Category Archives: Story Structure

What is Story Structure?

Dramatica theory is not just a bunch of words about writing. It is also a very specific model of the elements that make up all stories and the manner in which they can be arranged to create each unique story.

Now, most writers are not theorists, and don’t want to be. Still, an understanding of the way stories work can help support a writer’s instincts to make sure a flawed structure won’t get in the way of the creativity.

If you own the Dramatica software, you’ve probably noticed it comes with chart that looks something like a Rubik’s Cube on steroids, or a super-complex 3-D chess board. If you don’t have the software, you can download a copy in PDF at http://storymind.com/free-downloads/ddomain.pdf

That chart is a map of the elements that make up stories. If you were to twist it and turn it like a Rubik’s Cube, you would be “winding up” the dramatic tension of your story.

The Story Engine at the heart of the Dramatica software tracks all of those elements to make sure no dramatic “rules” are broken. What’s a Dramatic Rule? As an analogy, you can twist and turn a Rubik’s Cube, but you can’t pluck one of the little cubes out of it and swap it’s position with another little cube. In other words, you can create all kinds of patterns, but you can’t break structure. Similarly in stories, you can create all kinds of dramatic patterns, but you can’t just drop story elements wherever you want – they have to MOVE into place.

When you answer questions in Dramatica, you are expressing your dramatic intent – the dramatic pattern you want to create for your audience. That says something about the final arrangement you want with some of the “colors” in the Rubik’s Cube of your story.

Every time you make a choice, you are saying, “I want my story to look like this, as opposed to that.” You are choosing just as much what you DON’T want in your story as what you do.

The choices are cumulative – they pile up. The more you make, the more Dramatica’s Story Engine winds up. Your future choices start to become limited, not by arbitrary and rigid rules, but because you can’t do everything at one time in one place. Some choices or combination of choices simply prevent other options from being possible in that particular story.

Imagine – what would happen if you put anything you wanted into a story? Then anything goes. That means there is no good structure or bad structure, in fact there would be no structure at all.

What is structure? Structure is nothing more than making a point, either logistically or emotionally or both. Many stories don’t need structure because they are not about making a larger point or having a message, but are designed to be experiences without specific overall meaning.

That, in fact, is the difference between a Tale and Story. A Tale relates a series of experiences, a Story brings those experiences together to create an overall meaning. In other words, each experience is part of an overall pattern that becomes clear by the time the story is over.

There is nothing better or worse about a Tale compared to a Story, but authors of Stories take upon themselves a more demanding rigor. When your purpose is to have the sum of the parts amount to a greater meaning, the Structural Chart and the Story Engine can ensure that meaning is consistent and does not contradict itself.

The 12 Questions Every Writer Should Answer

 

There are 12 Essential Questions every author should know the answer to regarding his or her story. The next several tips will explore the meaning of and best way to answer Dramatica’s 12 Essential Questions. The questions are divided into three areas – Character, Plot, and Theme.

Character Questions:

1. Main Character Resolve – Change or Steadfast

2. Main Character Growth – Start or Stop

3. Main Character Approach – Do-er or Be-er

4. Main Character Mental Sex – Male of Female

Plot Questions:

5. Story Driver – Action or Decision

6. Story Limit – Timelock or Optionlock

7. Story Outcome – Success or Failure

8. Story Judgment – Good or Bad

Theme Questions:

9. Domain – four options: Universe, Physics, Mind, or Psychology

10. Concern – a choice of four depending upon choice of Domain

11. Range (Issue) – a choice of four depending upon choice of Concern

12. Problem – a choice of four depending upon choice of Range (Issue)

Why 12 questions? Imagine the structure of a story as the network of girders that form the structure of a skyscraper. Every place two or more girders connect to form an intersection is a key stress point in the structure. In stories, every place two or more dramatic forces converge is a key story point.

If you want to know something about the shape of the overall building, the four most important points are the four corners. Once those are determined, everything else falls within that perimeter.

Character, Plot, and Theme are like three different buildings in a story – three different kinds of structures. The best way to get a handle on the overall shape of each is to lock down the four corners.

By answering the 12 Essential Questions, you determine the basic shape of each of the three areas within which all other story point must fall, to which all other story points must conform. It is like determining the background or playing field against which all story elements must be played.

What about Genre? Genre is like a fourth building in the story. It provides the fourth corner in the complete structure. In fact, it determines how the other three buildings (Character, Plot, and Theme) will relate to one another.

Why aren’t there four more questions for Genre, making it 16 Essential Questions? Because Genre is not an actual structure like the other three areas, but is a description of how the other three relate to one another. It is more like a city in the sky.

Genre is determined by how you TELL the story, the other three describe the story that is to be told. As a result, Genre is dependent on the talent, inspiration, and mystical artistry of the author. That is why no computer will ever write a story as meaningful as a person can. In contrast, to think that stories are ALL art and nothing definitive and mechanical exists is to jump to the opposite extreme.

Until Dramatica, the art of storytelling was generally thought of as being inseparably intertwined with the substance of story structure. As a result, authors often created beautiful expressions of faulty structures.

By answering the 12 Essential Questions in Dramatica, authors can gain a sound understanding of the structural imperatives they have determined for their stories. Then, using that Storyform structure as a canvas and palette, they can draw their respective muses to express the intangible essence of the human heart in a meaningful and understandable form.

Problem Solving

All characters are driven by their justifications, but only some of the actions they take will end up solving a problem. From the author’s “objective” view, approaches that lead to solutions are “problem solving”. Approaches that do not are simply justifications.

The process of “problem solving” describes the paths an author promotes as being the most appropriate approaches to the story’s problem. The process of justification describes all paths that are not as appropriate.

In a binary sense, the best path of all will be represented by either the Main or Obstacle character. The remaining character of the two will represent the worst path. Of Main and Obstacle, one will be problem solving, the other justifying. All the remaining characters represent alternative approaches between the two extremes.

From the Dramatica Theory Book

Origins of Story Structure

Imagine the very first storytellers. Actually, what they told would certainly not be considered a story by today’s standards. Rather, they probably began with simple communications with but a single meaning at a time.

Even animals recognize a cry of pain or a coo of love from another creature, even across species. So it is not a great leap to imagine that rather than just crying out in immediate response, early man might have come to intentionally make sounds to indicate his physical and emotional conditions. Ask any cat or dog owner if their pets don’t speak with them!

Nevertheless, a grunt, coo, scream or growl does not a story make. First we need to ratchet things up a bit and take one small step away from simple sounds that have direct physical or emotional meanings.

For example, if you are hungry you might make a “longing” sound and point at your belly with a wistful pointing motion. As simple and silly as this seems, it is actually quite a leap in communication. No longer are we tied to single symbols or single experiences; not we can string them together to create more complex meanings.

What about jumping up another level and stringing a few complex meanings together? Well, before you know it, early humans were chatting in non-verbal sentences, describing journeys, experiences, and even warnings.

And, of course, language would evolve as more and more people had more and more to say and discovered the benefits of a common vocabulary.

Now such a sophisticated communication is still not a story. But it is a tale. A tale is simply a statement that starting from a particular place and state of mid, if you follow a particular path, you’ll end up at a particular destination.

That’s what fairy tales are all about. Paraphrased, they all basically say, “If you find yourself in a given situation, you should (or should not) follow this given path because it will lead to something good (or bad).

As long as the physical and emotional journey is credible, the statement is sound. Now, your audience may simply disagree with your conclusion as author of the tale, but if your statement is sound, at least they can’t argue with your logic.

Of course, the very first tales were probably true stories about someone’s encounter with a bear or directions to find the berry bush that makes everything look funny when you eat them. But it wouldn’t take long or our early storytellers to realize that they could create fictions that summed up the value of their experience in a single, message-oriented tale.

But beyond this, a clever storyteller with an agenda might realize that he could influence people to take (or avoid taking) particular actions in specific cases. No longer were tales just descriptions of real events, means of imparting the value of experience, or entertaining fictions. Suddenly then became a tool with which to manipulate others.

To do this, there must be no gaps, no missed beats, no emotional inconsistencies. And in addition, the tale must be captivating enough to grab and hold the intended audience – to pull them in and involve them so deeply that they are changed by the experience.

And yet, despite all its power, the tale has limitations. Primary among these is that the tale speaks only to a single specific situation and a single specific course of action. So, as a storyteller, you’d need to fashion a whole new tale for each specific path you wished to “prove” was a good one or a bad one.

But wouldn’t it be far more powerful to prove not only that a path was good or bad but that of all the alternative paths that might have been taken, the one is question is the best or worst?

Now, the simplest way to do this is to simply say so. You write a tale about just one course taken from a given situation, and then state at the end that it is the best or worst. So, rather than being a simple statement, this new kind of tale has become a blanket statement.

If your tale is being told just to your own village, to the people you grew up with, then there is a good chance they will accept such a blanket statement since your tale probably reflects a local truism – some “given” that is already accepted by your audience as true. The tale simply serves to reinforce existing beliefs, and at the end everyone nods their heads in agreement with the outcome.

But what happens when the tale is told in another village. What if their givens are not the same. There may be one or two in the crowd who question the storyteller and ask, “I can see why that path is good, but why would it be better than xxxxxx?”

When confronted with an alternative approach, the storyteller might then briefly describe how the suggested path might unfold, and why is it not as good (or bad) as the one presented in the tale itself.

Again, being among friends (or at least among those who share a similar if not identical world-view) they will likely be easily convinced. And, it is also likely that due to that similar outlook, only a few alternative paths might be suggested, and all rather easily dismissed.

The development of story structure probably languished in this form for centuries, as nothing more advanced or sophisticated was really needed.

Enter that advent of mass media. As soon as books began to circulate across micro-cultural boundaries, ad soon as plays were performed in traveling road shows, to important things happened that forced the further development of the tale into what has ultimately become the structure of story.

First, the audiences became wide, varied and was no longer drawn from a homogeneous pool of consensus. Rather, they cam from many walks of life, with a variety of beliefs and agendas. And so, as the tale traveled, blanket statements were not nearly as easily accepted. Many more alternative approaches would be suggested or considered individually by audience members. So, such a tale would be considered heavy-handed propaganda and discounted unceremoniously.

And second, due to the mass distribution of the tale, the original storyteller would not be present to defend his work. Whatever other paths might occur to the audience would not be addressed, robbing the work of its previous ability to be revised on the spot as part of the performance.

In response to this reception, many authors no doubt retreated from the blanket statement form of the tale to the simple statement, thereby avoiding ridicule and strengthening the power of the tale. After all, is it not better to make a smaller impact than no impact at all?

And yet, there were some authors who took another tack. They tried to anticipate the alternative approaches that other audiences might suggest, and took the radical step of including and disposing of those other paths in the tale itself. A brilliant move, really. Now, even when the storyteller wasn’t physically present, he could still counter rebuttals to his blanket statement.

Of course, the key to the success of this approach is to make sure you cover all the bases. If even one reasonable alternative is left un-addressed, then at least part of your audience won’t buy the message.

As mass-distribution moved tales farther a field from the point of cultural origin, more and more alternatives we required. By the coming of the age of recorded media, a tale might reach such a wide audience and cross such boundaries that every reasonable alternative would come up sometime, somewhere.

Eventually, the tale had been forced to grow from a simple statement, to a blanket statement, to a complete argument incorporating all the ways anyone might look at an issue. This effectively created a new and distinct form of communication that we recognize as the story structure we know today.

By definition then, a tale is a statement and a story is an argument. And in making that argument, the structure of a story must include all they ways anyone might look at an issue. Therefore, it certainly includes all the ways a single mind might reasonably look at an issue. And, effectively, the structure of a story becomes a map of the mind’s problem solving processes.

No one ever intended it. But as a byproduct of the development of communication from simple tale to complex story, the underlying structure of a story has evolved into a model of the mind itself.

Melanie Anne Phillips

Bad Story Structure is No Joke

You probably know someone who can take a bad joke and tell it so well that you are rolling on the floor. And you probably know someone who can’t tell a joke to save their life, even if the joke itself is hilarious.

If you start with a joke that just isn’t funny, even the best delivery in the world won’t improve the humor of the punch line, but getting there may have been a hoot. Conversely, if the joke is outstanding, a terrible delivery will rob the experience of its levity even though you still see what was supposed to be funny.

Stories work the same way. Even a perfect structure will lay there dead if poorly told. But a good storyteller will keep a reader/audience riveted, even if they clearly see how flawed the structure really is.

Point being, structure is not the Story God. It is a means to an end. It is far better to break structure and go with your Muse than to shackle yourself to the nuts and bolts of story mechanics at the expense of inspired storytelling.

Naturally, the best stories are those that have sound structure and passionate storytelling. But if you find the two diverge, it is always better to err to the side of passion.

Remember the cardinal rule of storytelling – Never bore your audience.