Category Archives: Featured Articles

Is Story Structure a Myth?

A whole flock of Story Gurus (myself included) will tell you that stories have structure. Therefore, if you learn that structure you’ll improve your stories. Ostensibly, this will lead to fame, riches, a keen sense of accomplishment, and the unparalleled pleasure of the act of writing itself.

But is that true? Do stories have a structure? And even if they do, is there really any way to figure out what it is? Based solely on the number of competing theories, one might suspect that either stories don’t have structures or that even those who spend their entire lives trying to figure it out, can’t!

But there’s an alternative explanation – actually, a couple of them, and I’d like to share those with you now….

First of all, we have two questions:

1. Do stories have structures?

2. Can we ever really define what they are?

We’ll take them in turn.

Stories have structure. There, I said it. But now I have to prove it. And so I’ll say something else – not all written works are stories. And many of those other kinds of writing don’t have any structure at all. In other words, when people use the term “stories” in a casual way to mean any durn thing an author writes, well, then it is impossible to agree if stories have structure or not, ’cause some of them do and some of them don’t.

So the first thing we need to do is divide what we commonly think of as stories into two different camps. One includes all those written works that have structure and the other contains all the written works that don’t.

Now its pretty silly to say that that any written work could exist that has absolutely no structure. So I’ll go back a bit on what I said. Even a dictionary has structure, sentences have structure, and paragraphs follow the conventions of a particular gramatic form.

Every random collection of words with no intent behind them has structure. Why? As a species we see animals in clouds, mythic figures in glops of stars, and impose images on inkblots. From this we can surmise that the human mind tries to impose structure even on chaos. No matter what written work we might examine, no matter how fluid and free-form, there will be those who see a clear structure in the thing.

Let’s not be so picky. If you see structure in everything, then you already don’t think structure is a myth so my work is done here. But when most people think of structure in regard to writing, they are not talking about grammar or form. Rather, they have “formula” in mind. In other words, writers tend to equate structure with a rigid formula for telling a story – a list of requirements that must be met or the story will suffer.

So let’s go with that and refine our first question to read as follows:

1. Is there a rigid formula that must be followed to write a successful story?

No.

Wait a minute! Didn’t I just say “Stories have structure,” and now I’ve turn ’round and proclaimed , “No they don’t.”

Yes. Yes I did. And here’s why…. Stories have structure but that structure isn’t a rigid formula; it is a flexible form. That’s why its so hard to see – its never quite the same from one story to the next.

Yet, the elements remain the same: There are Characters, Plot and Theme. There are personal problems, and goals, and moralities. There are acts, and scenes and beats. We feel their necessity, we sense their consistency, yet these are just impressions. The actual nature of the structure remains elusive, seen only in glimpses in shadows, never showing itself clearly.

This is not surprising. It is like the old story of three blind men trying to describe an elephant: One feeling the trunk, “It is long and twisty like a snake”. Another, examining the leg, “It is tall and round like a tree.” The last, exploring the ear, “It is thin and flat like a rug.”

Story Gurus are each describing the same elephant in the room. Each is seeing a portion of the truth. While the descriptions seem in conflict or at least disparate, they are really just parts of the same beast.

I’m not here to promote my particular view of the critter. Rather, I figure my “truth” is also just another facet of a greater “Truth”. So in regard to the questions I posed, let me answer like this:

Yes, stories have structure. No, we’ll never see the whole of it. But the more story gurus you study, the more sides you see of what stories are, what they can be, how they work, and how to build them.

Embrace what works for you, reject what feels wrong, and strive to develop your own take on story structure, always remembering that no matter how clearly it appears to you, its probably just another piece of the puzzle.

The bottom line is apply structure only in ways that enhance your productivity and your enjoyment in pursuing your craft. Anything else has no more place in your writing life than a rigid structure can be applied to every kind of story.

Thematic Premise vs. Thematic Conflict

Many authors have been taught that a meaningful story must have a premise in the form of “Some human quality leads (or does not lead) to a particular inevitable conclusion.” Such a premise might be “Greed (human quality) leads to Self destruction (inevitable conclusion).”

One problem with the premise concept is that it contains no built-in conflict. Rather, it simply presents a starting point, an ending point, and a non-specific path that might be anything at all.

Adding conflict to your premise can provide a driving force to help move your theme through the “leads to” to the conclusion. To add conflict to a premise, consider the human quality stated in the beginning of the premise. In our example, this was “greed.” Next, determine the “opposite” of greed, which might be “generosity.” Now, restate the beginning of your premise as “Greed vs. Generosity.”

We have now created a thematic conflict between two opposing human qualities, rather than simply exploring the one. But, of course, if we left things in this condition the overall premise would not read very well: “Greed vs. Generosity leads to Self Destruction.”

Since we are now examining the relative value of two alternative thematic approaches to life, we must also provide a judgment as to the outcome of each approach. So, we might say that “When Greed vs. Generosity, Greed will result in Self Destruction while Generosity leads to Success.” Now we have a premise full of potential conflict and a comparative conclusion that brings the audience to think, rather than to simply accept the inevitable.

Of course, Generosity might also lead to Self Destruction in a particular story, illustrating that sometimes there is no way out. Or, Generosity might lead to Love, or Wealth, putting a different spin on the “proof.” It also might be shown that Greed leads to the favorable conclusion, while Generosity is Self Destructive. (For an example of this kind of approach, even though it deals with other thematic issues, view Woody Allen’s “Crimes and Misdemeanors.”)

There is much more that can be done with a premise to not only provide conflict, but create a complete thematic argument that works with an audience’s heart, rather than through its intellect.

I’ll examine these and other thematic issues in future postings.

As a side note, the Dramatica Pro software fully supports thematic conflict, argument, and emotional conclusion through a number of clever tools designed to spark your creativity and help you build a road map for your theme.

Main Character Resolve: Change or Steadfast?

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 she is misguided or mistaken.

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

Many authors never specifically determine whether they want their Main Characters to change or not. Rather, they focus on growth and a general feeling of how things turn out. But characters don’t grow just from change; one can also grow in one’s resolve, becoming more stubbornly attached to a point of view or purpose in the face of increasing obstacles.

Only by knowing if a character changed or remained steadfast can an audience/reader understand the story’s message of success of failure, and whether the Main Character ended up happy, sad or anywhere in between.

Tighten and strengthen your story’s message by making an explicit choice of change or steadfast, clearly convey that choice at your story’s moment of climax, and then use the conclusion (denouement) of your story to show whether that choice was the proper one to make and why.

From Dramatica Pro Software

The Chemistry of Characters

Excerpt from an early, unpublished draft of the Dramatica Theory Book. Many of these concepts were not included in the version eventually published:

To make an argument that a particular element is or is not a solution to a particular problem, Character make-up must remain consistent throughout the story.

In order for the argument of a story to be complete, all approaches to solving a problem must be represented. This is the purpose of Characters. Each Character illustrates one or more ways in which one might address a problem. These different approaches are commonly referred to as Character Traits. We call them Character Elements.

If we think of the traits as elements, we can imagine that the chemical compounds created by various combinations can lead to an extraordinary number of different “substances”, or personalities from a relatively small number of building blocks.

Picture the Author as Chemist, filling several jars with samples from a rack of elements. She might put a single element in one jar but a number of them in another. Depending upon the selections she makes, a given jar might grow cold or boil, turn red or blue, crystallize or form polymers.

Now suppose this Author/Chemist was operating under laboratory guidelines that she must use each chemical element off the shelf, but only once – in only one jar. It is conceivable she might put them all into a single jar, but what a mess it would be, trying to determine which element was responsible for which effect. The interactions would become muddled beyond understanding.

Certainly, in a story, such a hodgepodge would fail to fulfill the mandate of making a full and meaningful argument. No, if we are to cover the field, but not at the expense of clarity, we must examine the interactions of smaller groups of elements, which calls for several more jars.

Obviously, if we used a separate jar for each element, nothing would react at all, which means to an author that virtually all of the conflict within Characters would be lost with only the potential of conflict between Characters remaining. Certainly each element could be fully understood, and indeed, from time to time, an author may find good reason to keep a few Character elements solo, so that they might be absolutely defined. More often, however, it serves the story better to combine more than one element in more than one jar.

In this way, very specific combinations can be fully explored, and not at the expense of clarity.

Each of the Character Elements must be employed in one character or another. None must be left out. Otherwise the argument of the story will have a hole in it. None must be represented in more than one Character, otherwise the argument will be redundant, confusing, and become less interesting.

Even within these guidelines, a huge number of different types of Characters can be created. Yet, in many stories, we see the same Characters appearing over and over again. Characters like the Hero and the Villain and the Sidekick recur in a plethora of stories in a multitude of genres. This is not necessarily due to a lack of creativity by these authors. Rather, of all the elements, there is one central arrangement that is something like an alignment of the planets. It is a point of balance where each Character looks exactly like the others, only seen through a filter – or with different shading.

Characters made in this special alignment are called Archetypal. Out of all the myriad of ways in which Elements could be arranged, there is only one arrangement that is Archetypal. Is this good or is this bad? For the author who wants to explore Character nuances, Archetypal Characters are probably a poor choice. But for the author who wants to concentrate on Action, it may be a very prudent choice.

It should be noted that just because a Character is Archetypal, does not mean she is a stick figure. Archetypal Characters contain the full complement of elements that any other Character might have. It is the arrangement of these so that all Elements of a like kind make up a single Character that simplifies the complexity of the interactions between Characters. This un-clutters the field and allows for more attention to be paid to other areas such as action, if that is the Author’s intent.

In our example of the Author/Chemist, the jars she uses fulfill an essential purpose: they keep the Chemical compounds separate from one another. That is the function and definition of Character:

A Character is a unique arrangement of solely possessed elements that does not vary over the course of the story.

The last few words above are italicized because the stability of the arrangement of elements is essential to identifying a Character. If elements could swap around from Character to Character, the story would lose its strength of argument, since an approach begun by one Character might only be shown to succeed or fail in another.

When we, as audience, watch a story, we hope to learn that we should or should not use a particular approach, so that we may grow from that experience in our own lives. But how can that point be made if a Character does not finish what she starts. We may see the element as failing, but the argument is left open that perhaps if only the Character who started with that element had stuck with it she would have succeeded.

Players

What about Jekyl and Hyde? Is that not an inconsistent Character? Yes, it is not. This is because Jekyl and Hyde are two different Characters. Two Characters in a single body? Exactly.

There is a great difference between a Character and the body it inhabits. We have all seen stories about spiritual possession, split personalities, or Sci-Fi personality transfers. In each of these instances, different Characters successively occupy the same body or physical host. We call these hosts Players.

A Player is a host in which a Character Resides

A Player does not have to be a person. It can be an animal, spiritual force, a car, a toy – anything that can be shown to possess a personality. Character is the personality, Player is where it resides. So, Jekyl and Hyde are two separate Characters who vie for the same Player’s body.

Conclusion to Objective Characters

We have now defined all of the elements or traits that can be combined to create Characters. We have also arranged these traits in meaningful groupings. We have described methods and rules governing the combining process. And, we have related each aspect of the Character Structure concept to the other aspects.

But something is missing. So far we have created a Structure, but it is a static Structure. We have not at all discussed the manner in which Characters interrelate and conflict. In effect, we have not created a set of Dynamics to drive the Structure.

As you may have noted, the Section headings of this book are divided into Structure and Dynamics, indicating that all Structural considerations will be explored before they are put into motion. There is a reason for this. When we had first completed discovering the sixty-four elements of Character, and had arranged them in the Author’s perspective, we thought that Character conflict would be the next door that opened to us. It was not. Try as we might, we could not perceive any kind of definable pattern that governed the interactions among Characters or even Character traits.

Instead, we found something most unexpected: that there was a definitive relationship among the structures of Character, Theme, Genre, and Plot. In fact, Plot did not just describe the Dynamics of Character, but Theme and Genre as well. So to see the Plot operation of Character conflict, Theme progression, and Genre perspectives, we first needed to finish our Structural model of Story, by building a Structure for Theme and Genre as well. Once this was accomplished we would then be able to discern and quantify the functioning of story Dynamics.

Therefore, we move on to the next set of bricks in our DRAMATICA Structure, edging ever closer to that elusive overview.

A Tale is a Statement

Dramatica Unplugged

Class One: Introduction

1.2 A Tale is a Statement

Imagine the very first storyteller, maybe a caveman sitting around a campfire. Perhaps the very first communication was not really a story but just a physical need, like this caveman was hungry so he rubbed his stomach and he pointed at his mouth, and he said ‘ah-hah’. In addition to making an idiot of himself, he also might have communicated. He might have let the other cavemen around the campfire know that he was hungry, and why, because they would look at him and they look themselves; they’ve got two arms, he’s got two arms, and he looks like they look and they see him doing things physically and they think to themselves, ‘if I did those things, what would that mean to me?’, and they ‘decode’ his ‘encoding’, his symbolism, and they say, ‘well if I was doing that it would mean that I was hungry’ and they get his message, because there is a basic underlying similarity between the two.

Later on, we will talk about how the Story Mind works because all of us have the same basic operating system; it’s just our experiences that are different. And because we have the same operating system it forms a carrier wave so that when we communicate and see in the Story Mind anything that’s the same as the operating system we can pull that out and get the information that was attached to that carrier wave which is the storytelling, the message.

Now this caveman communicates that way. After awhile he gets a little more sophisticated he is able to do such things as describe a linear series of experiences. Perhaps he wants to describe how to get to a place where there are berries or how to avoid a place where there are bears. Well he might say (with hand gestures) that he went down by the river and then he went over the hill and then he found these berries perhaps it took him several days to go from one place to another. Some sign language is complex; some is a lot easier to understand but it’s usually based on a representation of visual things that you find in the real world.

Eventually he is able to string a number of points together rather than just making a single point like pointing to his mouth and saying ‘ah-hah’. So, if he puts together a line of logic, that says ‘this happened and then this happened and then this happened’ and there are no breaks in it and there are no pieces missing, in that case, he has created what we call in Dramatica a “Tale”. That’s our definition of a tale: an unbroken linear progression. That’s a “head-line” because it deals with your logic.

But you could also have an unbroken progression of feelings; how he felt at one time whether he was happy or sad, whether he found something funny, whether he found something disgusting. This would be a “heart-line”. He might convey those emotions just to express what he went through without even talking about the territory that he covered and with no “head-line” at all.

So, a tale could be just an emotional progression, or it could just be a logistic progression, or a tale could be a logistic and an emotional progression running along side-by-side, perhaps affecting each other, perhaps not.

Let’s look at that in a little more depth. We know that the human heart cannot just go from one emotion to another without going through steps in between. There are feelings that you have to go through to get from one mood to another mood. Now if you start with one emotion you may be able to jump to any one of a number of emotions and then from any of those, jump to others, but you can’t jump to all of them. If you could, then we would just be bopping about from one feeling to another. There would be no growth, there would be no emotional development. But we know there is, and that’s an indicator that we can’t go from any one thing to any other thing but, rather, there is direction to it.

You look at Freud’s psychosexual stages; you look at the stages Seven Stages of Grief. You have to go through them in a particular order. You can’t skip over any. If you do, there is an emotional misstep. It feels untrue to the heart, and a story that has a character go through and miss a step, skip a step or jump to another emotion that they ‘couldn’t get there from here’, that will then feel wanky to the audience. It will feel like the character stopped developing in a way that they could follow with their own hearts and it will pop the audience right out of the story, and they will look at the character as being a fabrication rather than someone they identify with.

So the idea is to create this linearity. But doesn’t that linearly create a formula? Well it would if you could only go from one emotion to a particular next one to a particular next one and so on. Then there would be only one path you could take, but as mentioned earlier, from one emotion there are several – not all but several – that you might go to. When you go to one of those, there are several others you might go to next.

Similarly, in points of logic, from a single point there might be any one of a number of things that might happen next that would be Kosher to happen with what already happened, but you couldn’t have anything happen next because some things would just be impossible to happen if this had happened first. There would be missing steps, or this would preclude that from happening. Now, you can start from any place and eventually get to anywhere else, but you have to go through the in-betweens.

So as long as a tale has either a head-line or a heart-line and it’s an unbroken chain that doesn’t skip any steps, it constitutes a complete tale.

Transcribed by Marc O’Dell from
Dramatica Unplugged by Melanie Anne Phillips

Players vs. Characters

What is a character? Like most dramatic concepts, it depends on who you ask. Some say characters are just ordinary people in extraordinary situations. Others say characters represent personality types. And then there are those who see characters as archetypes personifying human ideals and exemplifying quintessential human qualities.

As varied as these descriptions are, they all share one thing in common: They are looking at characters through the veil of storytelling. As before, when we strip that away, we begin to see the true structural nature of characters: past their personalities and into their underlying psychologies.

But before we delve into the structure of characters, let us take a moment consider their personalities, as that is what makes them intriguing, involving, charismatic and memorable.

In a story, anything can have a personality: a person, an animal, a tree, the sea, a star, even a virus. This stands to reason because in our every day lives we imbue inanimate objects with human qualities when we name our boats, call the wind Mariah, or refer to the Fatherland, Mother Russia, or Lady Liberty. In Dramatica, we call any entity that exhibits a personality a player.

Some players are just part of the background as with extras in the movies. Others are tools of convenience an author uses to drop information or solve a logistic conundrum in the plot. And still others are nothing more than window dressing – simple elements of entertainment that are purely storytelling devices.

But a player can also perform another dramatic task: it can function as part of the story argument. When it does, the player has become a character. To be a character, then, the player must (through its attitudes and/or actions) illustrate one of the ways the story’s central problem might be solved. And so, by this definition, not every personage populating a story is a character. Simply put: while all characters are players, not all players are characters.

As we shall fully explore later, the Main Character and Influence characters are special cases for these two players represent the best and worst of all the approaches that might be tried. (Which is which depends on the message the author wants to send – again, much more on this later.)

Now we shed a little more light on a statement from the beginning of the first chapter:

The elements of the story, therefore, must do double-duty. Characters, for example, must depict fully developed people in the storytelling so that the readers or audience might identify with them and thereby become personally involved in the entertainment and, perhaps, internalize the message.

Structurally, however, each character idealizes a different facet of the Story Mind’s conflicting motivations, made tangible, incarnate, so that we (the readers or audience) might directly observe the mechanisms of our own minds, see them from the outside looking in, and thereby gain a better understanding of how to solve similar problems in our minds and in own lives.

And so we see two distinct kinds of functions in each player when it also acts as a character: the fully developed aspect that makes it a real person and the small fragment of the overall story mind’s psychology that makes it part of the story’s argument.

Ultimately, as the story unfolds, all of these fragments will come together through the interactions of the characters like pieces of a puzzle to create the overall message of the story.

Audience Reach

In Dramatica, there are some story points that deal directly with the structure and others that pertain to the collective impact of a number of story points. Audience Reach is one of these combined dramatics. It is also called an Audience Story Point because it is concerned with the kind of reach the story has into the audience.

Specifically, it describes whether your readers/audience will empathize or sympathize with your Main Character. Empathy is when your readers/audience identify with your Main Character. Sympathy is when they care about your main character but feel more as if they are standing right behind the character, rather than in its shoes.

When audience members empathize, they suspend their disbelief and emotionally occupy the Main Character’s position in the story. When audience members sympathize, it seems to them as if the emotional maelstrom of the story revolves around the Main Character, making him or her the Central character of the story.

Audience Reach is determined by the effects of two story points: Story Limit and Main Character Mental Sex. Limit describes the story dynamics that force the story to a conclusion. Mental Sex describes whether your Main Character thinks like a man or a woman.

Story Limit has two variations – Time Lock and Option Lock. Time Lock stories are like the motion picture “48 Hours” in which a police detective has exactly two days before he has to return to jail a convict who is the key to solving another crime. When the time is up, the story reaches its conclusion.

Option Lock stories are similar to Disney’s “Beauty and the Beast” in which a transformed prince must make someone love him before the last petal falls from an enchanted rose or he will remain a beast forever. When the last petal falls, the conclusion is reached.

Main Character Mental Sex also has two variations – Male and Female. Mental Sex does not refer to the physical gender of the Main Character but only to its mental gender. (Because none of us truly know how the opposite sex thinks, authors often can’t help but write all of their characters as thinking in their own sex, regardless of the character’s physical gender.)

Examples can be seen in the motion picture “Aliens” in which the Main Character (Ripley) was actually written for a man and changed only the character’s dialog when the role was cast with Sigourney Weaver. Alternatively, in the movie “The Hunt for Red October”, Jack Ryan is a female mental sex Main Character as he solves problems intutively and emotionally, rather than by observation and logic.

As one might expect, male and female readers/audience members empathize or sympathize with a Main Character for different reasons.

For men, they will empathize with Male Mental Sex Main Characters and sympathize with Female Mental Sex Main Characters, regardless of which limit is inoked – time lock or option lock. Conversely, women will empathize in an option lock but only sympathize in a time lock, regardless of what mental sex the Main Character posesses.

Why the difference? Well, the reasons are in the physiology of the brain, and too deep to go into here. If you are really interested, you’ll find a complete description of what causes the mental differences between mean and women later in this program in a lesson devoted specifically to mental sex.

Still, for a quick visual, imagine a plain old clock face. Imagine that men’s minds sit at noon, and women at 9 o’clock. Thinking clockwise, men see women as being three quarters of an hour away. Women see men as only being one quarter of an hour away. This serves to illustrate that the sexes really aren’t opposite, but are more accurately sideways to each other.

When men and women converse, they are often speaking apples and oranges and are not really in conflict or disagreement. They simply don’t have a means of seeing things the way the other sex does. So, it is not suprising that men’s empathies might be drawn to those who think like them (also at noon on the clock) while women (seeing men as just one quarter hour away) would be more affected by the situation in which the main character finds itself. For women, and option lock is more like the way they think – trying to balance all the elements at once, just as in their own lives. But time locks (to women) are just deadlines and seem imposed from the outside rather than open to some degree of control.

Okay, lets put that behind and see what we can do with this information.

If you want to create a story in which both men and women empathize with the Main Character, then you will want to limit your story with an option lock but employ a Male Mental Sex Main Character. On the other hand, if you want to explore a despicable Main Character, you may not want to disturb your readers/audience by making them empathize with such a cad. In such a case, you can ensure your readers/audience will only sympathize by writing a Female Mental Sex Main Character in a timelock story. The danger is that since nobody empathizes, nobody really gets into the story and it doesn’t sell very well.

Naturally, the other two combinations can also exist – Men Empathize (Male Mental Sex) and women Sympathize (Time Lock) or Women Empathize (Option Lock) and men only sympathize (Female Mental Sex).

You can predict whether a book or movie will attract more men or women, just by seeing who empathizes. Hollywood tends to favor Male Mental Sex / Option Lock stories most often. This has the entire audience empathizing, and therefore (since far more mixed mental sex couples go to movies that single individuals or same mental sex couples) it ensures the largest percentage of the audience is personally involved in the movie, thereby increasing its box office (all artistic merit aside).

Understanding the Villain

Villains are perhaps the most misunderstood of characters.  They are held up to ridicule, publicly maligned, and too often relegated to a stereotypical role in a melodrama.


But villains can be so much more.  They have the potential.  If you are ready to shed your biases against this poor misinterpreted personage, read on…


Structurally, a villain is the dramatic antithesis of a hero, and when storytelling is included, it has the following four attributes:



  • He is the Antagonist

  • He is the Influence Character

  • He is second in prominence to the Central Character

  • He is a Bad Guy

By Dramatica’s definition: The Antagonist is the Principal Impediment in the plot – the chief obstacle to the achievement of the story’s overall goal.


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


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


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


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



  • Antagonist

  • Influence Character

  • Second Most Prominent

  • Good Guy

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


Another variation on the typical villain might be:



  • Protagonist

  • Influence Character

  • Second Most Prominent

  • Bad Guy

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


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


Suppose we have the following two characters:


Typical Hero:



  • Protagonist

  • Main Character

  • Central Character

  • Good Guy

Atypical Villain:



  • Antagonist

  • Influence Character

  • Second Most Prominent

  • Good Guy

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


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


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


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

How to Beat Writer’s Block

Ever find yourself in a creative log jam? Try the following technique excerpted from the StoryWeaver story development software to help regain your inspiration:

1. 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. One thing most inspiration has in common is that it is not a story, just the beginnings of a story. To develop a complete story, you’ll need a cast of characters, a detailed plot, a thematic argument, and the trappings of genre.

But how do you come up with the extra pieces you need?

In the questions that follow StoryWeaver will help inspire you, even if you can’t come up with an idea to save your life! If you don’t yet know what your story is going to be about, StoryWeaver will help you find out. And if you do have something already worked out, these questions will help you fill in the details.

2. What do you have to start with?

If you already have an idea of what your story is about, describe it briefly in your word processor. Don’t go into great detail at this time, just the key concepts, people, and events. If you don’t yet have a story idea, advance to the next question and StoryWeaver will help you come up with one.

3. Nonsense!

If you are stuck for ideas, it’s probably because you are trying to force yourself to be creative – a situation often referred to as “Writer’s Block.” Fortunately, there is a trick you can use to break through Writer’s Block and get your creativity flowing again! First, write down three nonsense words. Don’t stop to think it over, just jot down the first words that come to mind, as in a word-association test.

4. Meaning

Now, imagine that all of your nonsense words are part of the same phrase. How many different stories can you think of that incorporate that phrase? Briefly describe each story idea.

Background:

We all try to find meaning in what we see. That is why we identify pictures in inkblots, see faces in wood grain, and animal shapes in clouds. So even when no meaning is intended, our minds can’t help but impose it. By picking words at random, stringing them together and then looking for meaning, we move our minds out of creative block and into analysis mode. In other words, we temporarily shift from creation to interpretation. In so doing, our subconscious automatically creates alternative meanings that fit what we see. Use the Reference button to look at the meanings you just described and what you originally said your story was about (if you answered that question).

5. Combining Meanings

Now, try to incorporate into a single story idea as much as you find interesting from all the different story ideas and your original idea combined.

Background:

Of course, some of the meanings you came up with may be completely ridiculous and not useful at all. And, there may be no way to work them all in, yet several ways to include some of your inspirations. If you have several ways to combine these various ideas, list them all. But if you can’t think of any way to bring these ideas together, don’t worry!

The purpose of this exercise is break free of Writer’s Block, and the very process of shifting out of forced creative mode and into analysis mode usually does the trick. So, even if none of the nonsense interpretations are usable in and of themselves, when you return to your original ideas, you’ll probably find whole new inspirations easily come to mind. Whenever you find yourself stuck, return to this method and (more times than not) the ideas will flow again.