Category Archives: Plot Points

Static & Progressive Plot Points

There are two kinds of plot appreciations, Static ones which do not change and Progressive ones which transform as the story continues. To see each kind of appreciation in your story you need to alter your point of view.

Static plot appreciations are Goal, Requirements, Consequences, Forewarnings, Dividends, Costs, Prerequisites, and Preconditions. Since these static plot appreciations remain constant in nature from the beginning of the story to the end, the perspective from which to see them is to look at the story as a whole, as if it were one single thing. These appreciations should seem to be in effect no matter what part of the story you look at. The Goal will always be present and identifiable, the Consequences will always be looming, etc. Their presence at any point in the story may be understated or right up front, but the clearer they remain throughout the story, the stronger the story’s plot will be from this point of view.

Progressive Plot appreciations are Acts, Sequences, Scenes, and Events. These appreciations describe the experience of moving through the story so it is important to look at them in sequence. Whichever kind of progressive appreciation you are looking at, it is how they relate from one item to the next which is most important aspect about them to understand.

From the Dramatica Theory Book

Story Judgment: Good or Bad?

Judgment determines whether or not the Main Character resolves his personal angst.

The rational argument of a story deals with practicality: does the kind of approach taken lead to Success or Failure in the endeavor. In contrast, the passionate argument of a story deals with fulfillment: does the Main Character find peace at the end of his journey?

If you want an upper story, you will want Success in the Objective Story and a Judgment of Good in the Objective Story.

If you want a tragedy, you will want the objective effort to fail, and the subjective journey to end badly as well.

Life is often made of trade-offs, compromises, sacrifices, and re-evaluations, and so should be stories. Choosing Success/Bad stories or Failure/Good stories opens the door to these alternatives.

If we choose a Failure/Good story, we can imagine a Main Character who realizes he had been fooled into trying to achieve an unworthy Goal and discovers his mistake in time, or a Main Character who discovers something more important to him personally in the course of trying to achieve the Goal. Each of these would be called a “personal triumph.”

A Success/Bad story might end with a Main Character achieving his dreams only to find they are meaningless, or Main Character who makes a sacrifice for the success of others but ends up bitter and vindictive. Each of these would be a “personal tragedy.”

Because Success and Failure are measurements of how well specific requirements have been met, they are by nature objective. In contrast, Good and Bad are subjective value Judgments based on an appreciation of the Main Character’s personal fulfillment.

From the Dramatica Theory Book

Story Outcome: Success or Failure?

Although it can be tempered by degree, Success or Failure is easily determined by seeing whether or not the Objective Characters achieve what they set out to achieve at the beginning of the story.

Certainly, the Objective Characters may learn they really don’t want what they thought they did, and in the end not go for it. Even though they have grown, this is considered a Failure — they did not achieve what they originally intended.

Similarly, they may actually achieve what they wanted, and even though they find it unfulfilling or unsatisfying, it must be said they succeeded.

The point here is not to pass a value judgment on the worth of their Success or Failure, but simply to determine if the Objective Characters actually did succeed or fail in the attempt to achieve what they set out to achieve at the beginning of the story.

From the Dramatica Theory Book

Story Limit: Timelock or Optionlock?

Limit determines the kind of constraints which will ultimately bring a story to a conclusion.

For an audience, a story’s limit adds dramatic tension as they wonder if the characters will accomplish the story’s goal. In addition, the limit forces a Main Character to end his deliberations and Change or Remain Steadfast.

Sometimes stories end because of a time limit. Other times they draw to a conclusion because all options have been exhausted. Running out of time is accomplished by a Timelock; running out of options is accomplished by an Optionlock.

Both of these means of limiting the story and forcing the Main Character to decide are felt from early on in the story and get stronger until the moment of truth.

Optionlocks need not be claustrophobic so much as that they provide limited pieces with which to solve the Problem. They limit the scope of the Problem and its potential solutions.

Timelocks need not be hurried so much as they limit the interval during which something can happen. Timelocks determine the duration of the growth of the Problem and the search for solutions.

Choosing a Timelock or an Optionlock has a tremendous impact on the nature of the tension the audience will feel as the story progresses toward its climax.

A Timelock tends to take a single point of view and slowly fragment it until many things are going on at once.

An Optionlock tends to take many pieces of the puzzle and bring them all together at the end.

A Timelock raises tension by dividing attention, and an Optionlock raises tension by focusing it. Timelocks increase tension by bringing a single thing closer to being an immediate problem, Optionlocks increase tension by building a single thing that becomes a functioning problem.

One cannot look just to the climax to determine if a Timelock or Optionlock is in effect. Indeed, both Time and Option locks may be tagged on at the end to increase tension.

A better way to gauge which is at work is to look at the nature of the obstacles thrown in the path of the Protagonist or Main Character. If the obstacles are primarily delays, a Timelock is in effect; if the obstacles are caused by missing essential parts, an Optionlock is in effect.

An author may feel more comfortable building tension by delays or building tension by missing pieces. Choose the kind of lock most meaningful for you.

From the Dramatica Theory Book

Story Work: Action or Decision?

Action or Decision describes how the story is driven forward. The question is: Do Actions precipitate Decisions or vice versa?

At the end of a story there will be an essential need for an Action to be taken and a Decision to be made. However, one of them will be the roadblock that must be removed first in order to enable the other. This causal relationship is felt throughout the story where either Actions would never happen on their own, except that Decisions keep forcing them, or Decisions would never be made except that Actions leave no other choice than to decide. In fact, the “inciting event” that causes the story’s Problem in the first place will also match the kind of Work that will be required to resolve it. This “bookends” a story so that its Problem and solution are both precipitated by the same kind of Work: Action or Decision.

Stories contain both Action and Decision. Choosing one does not exclude the other. It merely gives preference to one over the other. Do Actions precipitate Decisions, or do Decisions precipitate Actions?

This preference can be enhanced or nearly balanced out by other dynamic questions you answer about your story. It’s really a matter of the background against which you want your Main Character to operate.

The choice of background does not have to reflect the nature of the Main Character. In fact, some very interesting dramatic potentials can be created when they do not match.

For example, a Main Character of action (called a Do-er) forced by circumstance to handle a deliberation-type problem would find himself at a loss for the experience and tools he needs to do the job.

Similarly, a deliberating Main Character (called a Be-er) would find himself whipped into a turmoil if forced to resolve a problem requiring action.

These mixed stories appear everywhere from tragedy to comedy and can add an extra dimension to an otherwise one-sided argument.

Since a story has both Actions and Decisions, it is really a question of which an author wants to come first: chicken or egg? By selecting one over the other, you instruct Dramatica to establish a causal order between dynamic movements in the Action line and the Decision line.

From the Dramatica Theory Book

A Story’s Limit: Timelock or Option Lock?

The following is excerpted from an online class on story structure presented by co-creator of the Dramatica theory of story, Melanie Anne Phillips, signed on as Dramatica:

Dramatica : Now, I’ll jump ahead for a moment and look at a couple of plot questions…. First of all, is your story forced to a conclusion because your characters run out of time, or run out of options? This is Timelock or Optionlock. We all know what timelocks are…The ticking clock, 48 hours, etc. But what about stories like Remains of the Day? What was the time limit in that? There was none. So why didn’t the story go on forever? Because it was set up to have a limited number of opportunities for the characters to try and make a relationship happen. And when all the opportunities were exhausted, that’s when the story ends. Its important for the audience to know this right up front… they have to know the scope of the argument.

In Speed, the movie, they actually change from one lock to the other and this is confusing…The set up is, that the bomb will go off at 11:30 no matter what. So, the audience gets their sense of tension from the ticking clock. They expect that to be the moment win or lose will happen. All the other “constraints” about the speed of fifty miles per hour, and not being able to take anyone off the bus, are just that, constraints, but the bus could keep going forever with refueling, if it were not for the time bomb. But at the end of the story, what brings the moment of truth? Not the time bomb…. In fact, the bus slows down below fifty as it hits the plane. The LED numbers that are ticking down are the speed, not the time! So, the timelock is not honored.

Then we don’t know WHEN the story is going to end for sure. We assume maybe when the bad guy gets it. But that wasn’t where our tension was headed. Where the tension was built toward at the beginning, and therefore its something of a cheat and bit of a disappointment.

Dramatica : Actually, barring questions, I’ll have to stop there for now, as I have a class of 30 eager writers coming here to Screenplay for a class tomorrow morning.

Dan Steele : is “reception theory” the psychology of the audience?

Dramatica : Yes, Dan, its like this.. We, as an audience, can see pictures in clouds, wallpaper, constellations…We try to order our world, When we see a finished work, we look for pattern. Sometimes we see what the author intended, Sometimes things the author never intended that may or may not be in conflict with the intended message. And sometimes, we see no pattern at all. It may be the Storyform was flawed, missing apiece. Or it may be that the storytelling just didn’t convey it, or it may be that the audience just isn’t tuned into the symbols the author chose to use.

From Dramatica Class Transcripts

Using Forewarnings

Whether or not the characters are aware of them, the audience will need to see forewarnings that indicate the approach of the Consequences. Forewarnings describe the kind of items that can be used to indicate approaching Failure.

One way to bring Forewarnings into your story is to have them be glimpses of one item that gets worse and worse, such as the growing cracks in a dam above the town in which your story takes place.

Another way of bringing in Forewarnings is to use many things of a similar nature. This happens in Ghostbusters where all kinds of paranormal activity increase as Armageddon approaches. The ghosts are causing all many different types of problems, more varied than just cracks in a dam, yet they are all appropriate because they are of a like nature.

Forewarnings do not have to be based on something falling apart. Forewarnings can also be seen as something which grows, such as the slowly growing fire in Towering Inferno.

From the Dramatica Software