision for your story that will keep it on track during development, and your completed story will come across with a powerful unified impact on your readers or audience.

The “Core” concept is part of the Dramatica Theory of Narrative Structure

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