Category Archives: How Dramatica Works

How Scenes Relate to Dramatica’s Story Elements

 

How does the construction of scenes relate to Dramatica’s story elements?

The concept is that a complete “scene” in structural terms is a “complete dramatic movement.” In other words, there must be a Potential, Resistance, Current, and Outcome (or Power) regarding a single issue to complete a scene.

In this way, we might think of each scene as a single dramatic “circuit.” Although it has “flow” a circuit is really seen as a unit, comprised of these four parts. Therefore, we do not necessarily have to start by setting up a Potential and then introducing a Resistance. Rather, we might start with a Resistance ( a brick wall, for example) and then introduce the Potential (a herd of galloping wild horses.)

The order in which these elements of a scene need to be introduced is not merely storytelling. In fact, there is a specific structural order to it which is determined by the meaning or impact you wish to instill in your audience. This can be understood by realizing that if we take two events from a scene, say a slap and a scream, then we find that a slap followed by a scream has a completely different meaning than a scream followed by a slap. In the first case (depending upon context) it might mean a slap was struck in anger leading to a scream in response from the pain or emotional hurt. But, a scream might begin the scene, indicating perhaps hysteria, in which case the slap would THEN be applied out of concern or “tough love” to bring the person to his or her senses,

The Dramatica Story Engine actually predicts the order (1,2,3,4) and nature (P,R,C,O) of every element in every quad in the entire structure, based on the impact you have indicated by making storyform choices. But, the data is so extensive that it takes several hundred pages to print it all out.

We determined that this flood of information would drown authors in a sea of numbers, far away from the intuitive sense of writing. And, what’s more, it is SO specific that we thought it might lead to “writing by the numbers.” The biggest tragedy would be that the audience is not really concerned with that degree of detail so much, and really tends to “give” that to the author, even if it is out of order, as long as all the pieces are there somewhere. So, why worry about being that accurate when it has so little importance in the grand scheme of things?

As a result, this information, though generated by the engine in every storyform, has no means of extraction from the software at this time.

One more bit of information, the “spiral” nature of the structure (recently described with insight by Armando) is such that the Type (Plot) level of the structure determines the dramatic circuits of ACTS, the Variation (Theme) level determines the dramatic circuits of SEQUENCES, the Element (Character) level determines the dramatic circuits from one SCENE to the next, and the spiral effect takes us back to the top Class (Genre) level which determines the dramatic circuits of the EVENTS within each Scene.

So, each Event in a Scene will have a 1,2,3,4 for sequential order, a P,R,C,O, for context, and be a Situation (Universe), Attitude (Mind), Activity (Physics), and Mentality (Psychology).

In other words, the four required Events for every complete dramatic movement at the Scene level will be something Situational, Attitude illustrative, Active, and exhibiting Mentality.

Structural Scenes illustrate these four Events in terms of Character, Plot, Theme, and Genre (no direct correlation here.) Storytelling Scenes illustrate these four Events in terms of audience impact (impacting the audience’s sense of their own Situation, affecting their Attitude, involving them in a vicarious Activity, or exploring the way their minds run by illuminating the Mentality.

Both Structural and Storytelling Scenes can be presented in Active or Passive fashion. Passive Scenes illustrate these Events in the Story or Audience. Active Scenes put them into motion, moving the story forward or invoking changes in the nature of the audience itself.

Dramatica Structure: Elements & Variations

Here’s some info on the arrangements of Elements and Variations. The name, “Elements” gives a clue that it is referring to the basic “particles” of the drama. Therefore, Elements can be said to be an appreciation of a story when it is seen “spatially” (in terms of the arrangement of dramatic items).

“Variations,” on the other hand, give a clue in their name that they “vary,” and are therefore more “temporal” appreciations, that depend on how things evolve over time.

The arrangements of both Elements and Variations change from Storyform to Storyform, but for different reasons:

Elements…

If you look at the entire Dramatica Structural Chart (the periodic table of story elements) you will see that it is divided into four separate classes, Universe, Mind, Physics, and Psychology. Each class is the name of the largest square at the top, but also refers to the entire “tower” of sub-items below it, including Types, Variations, and Elements.

The Types and Variations have different names from Class to Class, but the Elements at the bottom of each Class have the same names – in other words, the same 64 Elements appear at the bottom, most detailed level of each Class. This is because each of the four Classes is really trying to see (or get to) the most detailed understanding of the story’s problem. As a result, each Class ends up coming to the same Elemental pieces in trying to put the puzzle together.

But, each of the four Classes really represents a different “take” on the problem. Universe and Physics look to the external world for the problem (and solution). Mind and Psychology look to the internal world. Universe and Mind are fixed states (arrangements) where the problem might lay. Physics and Mind are processes (progressions) where the problem might lay. So, among the four Classes, we are trying to locate the story’s problem in terms of being an external or internal state or process.

If you stop to think about it, there is not a problem that cannot be classified as either an external or internal state or process. So, each class is a different take on the problem. As a result, there is a built-in bias to each Class. Therefore, though they all end up zeroing in on the same Elements, the ARRANGEMENT of the Elements varies from Class to Class, representing the “warped” view of the issues from each bias.

Characters are built from the Class which is selected as the Objective Story Domain. So, depending upon which Class you (or Dramatica) select, the arrangement of Elements will vary appropriately.

(Keep in mind that there is no “normal” unbiased Class among the four. Each is like a different side of an aquarium looking at a stick poking into the water at an angle. From each side, the warping of the refraction will cause the stick to appear more or less angled, and perhaps at a different direction. Only by comparing all four views together can one determine whether the stick is truly bent or straight. So, the actual problem at the heart of the story can never be found in a single Class, but rather somewhere in the middle, outside but touched on by them all. (“The Tao that can be spoken is not the eternal Tao.”)

Variations….

As for Variations, it works quite differently, seeing as how Variations are more progressive appreciations.

When you make choices in Dramatica about the 12 Essential Questions (Character, Plot, and Theme items, four each) you are really priming the Story Engine to run. What the Story Engine does is twist and turn the entire Dramatica structural model like a grandiose Rubik’s Cube. This represents the way the Story Mind is altered over time by experience – the process of mental “justification.”

The first four essential questions give a value or direction to the Knowledge, Thought, Ability, and Desire) of the Story Mind – the most basic components of self-awareness. The second four questions give a value (or direction) to Mass, Energy, Space, and Time the most basic components of the Story Mind’s environment. The last four questions determine in which realms the two forces, Consciousness and Environment, come into friction.

In a sense, the first four questions determine where you are looking from. The second four questions determine what you are looking at. The last four questions determine the perspective created between the two.

Armed with this information, the Story Engine twists and rotates the components of the periodic table of story elements, throwing them out of alignment with one another in a manner that represents the disparity between the Story Mind and its environment. Some of the principal items that might be dislodged from their normal positions are the Variations, which are fragile appreciations, easily shifted by justification.

So, when you create a Storyform, you may be applying mental perspectives to the Story Mind that shift Variations out of their own Class, just as a human being may “project” a personal problem onto a friend or onto the environment, rather than admit it resides within.

The Dramatica Structure: Elements

Most of the Dramatica Tips of the Week are very practical and immediately useful. But every once in a while, someone asks a “theory-oriented” question that requires a completely impractical answer.

Today someone wondered:

Why do the Elements at the bottom of each Class in the Dramatica Structure have the same names, but fall in different arrangements?

The answer to this gets into the heavy-duty theory at the heart of the patented Story Engine that drives the Dramatica software. Unless you just love to curl up with a good book by Einstein or Stephen Hawking, just delete this particular tip now – don’t torture yourself!

Rest assured, the very next tip will be completely practical and useful right out of the box, no assembly required! But in deference to those who believe, The Truth is Out There, and will risk even their sanity to uncover it, here is the answer to the question….

First, a quick “non-math” answer in conversational terms:

The Elements are the same names in each Class because they represent the basic truths in the story. They are in different arrangements because each Class looks at them in a different way.

A FAR longer, more complete, but still “non-math” answer:

Just like those “blue blocker” sunglasses or “seeing the world through rose-colored glasses,” looking at the Dramatica structure ( storymind.com/mental_relativity/model.htm ) we can think of each “Class” as a different filter on our world. The four classes filter things such as External or Internal States and Processes. The physics filter, for example, is an External Process and lets through more activities and tends to block out or de-emphasize situations, attitudes, and mental activities.

The next level down adds a second filter to the “pack”. In fact, that Type level shows what that already once-filtered “truth” looks like through each of the same four original filters, giving us Understanding, Learning, Doing and Obtaining, each also representing an External or Internal state or process.

But, by looking through two filters instead of one, we have not only blocked out more of the original “light of Truth” but we have also added some distortion because of the greater “thickness” between us and Truth. Ultimately, it is this progressive distortion that shifts the Elements from Class to Class.

The distortion can be seen in the different arrangement of External, Internal, State, and Process from level to level in the structure.

Here’s how that arrangement has changed:

At the top “Class” level, the upper left hand corner is Universe (External State), diagonally is Mind (Internal State), Upper right is Physics (External Process) and diagonally in the lower left is Psychology (Internal Process). So, the two External “filters” (Universe and Physics – state and process) are a the top of the chart, horizontal to each other.

Now, at the next level down in Physics, Obtaining and Doing are the External state and process, but they have moved to a Diagonal relationship instead of horizontal like Universe and Physics.

The next level down – the Variations (under Obtaining, for example) has Approach, Attitude, Morality, and Self-Interest – the results of what each of the four filters does if added to the “pack” already containing Physics and Obtaining. Here, Approach and Morality are focuses on the impact on others (External) and Self-Interest and Attitude are focused on the self (Internal) But, the distortion has now shifted the External pair again, so rather than being horizontal in the chart as in the Classes, or diagonal as in the Types, they have now become a vertical relationship in the Variations.

Now, the Elements represent the basic components of the Truth. That’s why the Element names are the same in each of the four Classes. The idea is, that no matter how you are trying to come to the Truth, it is ultimately the same Truth – only the path is different. But to get down to those components, we have to have FOUR filters in our pack. In effect, although we are approaching the same Truth, the path we have taken will have given use different experiences, and therefore clouded our appreciation of the Truth once we achieve it. This is represented by the distortion.

But we have already seen the Truth distort from horizontal to diagonal to vertical. What’s left? A complete breakdown of some of the basic connections underlying our understanding. There are so many filters, the “crystal grows dark” and our ability to find meaning loses resolution. We can see as far as Pairs of Elements, but we can’t see the Elements as individual components.

Under Morality, for example, we have the Elements Faith, Disbelief, Conscience, and Temptation. Which is more External; which more Internal? Which is more or a State or more of a Process? Individually, they seem equally comprised of aspects of External, Internal, State, and Process. For example, Faith is IN something External, but DRIVEN by an Internal commitment. It is the State of “having Faith” but also the Process of “believing.”

But when we break it all down into pairs, we have better luck in finding External and Internal. Faith and Disbelief, as a pair, seem very much to come from inside and be how we feel about things outside, so they “feel” Internal.

Conscience and Temptation “feel” like forces outside ourselves which act upon us. This is why characters are often portrayed with a little Angel and a little Devil on their shoulders – it externalizes the pair.

All this is a result of the lost of “resolution” because we have added so many layers of filters. The distortion has to be mentally swept under the carpet, because having exhausted horizontal, diagonal, and vertical, we’re fresh out of places to stash it. So, our human minds assigned that left over distortion at the Element level to the Class as a whole. Therefore, in keeping with our mental method, the Dramatica Structural Model has a different way of arranging the pairs in each of the four Classes, each representing one of the four different kinds of left over distortion.

How does this left-over distortion actually shift the Element Pairs? Well, it is a complex pattern which is not unlike the spiral pattern of DNA. But to get a “taste” of it, look at the position of the two paired Elements “Knowledge” and “Thought” in each Class. You will find them in the upper left-hand corner of the Elements. You will note that they stay in exactly the same position in each of the four classes – there is no shift for distortion. They form the “anchor” from which the degree of distortion is measured by the human mind. All Truth is measured against Knowledge and Thought (disclaimer on this later!).

There are three other pairs, each of which forms a different anchor or each of the four filters in each Class. They are Proven/Unproven, Considerations/Reconsideration, and Certainty/Potentiality. These four pairs of Elements hold the same positions in all four Classes. Why? Really they should shift, but if they did, there would no baseline from which our minds could measure anything about Truth.

A quick example of this. Do you remember as a kid, lying down in the back seat of your parent’s car and seeing a truck moving backward through the window? Do you recall how for a moment you couldn’t be sure if you were going forward or the truck was going backward? That happened because you had no frame of reference, no measuring stick. You had to look outside and see a tree or get up and see the road to determine who was moving and who was not.

Similarly, if all our distortions – all our filters – are seen as moving, how can we find solid mental ground? Wouldn’t it be nice if we could just see the Truth directly, and not have to bother with filters at all? But, to wax poetic, “The Tao that can be spoken is NOT the Eternal Tao” and “One cannot look into the face of God.” and “You can’t handle the Truth!”

Simply put, we aren’t omniscient. We are not equipped to see the whole Truth directly, but must seek to learn more about it by glimpsing a part of it, and then assembling the pieces to try and grasp the whole. But, like the carpet which curls up on one corner when we try to nail down another, one of the four filters is always slipping out of alignment when we try to measure the others. So, we sweep that distortion under the curling carpet and stand on that corner to hold it in place while we watch the others curl. In this way, we feel we at least have one solid anchor from which to judge the Truth.

It is interesting that pattern is virtually the same as the double-helix of DNA (only it is actually a quad-helix, rather than double!) Oops – sorry, I promised no math! Strike that last comment from the record and I’ll get back to basics….

Okay… The Dramatica model picks External State as the anchor for the structure, and the External Process as the anchor for the shift in distortion. It could be any combination of the four filters in any other arrangement, but once you pick an arrangement, it has to be used as the anchor EVERYWHERE in the model, in the theory, in the software. If you shift to another, then you lose your consistent measuring stick.

To understand the External State requires Knowledge and to understand the External Process requires Thought, throwing such things as feelings into the non-measuring-stick category. This, of course, is a bias that favors certain American cultural expectations. And in fact, that is why we chose this arrangement out of those available. After all, we are explaining the theory and marketing the software initially to our own culture. It made sense then to build the first of the systems to favor the standard locally preferred. It doesn’t mean it can’t be used by any other culture. It simply means that it presents a certain way of looking at things that is rather typically American. Writers from other cultures can easily “translate” that perspective.

It is my hope that some day we will be able to (we will live long enough!) to create all the other versions. But that is going to take as many years as the current system, and we’re all getting tired!

In any event, the pairs of Elements are shifted through horizontal, diagonal, and vertical arrangements from one Class to the next. This is the Structural part, driven by the External State, the anchor for Truth. But the anchor for this distortion is in Physics, the External process anchor for Distortion.

To see this in action, go to the Elements in the Physics Class. Take any group of 16, like those under the Type of Understanding, for example. Now, look at the pair of Elements, Knowledge and Thought. In Physics, that pair is matched with Ability and Desire. Knowledge, Thought, Ability, and Desire is the most “undistorted” quad of Elements in the entire model. It is the Internal equivalent of Universe, Mind, Physics, and Psychology.

Look at the pair of Elements with which Knowledge and Thought are matched in each of the other four Classes. In Mind it is Actuality and Perception. In Psychology is it Inertia and Change. In Universe it is Order and Chaos.

Now going back to the Physics Class, you can see that each of the other three pairs with which Knowledge and Thought are matched come from the horizontal, diagonal, and vertical quads of Elements, in relationship to where Knowledge and Thought are.

Of course there is all manner of math behind this, but suffice it to say that this pattern is repeated with consistent distortion throughout the structure.

The end result is that when you choose one Class as the Objective Story Domain, you are also selecting the Elements at the bottom of that Class as the building blocks of the Objective Characters. The Elements will be the same, because they represent the same ultimate Truth, but because of the distortion, they will be arranged in a different pattern that at least keeps the distortion consistent from place to place.

In this way, character relationships will illuminate an aspect of smaller truth that will seamlessly fit into the overall larger Truth stitched together in the Big Picture of the overall story.

The Quad: Dramatica’s Steering Wheel?

  A Writer comments:

So as I see it, Dynamic Diagonal characteristics conflict with one another, Companion Horizontal characteristics amplify one another, and Dependent Vertical characteristics contrast one another

My Reply:Actually, those terms are not quite accurate. When I developed that part of the theory, we only had limited screen space in the software. So, I had to come up with a REALLY terse description of these relationships to fit in the window.

I’ve never been quite pleased with them, so here is the more accurate but drawn out explanation of the pair relationships:

There are two of each kind of pair in each quad: two diagonal (Dynamic), two horizontal (Companion), and two vertical (Dependent).

For each set of two, one will be seen in your story as a POSITIVE relationship and the other as NEGATIVE.

A Positive Dynamic relationship is like “the loyal opposition” where two opposing forces butt heads, but create sparks that literally “spark” a better alternative than either would have developed on his or her own.

A Negative Dynamic relationship is where two opposing forces butt heads until each is destroyed and nothing is accomplished.

A Positive Companion relationship is like shoveling snow from your walk. But your neighbors walk and yours join in a “Y” to the street, so when you shovel off yours, you are incidentally shoveling off his as well.

A Negative Companion relationship is again like shoveling snow. But THIS time your walk and your neighbors are positioned so that when you shovel off yours you have to shovel onto his! You don’t do it intentionally – in fact you may not even be aware, but your efforts have negative fallout on him.

A Positive Dependent relationship is when two forces work together and are greater than the sum of their parts, like brain working in conjunction with brawn.

A Negative Dependent relationship is when one person feels “I am nothing without my other half.”

You will note that Conflict, Amplify, and Contrast are not really quite accurate, though similar to the real meaning. And, of course, the software makes no mention of one relationship being positive and the other negative.

In writing your stories, however, if you see one of the two pairs of a particular kind, such as Dynamic, as being the “destroy each other” variety, then the characters representing the other Dynamic pair will act in the “loyal opposition” manner, and new, better things will grow out of THEIR conflict. A handy tip!

In addition, there is a useful trick you can use with character quads from a subjective point of view. An example:

Suppose you have a little brother who thinks of his big brother as “my pal.” Well he is seeing his big brother as a Positive Companion. But, the big brother might see the little brother as an annoying little puppy, following him around everywhere – a Negative Dependent.

If you “plot” these two relationships on a quad, you end up with the Negative Dependent and the Positive Companion meeting in one corner. The “dramatic distance” between them is indicated by the open end where they do not meet.

If you draw a line from one open end to the other, you get a diagonal, or Dynamic relationship. Because one sees the relationship as positive and the other as negative, positive times negative = negative, so a Negative Dynamic relationship is created.

In other words, the situation described above will quickly degenerate into a relationship in which both sides try to destroy the other. Simple math that describe complex relationships in real life. In fact, try this at home on friends and loved ones. You be amazed at how well it works, especially if you pick a particular quad of elements and chart how each of you feel about the other’s position on those issues. In fact, you can go quad by quad through the Elements, Variations, Types, and Classes, and chart just about every aspect of your relationship to anyone else and the exact areas and kinds of positive and negative energy between you!

Finally, in regard to Co-dependent relationships, please note that the relationships so far described by the three kinds of pairings have dealt with either the objective view when creating characters ( in which the relationship is the same for both characters) or the subjective view when dealing with individuals (in which the relationship MUST be seen as different between the two people).

Determining whether the relationship will be seen as Objective or Subjective is a neat trick, but necessary to properly using pairs. This is actually accomplished by another kind of “pair” relationship altogether.

If we look at a quad, there is one more kind of relationship among the items which we can measure – are the four items all seen as being separate (independent) or as a single collective (co-dependent). This would “plot” on a quad as either four dots, one in each item for independent, or as a square within the quad that connects all four dots for co-dependent.

For an example, take the term “United States.” Okay, which is it, United or States? If they are States, they are independent. If they are United, they are co-dependent. If they are co-dependent they see things the same way. If they are independent, they don’t.

So, with our two brothers, the negative Dynamic they experience is only as long as they are being independent (even a companion can be independent because he looks at his relationship to another, not as being part of something bigger.) But, if a bully threatens the little brother, suddenly they see themselves as family (co-dependent) and as a result their relationship turns positive. (That’s why the United States works best when it has a common enemy!)

Now, the neat trick is that for the first three pairs, one kind is ALWAYS positive and the other ALWAYS negative, by definition. But with the independent and co-dependent, there is no fixed value except that one will be positive and the other negative.

So, if the family is seen as a positive thing, then the relationship will turn positive when threatened from outside. But if it is seen as a negative thing, then the relationship will worsen and perhaps completely break apart to independent when threatened from the outside.

This explains why some marriages hold together through turbulent times and others don’t. One might ask what would have happened during the American Civil War if both sides had been attacked by a common enemy. Interesting rhetorical question.

In stories, then, it is your storytelling decision about that fourth kind of pair relationship – which will be seen as positive or negative, that will determine the structural relationship of the overall quad.

(And for you math buffs, it is this aspect of the quad that moves imaginary numbers into the real number plane so that under certain conditions a positive times a positive = a negative, and under others a negative times a positive = a positive.)

Archetypes in Dramatica Pro

Recently this question came my way:

So my question is how come this (from the Author’s perspective) is the first set wherein the Archetypes don’t fit in with the Dramatica rules. Specifically I am referring to the Sidekick, Skeptic, Guardian, and Antagonist’s Purposes. They all have ratings and judgments in the same quad! (Ability and Knowledge, Order and Equity, etc.) Does this mean that when using these Archetypal Purposes they will feel weaker or that they internally contradict one another? I think I remember from the online book (v.3) that when elements from the same quad are used in the same character that it kind of narrows what you can do as an author and creates a sort of internal conflict within the character.

Here is a brief response:

To answer your question, first take a look at the Dramatica structural chart. You’ll notice that the good ol’ original eight Archetypes work fine in Universe, Physics, and Psychology, but not in Mind. If you try to create them in Mind, the Elements of, say, the Protagonist (Pursuit and Consider) are in the same quad!

Why? Because the structure has a built-in bias. Simply put, when you look at anything, you aren’t looking at what’s behind you. Another way, when you look around yourself, you never see what is right under your feet. Instead, you have to synthesize that view based on the information you DO see.

This means there would be no way to see the Dramatica structure at all, unless we adopt a point of view. And, as soon as we have a point of view, we can see one part clearly and another part gets wanky.

But, the “wankiness” is consistent, so that the Story Engine can be accurate.

Now, when seen from this perspective, Motivations are the most clearly seen dimension of character. So, the 8 original Archetypes work in three out of four Classes. And, if seen as Motivation characters, then you can see their Evaluations, Methods, and Purposes. But if you shift your point of view of the characters and see them as Evaluation characters (rather than Motivation character who have Evaluations) the patterns fall apart. The patterns are equally wanky with Methods, but when you get all the way across the lake to Purposes (the farther thing from Motivations) then the patterns go completely haywire.

Still, looking at those other perspectives of Archetypes is a much better way to describe many of the stories that are told. To truly tailor Dramatica the software to accommodate that part of the theory, you would need to create four DIFFERENT arrangements of the structure that favored each of the four perspectives. We’ve talked about that, but it is a mammoth task and will require some time to get it right.

In the meantime, you may note that Dramatica’s “rule” about Elements is that characters should “never” contain dynamically opposite Elements (those that are diagonal on the chart). This is never violated by any of the new Archetypes nor the original 8. Then there is a rule of thumb that it is usually better not to put Elements from the same quad into a single character, but this is only true part of the time and should be taken with a grain of salt.

I hope this clarifies the issue a bit and makes the Archetypes a tad more accessible and a bit more useful.

Is Dramatica Software Binary?

The Dramatica theory book talks about Binary and Analog aspects of story. Binary means “two” and Analog means “unsegmented,” rather like a spectrum.

Although there are some places in the Dramatica software that deal with apparent binaries, there are none that deal with analog. Most aspects of the software fall between the two extremes.

For example, in the Dramatica structural chart, story points are divided into families of four similar story points called “Quads.” Therefore, any quad is dealing with the relationships among 4 items, not two as one would have in a binary system. And since each quad is “nested” within larger families made up of groups of quads, if you want to pick your Objective Story Problem in one of the lower quads as your first choice in story structuring, you are presented with 64 options!

In fact, the only seemingly binary questions in the software are the four Main Character Dynamic Questions (Resolve, Growth, Approach, Mental Sex) and the four Plot Dynamic questions (Driver, Limit, Outcome, Judgment).

Each of these eight questions presents a choice of only two items, such as Change or Steadfast. Surprisingly, these “binary” choices are actually closest to analog of anything in the software. Why? Because of the way they should be interpreted by the author.

Using our example of Change and Steadfast, it may look at first as if we are simply talking about whether the Main Character is different or the same, mentally and emotionally at the end of the story when compared to the beginning.

As an illustration of Change, suppose our Main Character was driven by “faith.” Well then a Change character would end up driven by “disbelief.” That is how the software works, and that is clearly binary. But in fact, not all characters actually jump all the way to the other side when they change. A character might lose some of his faith without actually becoming a disbeliever, moving from pious to agnostic. Is that not a change? Yes it is, yet the software says he is Steadfast because he is still on the “faith” side of the fence.

Immediately we can sense that there are many stories to tell about becoming less strongly fastened to a previously firmly held attitude or attribute. But the software will call it Steadfast, and that just doesn’t feel right.

Before I describe why the software does this, lets look at the other side of the coin. Suppose a character Changes by becoming a disbeliever, but it is only in regard to the particular situation of the story. In fact, it is quite clear that he sees this as an exception and will jump right back to being his same old self immediately after.

Well, such a character would not seem so much a Change character as a Steadfast character who made an exception. But the software simply calls this character “Change” and that is the end of it!

Okay, why does the software do this? Simply put, the Dramatica software engine is the MINIMUM implementation of the theory that doesn’t leave any holes in a structure. In other words, in a future version of the software you might find that each of the eight “essential questions” moves from a binary choice to a quad of choices.

Using our example, we would end up with a quad that would ask, “By the end of the story has your Main Character:

Changed

Remained Steadfast

Become less Steadfast.

Changed but only as an Exception.

In fact, an even later version of the software might also add:

Become more Steadfast

Changed, but only temporarily

Finally, the whole question might end up with also:

Will eventually Change

Will eventually come back to being Steadfast

Now we have two complete quads – One change quad, and one steadfast quad. Each of the eight available choices would create a different feel in the story.

So again, why doesn’t the software allow this? Because all kinds of additional formulas and algorithms would need to be worked out and added throughout the software to accommodate this degree of theory-sophistication.

If you offer two quads of Resolve, then you need two quads of each of the eight essential questions to maintain dynamic balance. (Note that creates sixteen quads of four dynamic items each, effectively creating yet another set of 64 items, but this time dynamic ones.)

What’s more, you would need to show in the software the DEGREE to which any item is “held.” This easily becomes a graphic interface nightmare. For example, a tightly held faith might be red in color, but a loosely held faith would be blue. And, if faith increased, it could have a “+13” or a “-8” attached to it as well.

The fact of the matter is, that to come up with a solid set of algorithms to describe the minimal structure which would fully surround a story to four solid years! It took another two on top of that to finish the programming and another two to bring the software to where it is today.

Version 3 added the Theme Browser and the Plot Progression windows (among other things). Have you ever wondered what the colors mean in the Theme Browser? Right now, they don’t mean anything. They’re not exactly random, but they don’t relate to anything theory-oriented. Someday, however, they will. And the fact that they are there now indicates the direction things will be going in the future.

Beyond all this, however, is a more central difficulty. The theory predicts that to be completely accurate, a model of story must have a view that deals with components (not just binaries, but simply meaning a network of interconnect story points) and also a seamless flow of force (not just analog, but more like the waves in a pond that flow out from a leaf that drops in the water.) If each story point is a leaf, then the waves in the dynamics of the story merge and combine to create an interference pattern, not unlike a hologram, where each story point exists because of the convergence of the ripples, and each ripple is generated because of the story point.

In short, “fuzzy logic” won’t hack it because the relationships aren’t fuzzy. They are very specific. And, for those who want to know where this kind of system comes from, it is simply a synchronous system analogous to the physical nature of the brain.

I won’t be going into much detail about that here, as it is WAY beyond the scope of the current subject, but I do want to point out that the reason stories actually work this way is NOT arbitrary. In fact, the reason story structure has taken the form and force that is has is simply that it mimics the way the brain functions, just as the mind does.

The structure and dynamics of the brain are NOT the mind, but the mind is “generated” by them and shares an analogous “structure” and dynamics, conceptually. When we communicate, then, we create a Story Mind which we twist and turn to create the dramatic tension that represents the forces at work in our own minds, which in turn draw on the physical system of memory and neural activity. All three systems look identical because all grow from the same seed.

Getting back to the REAL world…

For any quad, when one pair of items is seen as being separate (binary) the other two are seen as a spectrum. For example, in one quad in the structure, Dramatica has Faith, Disbelief, Conscience, and Temptation. If we decide to see Faith and Disbelief as two separate states of mind, then a character will Change or Remain Steadfast due to the shifting influences along the scale from Conscience to Temptation.

What is a scale of Conscience to Temptation? How about making a choice for the “greater good?” Is it okay to steal from a rich man to feed your starving family? How about stealing from a poor man to feed yourself? Or stealing from a middle-class man to make sure your children won’t risk being hungry?

One could turn the whole thing around and see Conscience and Temptation as binary, but then Faith and Disbelief would appear analog.

Conscience would then simply appear as doing what is right and Temptation as doing what is wrong. The scale between Faith and Disbelief would influence whether a character would Change or Remain Steadfast in Conscience or Temptation.

Examples of seeing Faith and Disbelief as a scale might be, one believes in God but to doubts the Bible. Perhaps a character has faith in a cruel god. In fact, a great number of people believe in God but not in heaven or hell. Faith and Disbelief are no longer binary, but are a scale along which situations can be pegged.

To wrap this all up, Dramatica: the theory is young. Dramatica: the software is even younger. Currently the software only presents the minimum implementation of the theory necessary to fashion a complete structure all the way around your story. But it is like scaffolding, not a solid enclosure. Future versions will add more sophistication, but creating the algorithms and programming to make that happen is time consuming and expensive.

Still, in defense of the software, it represents the first time in the history of human kind when such a thing as a functional model of story was possible at all! No other software can offer that model (it’s patented), and the model even as it currently exists, works accurately to fill in holes and move dramatics into alignment.

What does this mean to you, the author? Let me paraphrase Winston Churchill:

“Dramatica is the worst system in the world – except for all the others.”

From my point of view, when your instincts are right on DON’T go near the software. But when your instincts are amiss or your inspiration runs dry, use the software as a tool to plug, straighten, and fine-tune.

Finally, not everyone should expect to or even try to learn the whole theory. Like Tai Chi, there is a level which is quick to grasp and easy to use. There are also many deeper levels of which even experts (including the theory creators!) are only now beginning to understand.

The key is to find the best level for you between understanding stories and writing them.

Z Patterns and the Theme Browser

A word on the difference between the arrangement of Variations in the Theme Browser and that in the Plot Sequence Report:

The Theme Browser is nothing more than the “neutral” structural chart stuck into the software. In contrast, the Plot Sequence Report verbally describes the structural chart once it has been “wound up” to create dramatic tension.

I hate to keep going back to the “Rubik’s Cube” analogy, but if you picture a Rubik’s cube as if is brand new, right out of the box, each side is a single color. All the yellow squares on one side, all the red on another. Things are orderly and balanced. This is how things are arranged in the Theme Browser and in that position it represents a complete lack of dramatic tension.

Now, twist up that cube a few times in different directions and the colors become mixed on each side. After several different twists, the patterns look more random or chaotic, even though they were created by a sequence of simple moves. This is the view illustrated by the position of the Appreciations (story points) as they show up listed on the Theme Browser.

Then there is the Plot Sequence Report. It describes the sequence of moves necessary to create that particular dramatic pattern of your story’s tension.

So if you are keeping score, we have three things:

1. The model of the Storyform at Rest (the structure as seen in the Theme Browser)

2. The model of the Storyform twisted up with dramatic tension (the position of the story points as they appear in the Theme Browser).

3. The sequence of exploration of the items in the structural chart (as indicated the Plot Sequence Report.

The discrepancy between the Browser and the PSR is this:

The Browser shows which “colors” on the cube ended up next to each other in arrangement at the end.

The PSR shows which “colors” on the cube were next to each other in sequence during the process.

So, use the Browser to see what pattern your story seems to make for the audience when it is over and they look back and appreciate the meaning of the dramatic predicament. Use the PSR to figure out how the Types and Variations show up as the story unfolds.

Part of the confusion is due to including the Signposts in the Theme Browser. The Signposts are the only “time oriented” story points shown there. Everything else relates to the story’s meaning when it is completely told. There was some discussion in the engineering stage that perhaps the Signposts shouldn’t be included there. That is why there is a separate selection necessary in the Theme Browser window to specifically request them.

When the Signposts show up there, it can erroneously seem that the Variations associated on the Browser chart with each Signpost are supposed to be explored when that Signpost is explored in the unfolding of the story. This is simply not true! In fact, including the sequential Signposts in with the structural items is like mixing apples and oranges.

The only way to find out which Variations go with which Types in the sequence of the story is through the Plot Sequence Report.

Similarly, for a while just before release of 3.0, we removed the Plot Sequence Report from the software. It was felt that with the Signposts and Journeys being more emphasized in this version, it might be confusing to talk about Types and the Variations through which they are explored. In the end, those who really liked the report successfully lobbied for it to be added back.

Story Structure is half logic and half feeling. That’s why we use both our minds and hearts as authors when figuring out what works and what to do next. Dramatica’s structure describes the logic of it and the sequence describes the feel. Dramatic tension is created when our logic and our feelings come up with different and incompatible answers. So, it is not surprising that when the Story Engine’s output in the structural Theme Browser is compared to that in the sequential Plot Sequence Report it creates and SHOULD create an APPARENT discrepancy. In fact, that discrepancy is what holds the message of your story.

The end product provides the meaning; the experience as the story unfolds provides the context. The discrepancy between the two is the dramatic tension.

We try to keep this discrepancy in the storyform and out of the mind of the author by having the structural output in one area and the sequential output in another. In the Theme Browser we may have made a mistake by mixing them. But, if you dig deep enough into Dramatica’s theory or software output, it will always be there, as it must, to fully describe the Story Mind you are asking your audience to inhabit.

In creating software tools that delve so deeply into the subtleties of the drama, we encroach on the threshold of a paradox. This is best explained by looking at the nature of light. Light can be seen as a particle or a wave depending upon the context. But it is always light. Story can be seen as a structure or a sequence, but it is always story.

Particles of light interact in spatial arrangement. Waves of light flow in temporal progressions. The Structure of a story is a spatial arrangement showing the interconnections among story points. The Sequence of a story is a temporal progression showing the order in which story points come into conjunction as they move past each other on the way to the final arrangement.

Both views must be accurate and each must reflect and support the other. Sequence must lead to Structure and Structure must reflect Sequence. Yet, both cannot be appreciated at the same time.

Normally, we keep those two approaches separate in the software. By virtue of including the Signposts in the Theme Browser, however, the paradox rises to the surface. The only reason for the Signposts being there is to give quick access to them if you want to build your Storyform by graphically picking the Signposts, or to use the Browser as a quick reference to the Signposts in your existing Storyform.

So, my feeling would be that when working with the Signposts in the Theme Browser you should ignore all the other story points and just focus on the Signposts by themselves. When working on the other story points in the Browser, ignore the Signposts. And, to get a feel for the way Types and Variations come into conjunction as the story unfolds, use the Plot Sequence Report and keep the Theme Broswer far from your mind.

Finally, to reiterate, Dramatica goes into such a degree of detail that trying to follow it faithfully runs into the law of diminishing returns. By the time you get into information such as that in the Plot Sequence Report, you are dealing with subtleties so nuanced that they might not even be noticed.

Western culture is much more concerned with the spatial arrangement of things than how it came to be that way (i.e. “The end justifies the means” – just look at all the violence “heroes” are “allowed” to inflict to right a wrong!) So, as long as all the story points end up in the right place at the end (e.g. the right item is the goal, the right item is the Issue or Range) then the audience is satisfied.

For purists, perfectionists, and structuralists, you can stick with the PSR order if you like. But if you want to diverge, it probably won’t have any measurable negative effect at all on how a Western audience receives your story.

In conclusion, just make sure you illustrate all the key story point appreciations in your story and that you at least work the Signposts and Journeys in there. (They are on such a large scale then kind of have to be in the right order). Do that much and then only worry about the PSR and the minor story points to the level of your own eye for detail.

P.S. You’ll note that Chris and I focus on different aspects of Dramatica. He concentrates on explaining the theory in terms of story, I concentrate on explaining the theory in terms of psychology. So, be forewarned (Forewarning of Conceptualizing) that my postings will tend toward the esoteric. For those interested in the psychology behind Dramatica (called Mental Relativity), I keep an extensive web site with scores of articles on the subject at storymind.com/mental_relativity/ These original essays delve into the workings of the human mind, based on what we learned from the Story Mind model, and cannot be found anywhere else.

If you’ve ever toyed with the idea of using Dramatica to analyze your friends, family or self, you might enjoy exploring there.

What Determines Plot Progression Sequences?

Rich asks:

The one thing that I am having trouble understanding is the plot rotations. Why does choosing the rotation in one Domain sometimes chose them in others and sometimes not? And what relation does one rotation have to the other?

Answer:

As many of you may have noticed, choosing items in the Plot Progression doesn’t work the same way for all four throughlines. Some seem to have much more impact, control, or power on the overall progression then others, and in fact, they do!

Now this immediately smacks of some inconsistency or inaccuracy in the software and/or theory. After all, why should one throughline be inherently more structurally “important” than another? Well, conceptually, one throughline is not more important than another, but in practice one MUST be more important than another.

I know that sounds trite. Let me explain with a brief visualization, then describe how “plot rotation” works as a mechanism in the software.

First, the visualization:

Think of a globe of the world. Now, try to draw it on a flat piece of paper. You’ve all seen the different kinds of projection we end up. Some make Greenland HUGE, but the USA small. Others make the USA large, but split the map, as if you’ve flattened out the peel of an orange. In fact, there are many different projections of the globe, but each has a different kind of distortion, due to trying to project a 3 dimensional object onto a two dimensional surface.

The Dramatica Structure suffers the same problem. It is SUPPOSED to represent a model of the mind, as called for by the theory. The mind itself is a FOUR dimensional object. That fourth dimension is Time. To be accurate, time cannot be broken into a series of increments but must flow continuously and simultaneously throughout the model. The problem is, that a computer cannot create a truly unbroken “flow.”

In computer programming, every operation is a series of steps, be it a function or sequence of operations. As a result, to create a model of the four dimensional mind in a computer, you need to “project it” onto three dimensions, then “move” it through time in steps. That is not completely accurate, just as any projection of the globe is not completely accurate on a flat surface. Still, in this way, the first three dimensions are VERY close to accurate, but the fourth dimension is where you pick up the distortion.

In the software model of the Story Mind, this distortion will show up with the Plot Progression.

Now, as you might expect, there are three other projections of the Story Mind which might be created: One in which the distortion shows up in CHARACTER, one with a distorted THEME, and one with a distorted GENRE. Each has a different strength and a different weakness.

Ultimately, it is our hope to program the other three as well, so that authors have a choice of where to sweep the distortion under the carpet. Unfortunately, each requires the creation of a completely different model with its own unique algorithms. The original model took four years to build and two more to perfect. It was also VERY expensive, costing over one million dollars in R & D before the FIRST version of the software was released. As you may imagine, it will be many years before we can offer another projection of the Story Mind (especially being intellectually burned out by the mind-warping contortions of visualizing the first model!)

Okay, so this simple visualization gives an overview of the problem. It tells us why the distortion will show up in plot. But what is actually going on in the software that makes that distortion give more “power” to one throughline over the other?

The simple answer is that the same bias that makes Plot Progression distorted also favors the Main Character and Objective Story throughlines at the expense of the Obstacle Character and Subjective Story throughlines. As a result, more power is assigned to them, over the others.

Here’s where we have to get a bit more technical…

You may be familiar with my analogy of “winding up” the structure to create a storyform, as if the structure were a Rubik’s cube. This is a surprisingly accurate visualization. In the form you see the structure on the chart, it is neutral and at rest. In other words, there is no dramatic tension in the resting model. This is because all the quads are balanced and consistent in both the vertical and horizontal planes. This can be seen by nothing that on the chart, “Past” is to “Universe” as “Memory” is to “Mind” This shows that identical vertical distance in the creates identical semantic differences in meaning. Horizontally, “Being” is to “Becoming” as “Doing” is to “Obtaining.” This indicates that identical horizontal distances create identical differences in meaning. In other words, in the at rest model, identical vectors in the three dimensional matrix represent identical differences in meaning, so that the relationships among any story points plotted on the matrix can be determined by their semantic distance.

Sorry about that!

Now, on to the next technical information necessary for the answer to your question…

When the model is “twisted and turned” it moves items out of alignment, altering their relative semantic distances and creating a tension or distortion based on the degree of misalignment. This is what happens when you answer questions in the Dramatica software.

In fact, there are two kinds of wind-ups which occur. One is applied to the Main Character Domain and then ripples out over the entire structure. The other is applied to the Objective Story Domain and then ripples out.

The eight questions you answer about Main Character Dynamics and Plot Dynamics (Resolve, Growth, Approach, Mental Sex, Driver, Limit, Outcome, and Judgment) determine many things about those two wind-ups.

For example, because Time is not free flowing in the model as it would be in a real mind, one of the windups (Main or Objective) will be applied first to the neutral model, the other will then be applied to an already twisted model. Which comes first creates the feel in a story as to which is more “screwed up” – the Main Character or the world at large. In this way, the story develops a dynamic imperative indicating that a Main Character must change or must remain steadfast if success in the Objective Story is to be achieved.

The real question is, how does the mechanism of the wind-up actually work?

Okay, the wind-up in each of the two throughlines begins at the bottom and works its way up. Why? Because that way it screws more with time (the horizontal plane) than with space (the vertical plane) in keeping with a consistent projection or bias to the model overall. (The bias must remain consistent in both structure and dynamics or the distortion will drift and create apparently chaotic inaccuracies rather than limiting them to one area for the benefit of all the others.)

To wind up the very bottom quad of elements, the software must know the problem element for that throughline. That can either be chosen directly by the author, or the story engine will eventually work it out as a cross-reference of the effects of other choices.

Once the problem element is known, it becomes the pivot point or “seed” of the throughline’s wind-up. Now, on that first quad, there are two kinds of wind-ups which may be applied: “Flips” and “Rotates.”

A flip will swap the positions of two elements in a diagonal relationship, such as “Faith” and “Disbelief.” Why would this happen? In a real mind, when we have one of our elemental sensibilities rubbed raw by experience, one of two things happens – we become ultra sensitive to that topic when it comes up or we become insensitive to it (scab it over). A flip containing the problem element itself represents a scabbing over by moving the problem out of harms way. A flip along the other axis (between the other two elements not containing the problem element) represents an increased sensitivity by leaving the problem in place.

Of course, when one becomes overly sensitive to an item, the items around it become less sensitive to pinpoint the irritation and make it easier to avoid further injury. But, if one scabs over, then the surrounding items become more sensitive to make up for the loss and also as a sensitive perimeter that warns the mind something is approaching which might rip off the scab.

In contrast, one might “rotate” elements rather than “flip” them. Why? Because in our own minds, we sometimes don’t just become biased by experience to make things more or less sensitive, but we also move items up and down in the pecking order or sequence of consideration depending on their endlessly adjusting priority.

So, in a “rotate,” we move the items in a quad circularly, like a turning a knob. This also has two version, clockwise and counter-clockwise. This creates a different kind of tension determining whether or not the problem element is being moved up or down in priority.

Once we have flipped and rotated (twisted and turned) the first quad in the first throughline, we move up to the variation level (issue or range). The same kinds of dynamics are at work here too, but not necessarily the same arrangement as in the quad of elements below.

The upper quads have an additional aspect – they might “carry the children” or not. This means, when the variations flip and/or rotate, for example, do they drag their underlying elements along with them or leave them behind. Why? Because justifications (biases) can enter a real mind at any level and may or may not affect the levels above and below.

You can see this flipping and rotating at work in actual stories. To do this, find some dialog that deals with thematic issues. (“Witness” is a good example). Find a quad of variations that deals with those issues. Plot the sequential progression of the issues that occurs in the story. After plotting a number of different quads you’ll find sequential patterns that appear as “U” shapes, “Z” patterns, and “hairpins.” All these patterns can be created by the sequential application of flips and rotates to any quad.

Ultimately, you work your way up to the top level of the structure. Here, flipping and/or rotating moves the problem from an interior position (Mind, Psychology) to and exterior position (Universe, Physics) or vice versa. This is the model’s accurate description of the psychological process of “projection,” where one comes to feel that “I’m not the problem, it’s everybody else” when it really is the person or conversely, “I guess I’m the problem,” when is really is everybody else. Ironic that the psych term for that is “projection” – not unlike the projection maps we have been talking about.

Now, I could go on endlessly about this mechanism, but we now have enough to answer the questions: “Why does choosing the rotation in one Domain sometimes chose them in others and sometimes not? And what relation does one rotation have to the other? ”

The Dramatica software story engine actually predicts the best order for not only acts, but sequences, scenes, and events as well. Early on, we realized this information would amount to “micro-managing” the plot, so we “suppressed” it. It’s still in there on every storyform, but not presented in output. We did output it for a few sample storyforms, and it amounted to literally hundreds and hundreds of pages of progressions for every quad and “quad of quads” in the entire structure. Ultimately, we only kept the “act level” progressions, as they seemed truly useful without being overly binding.

The first two versions did not allow plot progression choices so the nature of the distortion was not apparent. But when we added it in version 3, it came right up to the surface. We actually considered not including that feature to avoid the sense that the software was not accurate, even though it was just the projection distortion described above. But, the desire to provide all possible useful tools prevailed, so we put it in with great trepidation.

I think we have seen why one throughline has more power than another, but what is the relationships among the four plot progressions? In the structure without plot progression, each throughline represents a different angle on the same issues. In one sense, they represent the I, You, We, and They points of view. In another sense, they represent Knowledge, Thought, Ability, and Desire in the Story Mind (more about this in another post sometime down the line).

Once “wound-up” they create structural differential or dramatic potential among them. In motion over time, they create resonance and dissonance (harmony and disharmony). Both the dramatic potential and the interference patterns of the flow must work in conjunction so that the space-sense and time-sense of the storyform serve to carry the same message. The trick is to make the “particle” and “wave” work together. Because the structural bias exists due to the projection of the mind on three dimensions, there must be an identical bias to the temporal progression.

Taken altogether, the Plot Progression simply does not allow certain sequences because, although possible, they cannot occur in this projection without interjecting inaccuracies BETWEEN the structure and the progression.

As it stands, every available progression consistent with the model’s necessary bias IS available, so that the progressive harmony and discord of the flow of the four throughlines creates an interference pattern in which the nodal points intersect with the story points in a synthesized four-dimensional space.

In other words, the plot progression of all four throughlines will wrap around each other as the story proceeds so that it creates the spatial meaning of the story in much the same way that the scanning lines on a TV screen work together to create the greater mosaic of the Big Picture.

Thanks for asking!

Domain Placement in Story Structure

Over the years, a lot of people have asked why Dramatica forces some of the throughlines into certain domains. Why can’t “anything go?”

Well, once again, the Dramatica theory allows for more versatility, but the software doesn’t – yet. Still, what the software does is probably what you want!

Software-wise, OS, MC, SS, and OC form a quad. OS is always opposite SS and MC is always opposite OC. So, When you plop down OS or SS on a domain, you know where the other one will be. And, if put MC or OC in a domain, you’ll know where the other is. Why does the software do this? Because it creates conflict.

Universe and Mind (two of the domains) are fixed states of things and share a similar nature. Physics and Psychology (the other two domains) are processes and thereby share a nature.

Therefore, “forcing” the MC and OC into opposite domains and forcing the OS and SS into the other two creates a structure-wide consistency. In short, it forces each of the two families MC & OC (people) and OS & SS (relationships) into the greatest conflict within each family.

Since Hollywood thrives on conflict (“where’s the conflict?!”) this arrangement serves very well for MOST of the stories actually written, purchased, and produced.

But, quads have more that one kind of relationship! To see what I mean, go to the Build Characters window in D Pro (or Movie Magic Dramatica). If you open that window full wide, you’ll see three different kinds of relationships listed on the right for every quad.

The family of two items in a diagonal relationship form a “Dynamic Pair.” Since there are two diagonals in each quad, there are two Dynamic Pairs.

The two items in a horizontal relationship form “Companion Pair,” and there are two of those as well.

Finally, two vertical items form a “Dependent Pair,” also being two in a quad.

Each of these relationships has a different nature. Also, one of the two pairs of each kind will be “positive” and the other “negative.”

1. Dynamic relationships are conflictual. Positive Dynamic relationships are like the “loyal opposition” where two sides butt heads, but synthesize a better solution because of the conflict. Negative Dynamic relationships occur when two sides butt heads until each is beaten into the ground.

2. Companion relationships involve the indirect impact one character has on another. Positive Companion relationships occur when there is beneficial “fall-out” or “spill-over” between the two sides. For example, a father might work at a factory where he can bring home scrap balsa wood which his son uses for making models. Negative companion relationships involve negative spill-over such as a room-mate who snores.

3. Dependent relationships describe the joint impact of the two sides. For example, positive Dependent relationships might bring Brain and Braun together so that they are stronger than the sum of their parts. A negative Dependent relationship might have a character saying, “I’m nothing without my other half.”

There’s also one other relationship which doesn’t show up in the software – the Associate relationship.

4. Associative deals with the relationship of the individual to the group. Rather than being consistently positive or negative, the two varieties of this kind of relationship may be either – but in any given relationship one variety will be positive and the other negative. The Component variety sees the items in a quad as individuals. The Collective variety
sees them as a group.

For example, two brothers might fight between themselves (Component), yet come to each others’ aid when threatened by a bully because they now see themselves as family (Collective).

Neither one is inherently positive or negative – it depends on context. That is why we, as a culture, have trouble with terms such as “the United States.” Well which are they, United or States?

Now these same kinds of relationships can also function between MC and OC or between OS and SS. In theory then, the Main Character and Obstacle Character might be in Dynamic, Companion, or Dependent relationships, and so might the Objective and Subjective stories.

But more than this, the each throughline will have the other kinds of relationships with the other throughlines. So the MC, for example, will have a Dynamic relationship with one of the other three throughlines, a Companion with another, and a Dependent with the third. Quite a lot of interrelationships going on in a single story!

As it stands in the software, those relationships already exist. They just aren’t referred to anywhere. If you plot the positions of the four throughlines in your story on the Dramatica structural chart (or look at them in the Theme Browser) you can see by the vertical, horizontal, and diagonal relationships how each throughline relates to the others. Again, a lot to explore in your story!

Still, you can’t yet make the MC and OC companions or dependents in the software. But shouldn’t it be easy enough to do? Shouldn’t it be easy to just allow the MC and OC to share any kind of available relationship?

Sure it’s easy, but there’s a catch. EVERYTHING – all story points are connected by the Story Engine. And, for the story to have consistency, all parts of the structure must favor ONE KIND OF RELATIONSHIP. So, you can’t just change the MC and OC rules, without changing them for everything else as well. And, you also have to rewrite the entire DYNAMIC part of the engine so that it can “flip” items (as discussed in an earlier post) on the horizontal or vertical axis of a quad, rather than on the diagonal.

To tell the truth, we simply haven’t had time to work out the algorithms that would drive such a system! But we will. Or someone else will. And then the software will expand in versatility yet again.

To get a feel for the size of the nut we will have to crack to get this working, try to imagine a gripping story which has no conflict at any level. It’s do-able, but tough. We’ll add that part of the theory to the software eventually.

In the meantime, when dealing with any quad, go beyond thinking about only the diagonal conflictual relationships and think about the horizontal companion ones and the vertical dependent ones as well. Even if there is not a lot of specific support for that in the software, a little bit of theory knowledge can go a long way to added nuance and depth to your work.

Does Dramatica Limit Your Story

Sometimes authors run into problems with Dramatica not because of what the software is actually doing, but because of what they THINK it is doing! Used properly, the software can offer a myriad of create opportunities. But used improperly, it can seem limiting and confining.

For example, a Dramatica user recently complained that the software was limiting his story by making choices for him.

He wrote:

When you make choices about the roles characters will play, the theory begins to make other choices for you from its possible storyforms, and certain choices become impossible.

My response:Thanks for the comment, but that is simply not true.

Neither the theory nor software makes other choices for you about anything in your story no matter what role you choose for your characters.

Try it out for yourself. Go to the Build Characters area, create a character. Give that character any role like Protagonist, Antagonist, or create a completely complex, non-archetypal character.

If you check throughout the software, you’ll find that absolutely nothing has been limited by your choices.

Go to any other character development area in the software. Assign any role. Nothing will be limited.

In fact, there is not a single programming connection anywhere in the software that will make any dramatic choices for you based on assigning a character role.

This is why I feel compelled to respond to some of the postings about Dramatica in this forum: to address complaints about the theory or software that describe things that aren’t even a part of the theory or software.

To go into more detail, in both theory and software you can also assign characters any name, create any background, any human or physical traits, and any storytelling role (like Doctor, Mercenary, or Joe’s Wife) and nothing will be chosen for you or limited in your story or in what roles are available for other characters.

So, I really don’t know how you have come to the conclusion that the Dramatica software makes choices for you when you assign a character role. I’m sure there is something the software that appeared to you as if this was happening. And, I’m sure your conclusion was based on an honest interpretation of whatever it was.

Therefore, the problem with the software in this particular regard is not in what it is actually doing, but what it appears to do, at least to some authors.

My job, then, is to find out what gave you the impression that Dramatica made choices based on assigning character roles and then correct the way the software presents itself so that mistake is no longer made.

To that purpose, I would appreciate it if you could (almost tech support style) list a specific instance in which you felt the software was making or limiting choices based on assigning character roles.

Then, perhaps I can find a way for the software to better present itself.Your next comment was:

In other words, to be analytical about it, many valid narratives (and every single one I have tried to form with Dramatica) fall outside the theoretical space of possible storyforms within Dramatica, just as most real numbers >fall outside the space of natural numbers.

Again, this really isn’t specific enough for me to determine the actual problem you were having as a Dramatica user. What valid narratives did you try to form with Dramatica that were not allowed?

I think if you can describe the problem more precisely, I can obtain a better understanding from you about where Dramatica is not connecting with some authors. Then, since the development of Dramatica is an ongoing project, we can improve the software tool and even revise the theory if necessary in order to make something more valuable to more authors.

While awaiting your reply, let me offer the following, which may help clarify things.

Dramatica DOES have a “Story Engine” which is designed to make suggestions about how to strengthen and make more complete the structure of your story.

The Story Engine does not insist that you follow its suggestions. The theory does not say the suggestions the only way to go.

In fact, you don’t even have to use the Story Engine to use Dramatica.

In my U.C.L.A. class I tell my students to ignore the Story Engine to begin with. Structure is dry, it is lifeless, it is the underlying logistic mechanism of a story. It is necessary for the story to make logistic sense but it will also kill your creativity faster than anything else.

We, as authors, don’t come to stories because we want to write a great structure. Rather, we want to move our audience, to excite them, to excite ourselves in the process of sharing our vision. The best way to kill that enthusiasm is to put structure first.

In Dramatica, you can begin by ignoring structure, work on your ideas with guidance, but no limits. Only when you have fully expressed those things that excited you about the story in the first place should you seek the structure in the story.

There are several places do that in the software. One of my favorites is the Story Points window:

The Story Points window lists scores of key dramatic points that can be used in most any story such as: Goal, Consequence, whether the story ends in Success or Failure, the nature of the Main Character’s personal drive, the thematic conflict or issues of the overall story.

If you begin in the Story Points window, you won’t even get suggestions from the Story Engine. Instead, you can look at all those story points as dramatic elements you may wish to include in your story.

There is a place for you to fill in whatever information you want to write about each of the story points. So, you might write in the space next to Goal, “The Goal of the story is to retrieve the stolen diamonds.” Or, you might write, “The Goal is for Joe to find true love.”

What you write is up to you – no limitations. And you can fill in only those story points in which your interested, ignoring the rest.

Are there other valid story points beside those which Dramatica lists? Of course! And there is no reason in the software why you can’t develop those as well. Since some of the listed story points are unique to Dramatica, they can perhaps trigger an inspiration by offering a different tack.

I tell my students to first fill in information about every story point for which they already have something in mind. Then, by the very process of getting those thoughts down in an organized list, new ideas come up when all those original ideas are seen in one place, side by side.

This often gives an author a new inspiration for another story point in the list that can help bring richness to a story. But the key is to ignore any story points that don’t speak to you and to look over all the ones you have filled-in to cross-reference your own creative work for new inspiration.

Now that you have “de-briefed” yourself about all of the ideas that are attracting you to your story, it can be useful to see what kind of a structure you are creating, and also perhaps to find some missing parts in the overall logistic mechanism of your story.

If, and only if, you want that kind of help, then you fire up the Story Engine and ask it for some suggestions.

For me, the best way to do this is to go into the Dramatica Query System. The Query System is nothing more than a number of different lists of questions about the structure of your story.

Each question is a single screen, and there are HUNDREDS of questions because Dramatica looks at stories in great depth.

You don’t have to answer all of the questions. You don’t even have to answer any of the questions. In fact, if you don’t want suggestions at all, just skip the Story Engine and go directly to the Scene or Chapter area (available as one of the Query System Lists).

There, you can create as many scenes or chapter as you like with the click of a button. Each scene becomes a separate window that is like a high-tech 3×5 card. There is a top part to the window where you describe how the scene unfolds and a bottom part where you can refer to your notes. What notes are these? The ones you created in Story Points, and in other places where you describe what you have in mind.

So, you can select any of what you have already written in Story Points and elsewhere and have those words appear in the Notes area of each scene card. You can add as many or as few story points to each card’s notes as you like. In this way, for each scene you can draw on your own creative ideas and bring them into play as each scene develops.

The notes become kind of a shopping list or wish list of the story points you might like to address in that scene. You might use them all in the scene description you write in the top part of the window, or you might only use some of them. In fact, if you just want a particular scene to be for entertainment only, you don’t have to include any story points if you don’t want.

You can arrange and re-arrange the “cards” in any order and they automatically re-number themselves, keeping the drudgery out of the process.

When you have completely designed the flow and unfolding of your story on the cards, you can print out a report that puts all of your scene descriptions in order as an outline of your entire story. And, you can export that report to any wordprocessor or script formatter.

Now, that whole process, from first creative idea to finished outline doesn’t involve the Story Engine at all. Dramatica makes no suggestions and limits nothing. The software used that way is nothing more than a series of utilities that help an author organize his or her material and tries to inspire them with lists of potential story points.

Up to this point, Dramatica is not unlike Collaborator, and is far less suggestive than Plots Unlimited.

I think it is clear so far that Dramatica does not insist you follow any cult-like dogma nor does it go out of its way to limit your choices or options or impose any kind of approach to story on an author at all.

But, if you WANT to get some structural suggestions, then and ONLY then, do you fire up the Story Engine. The Story Engine is what makes Dramatica different from any other software tool for writers – BUT, you don’t have to use it!!! It is an addition to the utilities, not the only thing the software does.

To get the structural suggestions, go to the Query System again. Open up the question list with the complete list of all the structural questions.

Now, DON’T go through the list in order. The order of the questions in arbitrary, and the story points at the top are probably not the ones of most interest to you in this story.

Instead, scroll down the list and find the story point that is most important to you in this story. How do you know which one that is? Look over all that you have written in the Story Points window already. Read your own words without even bothering to look at what story point they pertain to. See which subject matter is most exciting to you in what you’ve already developed. Then, look over to the side of the story points window to see which structural story point those words happen to pertain to. It might be your Goal, or your Main Character’s drive, for example.

Whatever that story point turns out to be, you find that story point in the list of structural questions in the Query System. That should be the first question you ask the Story Engine about regarding the underlying structure. Why? Because it is most important to you and because the structure is wide open at this point and there are no limitations.

With whichever story point you begin, you will be presented with a little list different kinds of subject matter. So, if you started with Goal as the most important story point to you, you might have already written in Story Points “The Goal is to retrieve the stolen diamonds.” Now, you refer to your words and compare them to the lists of kinds of subject matter. You pick the item or items that best describes the underlying structural significance of what you have already written.

Why do you do this? Because as you make choices about the kinds of subject matter with which you are dealing in your story, you are also telling the Story Engine that other kinds of subject matter are NOT in your story.

The Story Engine is not limiting your choices, it is asking you to MAKE choices.

As you continue to make choices by going through the second most important story point, the third, and so on, eventually you’ll come to a story point question in which none of the remaining choices sound like what you have already creatively written about that story point.

This is not Dramatica trying to limit you to only those choices. In fact, it is the primary reason the Story Engine was created.

When none of the available choices match what you already creatively wrote, the Story Engine is telling you that it “believes” this particular story point is thematically inconsistent with what you’ve already told it about earlier story points.

So, do you have to change what you wrote to follow what Dramatica says? Of course not. It’s just a suggestion.

You have a choice. You might look at what the Story Engine suggested and say, “Hey, that makes more sense.” And then you might rewrite how you intended to put that story point into play in your story.

But, you might just as well say, “Hey, that doesn’t make any sense at all,” and leave things just as they are. Dramatica won’t “force” you to change your words. It just offered you a suggestion, like any good writing partner. But it’s your story, do what feels right to you!

The third possibility is that you might say, “Hey, Dramatica’s suggestions make better sense, but they don’t inspire me. If I write it to have a stronger structure, I’m sure it will come out dry. But the way I originally had it was very exciting to me, even though I can now see that it isn’t as strong as it could be structurally. Still, if I write it the way I originally wanted, I’ll be so enthusiastic that it will really come to life and the minor detriment to the structure will be more than compensated for by the added energy.”

You see, structure helps a story make sense. But audiences don’t primarily go to movies or read fictions to only increase their intellectual understanding. Rather, the audience wants to be made to feel, to be provided with emotional experiences that excite and move them. The experience doesn’t come from the structure, but from the way you tell your story. And if you aren’t writing about what is important to you, you won’t likely write with enough energy to involve your audience.

In my opinion, it is far better to have a flawed structure (as long as it is not SO flawed that it drags the audience out of the experience) than it is to have limp, dry storytelling.

So, the purpose of the Story Engine is not to force you to toe-the-line with perfect structure. Rather, it is designed to bring flaws in the structure to your attention so you can decide for yourself whether to fix the structure or go with your own inspiration.

To conclude, I personally think that most of the flak Dramatica receives is because authors think we are trying to tell them they HAVE to adhere to a structure or that the Story Engine’s suggestions are the only valid ones.

I wish they wouldn’t do that!

Dramatica is special because it is the first and only software product for writers to be able to offer those kinds of suggestions. The technology behind the Story Engine is so revolutionary that is has received a patent.

But:1. The software has MUCH more to offer than the Story Engine.

2. You don’t have to even use the Story Engine for Dramatica to be a really useful tool.3. The Story Engine just makes suggestions to help alert you to potential weaknesses in your structure.4. What you do about those suggestions is completely up to you.