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Reference
Part 1
Vocabulary
Vocabulary Grammar
Dramatica's terminology has its own grammar with structures, designations,
and usages which are reflected in the vocabulary listings. The individual
Vocabulary listings are constructed as follows:
Example:
The types of items which will be noted in the Vocabulary references include:
Structural Semantic items:
[Classes]
The 4 basic areas
a story can affect (Universe, Physics, Psychology, Mind).
[Types]
The 16 basic categories
of what can be seen from a specific point of view or Class.
[Variations]
The 64 terms which
describe the thematic message and its development within a story as well
as the ways of evaluating this message (semantic items).
[Elements]
The 64 descriptions
which represent the highest resolutions of approaches and attitudes required
to solve a story's problem (semantic items).
Story Points items:
[Overview Appreciations]
Items relating to
the widest appreciation of your entire story, including the Character
and Plot Dynamics which describe its dramatic mechanism and basic feel.
[Character Dynamics]
Items relating to
your Main Character's essential nature, behaviors, and attitudes.
[Plot Dynamics]
Items relating to
the entire story (both Objective and Subjective Story) in terms of the
forces that drive the plot forward and the outcome to which they lead.
[Structural Items]
Items relating to
the thematic arenas to be emphasized in a particular Storyform, focusing
on goals, events, and activities.
[Archetype]
A specific type of
character reflecting one of eight quintessential arrangements of 64 Characteristics
required to solve a story's problem.
[Dynamic Pairs]
Implied by every term
is a specific term that is its reciprocal. Together they create a paired
unit where the presence or absence of one affects the presence or absence
of the other. Every term that is a structural semantic item is part of
a dynamic pair.
[Storyform]
The skeletal blue
print of appreciations that are at work in any single story. It contains
the appreciations at work in the story which are independent of how an
author chooses to illustrate them.
[Throughlines]
The story appreciations
that are developed from the four distinct perspectives common to all stories
(the Objective Story, Subjective Story, Main Character, and Obstacle Character
perspectives) create a line of observations, from each of those points
of view, which can be followed through the course of the story. These
are called the throughlines, one throughline for each perspective.
[Storyforming]
Determining the appreciations
that will be explored in a story, the perspectives from which they will
be explored, and the order in which these explorations will occur within
the world of a story is called Storyforming. This is independent of any
Storytelling and instead deals with ordering the pieces common to all
stories.
[Storytelling]
Illustrating a storyform
with the cultural signs and artistry that an author feels are appropriate
to his story.
[Storyweaving]
Combining the Storytelling
of a story with its Storyform.
Dramatica Vocabulary
Ability · Most terms in Dramatica are unique, however,
four items have two uses, serving both as Variation and Element. This
is a result of the fundamental importance of the concepts represented
by these four items: Thought, Knowledge, Ability, and Desire.
[Variation]
· dyn.pr. Desire<-->Ability · being suited
to handle a task; the innate capacity to do or be · Ability describes
the actual capacity to accomplish something. However, even the greatest
Ability may need experience to become practical. Also, Ability may be
hindered by limitations placed on a character and/or limitations imposed
by the character upon himself. · syn. talent, knack, capability,
capacity, faculty
[Element] ·
dyn.pr. Desire<-->Ability · being suited to handle
a task; the innate capacity to do or be · An aspect of the Ability
element is an innate capacity to do or to be. Although all characters
will have abilities of one sort or another, only the character containing
the Ability characteristic will seem to have them all. This does not mean
he have developed any of his Abilities, but just that he has the capacity
to do so. The positive side is that the character containing the Ability
Characteristic can develop any skill he may need. The negative side is
that just because something can be done does not mean it should be done.
In other words, sometimes Ability is more a curse than a blessing because
it can motivate a character to exercise capacities that may be negative
· syn. innate capacity, capability, talent for, inherent
proficiency
Acceptance · [Element] · dyn.pr. Non-acceptance<-->Acceptance
· a decision not to oppose · When a character represents
Acceptance, it simply adapts to whatever comes its way without opposition.
Of course, this can eliminate many potential conflicts by refusing to
stand against inequity. On the other hand, if the source of the inequity
keeps churning out trouble Acceptance will allow that negative process
to continue unencumbered · syn. acquiescence, tolerance,
allowance for, consent, submission
Accurate · [Element] · dyn.pr. Non-accurate<-->Accurate
· being within tolerances · Not all concepts work all the
time. When an understanding has uses within limitations or is mostly or
often true, it can still provide a useful way of looking at the broad
issues. The more accurate an understanding, the more specifically one
can apply it with certainty. The character possessing the Accurate characteristic
will accept rough approximations and will make judgments and perform activities
that are "within tolerance" or "good enough" for the
purpose at hand. The advantage is that little energy is wasted on "the
law of diminishing returns." The disadvantage is that appraising
things as Accurate can lead to gross generalizations. If the character
containing Accurate is not careful it may assume that an understanding
applies to every instance all the time · syn. within tolerance,
sufficient, adequate, acceptable, passable
Act · [Structural Term] · The largest sequential
increments by which we can measure the progress of a story · an
Act is a noticeable division in the dramatic flow of a story which is
created by the convergence of the elements of Character, Theme, and Plot.
This division has been noticed in studies of narrative dating back thousands
of years, but never with the precision with which we see it in Dramatica.
A complete storyform contains all the thematic appreciations that will
be explored in a story, the perspectives from which they will be explored,
and the order in which they will be explored from those perspectives.
When a particular perspective has explored the nature of a Type by paying
tribute to the Variations connected with it, that perspective has completed
an act. Each perspective has its own throughline and there are four acts
for every throughline, making up a complete storyform.
Action · [Plot Dynamic] · in terms of the
objective plot, actions force decisions · All stories have both
Action and Decision, however one will take precedence over the other.
Typically, one defines an Action story as having more Action or more intense
Action than a Decision story. This view is overly influenced by how the
story is told rather than what it represents. Dramatica takes a different
view of Action and Decision. Either Actions force the need for Decisions
or Decisions force the need for Actions in order to advance the plot.
Over the course of the story as a whole (independent of the nature of
the Main Character), if Actions precipitate the progression of the plot,
it is an Action story. The question to ask in regards to any particular
story is which comes first to move the story along?--not which is there
more of. Action stories will begin with an Action, be marked at the beginning
and end of every Act by an Action, and will end with a climactic Action.
If it were not for unforced Actions taking place in an Action story, the
story would dwindle until another Action occurred.
Actual Dilemma · [Overview Appreciation] ·
The Main Character's decision to change results in success · In
an Actual Dilemma, the Main Character cannot succeed if he keeps to the
path he began on. Unless he changes, he is doomed to failure. Of course,
the Main Character cannot see the future and therefore can never be absolutely
sure if he should change or not. That is why Main Characters must often
make a "leap of faith" at the moment of climax and decide to
Change or Remain Steadfast. Other times, the Main Character is slowly
drawn towards his Resolve of Changing or Remaining Steadfast, however
it is still clear which way he's gone by the end of the story. In stories
where the Main Character Changes and, succeeds as a result, he is said
to have been in an Actual Dilemma.
Actual Work · [Overview Appreciation] · The
Main Character's decision to remain steadfast results in success ·
A Work story is one in which remaining steadfast is the path to success.
When the Main Character's appraisal matches the reality of the situation,
his assessment of the Work required is said to be Actual.
Actuality · [Element] · dyn.pr. Perception<-->Actuality
· an objective reality -- the way things are · Actuality
refers to the true state of things. A character who represents Actuality
sees right through image and pretense, preferring to get to the heart
of the matter. It also will not accept foregone conclusions until they
have materialized. It feels that without substance there is no meaning.
The problem is that anything that does not meet its strict definitions
is ignored as irrelevant. It is often surprised when the undefined or
unformed turns out to be very real · syn. the true state
of things, objective reality, factuality, demonstrable existence, demonstrable
reality
Analysis · [Variation] · dyn.pr. Strategy<-->Analysis
· evaluation of the situation and/or circumstances · Analysis
sits on one side of planning and strategy sits on the other. Analysis
is the interpretation of available data in order to establish the approach
most likely succeed. If the Analysis is faulty, it limits the potential
of a Strategy. If a Strategy is faulty, it limits the effectiveness of
Analysis · syn. evaluation, examination, breakdown of situation,
close investigation, scrutinization
Antagonist · [Archetype] · An archetypal Objective
Story player who is in every way opposed to the Protagonist · Antagonist
and Protagonist are diametrically opposed. If one is pursuing, the other
avoids. If one is avoiding, the other pursues. If one's goal is to cause
something, the other's goal is to prevent the same thing and vice versa.
Together, Antagonist and Protagonist form a Dynamic Pair centered around
the core issue of the Objective Problem in stories which contain these
archetypal characters. In order for one to succeed the other MUST fail.
Apparent Dilemma · [Overview Appreciation] ·
The Main Character's decision to change results in failure · Apparent
Dilemma describes a story where the Main Character mistakenly believes
he is on the wrong path. An Actual Dilemma story, by contrast, is one
in which the Main Character's original path cannot lead to success. If
the Main Character Changes when only Remaining Steadfast would have led
to success, he is said to have been in an Apparent Dilemma.
Apparent Work · [Overview Appreciation] ·
The Main Character's decision to remain steadfast results in failure ·
Apparent Work describes a story where the Main Character mistakenly believes
he is on the proper path. An Actual Work story is one in which Remaining
Steadfast is the path to success. If the Main Character maintains his
course when indeed he needs to Change, he is said to have been in an Apparent
Work story.
Appraisal · [Variation] · dyn.pr. Reappraisal<-->Appraisal
· an initial understanding · When determining which parts
of evidence he should investigate and which parts he doubts and therefore
chooses to ignore, a character makes an initial Appraisal of where the
evidence seems to be leading. Although there is not enough evidence to
really draw a conclusion, there is enough to indicate the direction evidence
seems to be leading. That which is not in line is doubted, and the more
out of line, the more doubt. That which is in line is investigated. Of
course, since this Appraisal is based on insufficient evidence, the big
picture can change dramatically over the course of investigation. Yet,
like everyday people, a character is strongly influenced by first impressions
and can become attached to an Appraisal and fail to see that the direction
of evidence has changed · syn. first impression, preliminary
understanding, initial approach, initial assimilation.
Appreciations · Commonly shared dramatic concepts ·
Appreciations are items of dramatic meaning that are common to all stories.
When a person attempts to deal with troubles, certain considerations and
perspectives are commonly adopted; "goals," for example, "requirements,"
and "consequences." Stories, which represent analogies to this
problem solving process, also incorporate these aspects. In Dramatica,
these shared considerations are referred to as "appreciations."
Approach · [Character Dynamic] · The Main
Character's preferred method of general problem solving · By temperament,
Main Characters (like each of us) have a preferential method of approaching
problems. Some would rather adapt their environment to themselves, others
would rather adapt themselves to their environment. There is nothing intrinsically
right or wrong with either approach, yet it does affect how one will respond
to problems. Choosing "Do-er" or "Be-er" does not
prevent a Main Character from using either approach, but merely defines
the way he is likely to first approach a problem, using the other method
only if the first one fails.
Approach · [Variation] · dyn.pr. Attitude<-->Approach
· one's methodology of doing or being · Approach is the
manner in which a character chooses to seek the solution to a problem.
This might be a specific method or just a general set of tools or guidelines
that is deemed appropriate for the job. These tools can be physical or
mental ones, depending upon the nature of the problem and the determined
solution · syn. method, procedure, style, manner, manner
of doing, one's own way.
Archetypal Characters · Of all the ways the 64 Objective
Character elements of Dramatica might be grouped, there is one arrangement
that is akin to an alignment of the planets. When all elements from one
"family" of like elements are placed in each character, eight
Archetypal Characters are created. They are Archetypal because their homogeneous
nature accommodates all levels a character must have to be fully dimensional,
yet line up by content so well there is little internal dissonance. Archetypal
Characters are useful in stories that seek to concentrate on plot, action,
or external themes. This is because they do not "get in the way"
or clutter the Author's purpose. However, because they are so predictable,
Archetypal Characters are not easily used to explore the human psyche
and are most readily employed in stories designed more for entertainment
than message.
Argument · [Dramatica Term] · the underlying
message that is made by a story's combined structure and dynamics ·
The dispassionate argument is the story's contention that a particular
approach is the most appropriate one to solve a problem or achieve a goal
in a given context. The passionate argument is the story's contention
that one world view is better than another in terms of leading to personal
fulfillment. An author can use his story's argument to convey a personal
message directly, or indirectly if he makes an exaggerated argument supporting
what he is against. The argument of a story exists within the story and,
if it is complete, it can be discerned whether the author realizes it's
there or not. (Also see Grand Argument Story.)
Attempt · [Variation] · dyn.pr. Work<-->Attempt
· applying oneself to something not known to be within one's ability
· When there is a question as to the match-up of one's abilities
to the demands of a task, one may still elect to attempt to complete the
task. However, sometimes a character has lost sight of the purpose of
the task or underestimated his progress and has actually done the work
while continuing to try beyond the point originally aimed at. Why does
one beat a dead horse? Why does a billionaire struggle to earn one more
million? · syn. try, uncertain undertaking, speculative
endeavor, dubious effort, endeavor, unlikely venture
Attitude · [Variation] · dyn.pr. Approach<-->Attitude
· one's demeanor while doing or being · Attitude describes
the manner in which a character proceeds with an approach. One character
might be hard-driven, another laid back. One may be willing to sacrifice
efficiency for the sake of a pleasant approach. Another might sacrifice
pleasure in order to make the approach most efficient. Sometimes an approach
can be pushed too hard or not hard enough. It requires not only the proper
approach but the appropriate attitude to arrive at the solution to a problem.
· syn. demeanor, manner of approach, countenance, behavioral
outlook, perspective on doing
Attraction · [Variation] · dyn.pr. Repulsion<-->Attraction
· drawing or being drawn to something · How hard should
one try? How much work should one do? This is modulated by the Attraction
of what one is trying to achieve. Attraction is a directional factor that
indicates what lies ahead is a positive reward. When a character strives
toward a goal, he passes many veils along the way. Each one is a curtain
to the future that must be ripped away to see what lies beyond. Attraction
describes the nature of the curtain itself. Can you judge the pleasure
of a book by the art on its cover? In the parable of the carrot and the
stick, Attraction is the carrot. · syn. allure, enticement,
charm, captivate, appeal, draw, lure
Author's Proof · [Storytelling] · the epilogue
or follow-up to a story that proves the "outcome" of the story
is real or imagined, good or bad · Technically speaking, the moment
of climax in a story is the intersecting point where the nature of the
Main Character crosses paths with the nature of the objective story. It
is here that the course of one, both or neither of them may be altered
by the interaction. The only way an audience can be sure what, if anything,
has changed course is to plot one more dramatic point past the climax,
as part of Act 4 to illustrate the new direction of the objective story
and Main Character. This might be the "?" after the words "The
End" in a monster story or a formerly mean man sharing his sandwich
with a stray dog on the way home. The purpose is simply to illustrate
that the suspected effect of the climax has or has not truly resulted
in a change in course. As such, it functions as the Author's Proof and
is a key component of the denouement.
Avoid· [Element] · dyn.pr. Pursuit<-->Avoid
· stepping around, preventing or escaping from a problem rather
than solving it · Like its counterpart Pursue, the Avoid characteristic
causes a character to be a real self-starter. The difference is that just
as strongly as Pursuit tries to close in on the something, Avoid tries
to escape it. Avoid can take the forms "escape" or "prevent"
depending upon whether the focus of the effort is an object or a process.
Avoid might be seen as running away, but that has its place. And certainly,
when seen as "prevent" it might be applied to stopping something
very negative from happening. Of course, it could also prevent something
positive or really just be running away from something that should be
faced. Pursue and Avoid are not value judgments but directions. ·
syn. evade, dodge, elude, escape, steer clear of, prevent
Aware · [Element] · dyn.pr. Aware<-->Self-Aware
· being conscious of things outside oneself · A character
that represents Awareness misses nothing that happens around him. A drawback
is he may forget to figure himself into the equation. · syn.
outward perceptiveness, external sensitivity, consciousness of the external,
responsive
Backstory · [Storytelling] · Although often
embellished greatly in the storytelling, Backstory is nothing more than
a description of how a Main Character's justification built up over time,
leading him to intersect with the story's problem, or how a story problem
developed over time, leading it to intersect with the Main Character.
Backstory outlines the sequence of events and the combination of forces
that make the Main Character the central connecting point between the
subjective and objective problem. Backstory need not be presented to the
audience as it is not essential to the story's argument about how to or
how not to solve a problem. However, inclusion of Backstory can offer
the additional benefits of showing the audience how to avoid the problem
before it becomes a problem. Sometimes Backstory is presented at the beginning
of storytelling, making it appear to be part of the story itself into
which it can smoothly and seamlessly segue. More often, Backstory is explored
episodically in Flashbacks or through other forms of revelation. Sometimes
the focus of the storytelling is on the Backstory itself and the story
is told episodically through flashforwards. Even more complex implementations
not only present Backstory episodically but also out of order, leaving
it to the audience to ultimately put the pieces together and thereby solve
a riddle necessary to solving the problem of the story itself.
Bad · [Plot Dynamic] · The Main Character
ultimately fails in resolving his personal problems · If at the
end of the story the Main character is still nagged by his personal problem,
then the judgment of the story can be considered bad. Even though the
effort to achieve the story's goal may result in success, this is not
necessarily a good thing for the Main Character. In fact success might
be obtained in the objective story even though the Main Character fails
to resolve his personal problems. Conversely, the effort to achieve the
story goal might end in failure, yet with the Main Character ultimately
overcoming his personal problems. Regardless of whether the objective
story ends in Success or Failure, if the Main Character fails to resolve
his personal problems, the outcome is deemed Bad.
Be-er · [Character Dynamic] · The Main Character
prefers to adapt himself to his environment · Every Main Character
will have a preference to deal with problems by either physical effort
or by mental/emotional effort. When a Main Character prefers adapting
himself to the environment over working directly in the external environment
to resolve problems, he is a Be-er.
Becoming · [Type] · dyn.pr. Being<-->Becoming
· transforming one's nature · Becoming means achieving an
identity with something. This is different from "being" which
merely requires posing as something. To become, one must do more than
just pretend to be by mimicking all the traits of what one wants to become.
Rather, one must also lose all those parts of oneself that are inconsistent
with what one wants to become. "Giving up" a part of oneself
is always the hardest part of becoming and the reason so many characters
spend a lot of time "being" without ever becoming · syn.
embodying, manifesting, personifying, incarnating, transforming
Being · [Type] · dyn.pr. Becoming<-->Being
· temporarily adopting a lifestyle · "Being" is
an elusive word, subject to inconsistent common usage. For purposes of
story, Being is meant to describe the condition of existing in a certain
manner. This does not mean that whomever or whatever is being a particular
way is truly of that nature to the core. In fact, it may be put on, as
an act or to deceive. However, as long as there is nothing more or less
to the functioning of person or thing, it can be said to "be"
what it appears to be. Stories often focus on someone who wants to "be"
something without actually "becoming" it. The important difference
is that to "be" requires that all the elements of what one wants
to be are present in oneself. To "become" requires that there
are no elements in oneself that are not in what one wants to become ·
syn. pretending, appearing, acting like, seeming as, fulfilling
a role
Blind Spot · [Character Appreciation] · The
motivations of the Subjective Characters which they are unable to see
about themselves · Both the Main Character and the Obstacle Character
(who stands in the Main Character's path) are driven by their particular
motivations. In a story, each has a prime motivation that describes the
one issue in each that they cannot see in themselves. It is because
they cannot see it in themselves that it works below the level of their
consciousness to motivate them. Because they cannot see it, it is called
a Blind Spot. In a change character, the Blind Spot is the actual source
of the problem common to both the Objective and Subjective stories. In
a steadfast character, the Blind Spot represents what drives him to become
the agent of the common solution to both the Objective and Subjective
stories. In either case, although other characters may see it quite clearly
in the Main and Obstacle Characters, neither Main nor Obstacle can see
the Blind Spot in themselves.
Both · [Overview Appreciation] · both women
and men will tend to empathize with the main character in this story ·
Although there is much common ground in a story that is appreciated equally
by women and men, some dramatic messages speak to one group more profoundly
than the other. One particular area of difference is the relationship
of female and male audience members to the Main Character. In some stories
an audience member will feel Empathy with the Main Character, as if he/she
were standing in the Main Character's shoes. In other stories, an audience
member will feel Sympathy, a less intense emotional attachment, for the
Main Character as if the Main Character is a close acquaintance. The dynamics
that control this for women and men are quite different. "Both"
indicates that, as a result of this storyform's dynamics, both male and
female audience members will tend to empathize with the Main Character.
Neither will sympathize.
Catalyst · [Variation] · The item whose presence
always pushes the story forward toward the climax · The Catalyst
is what creates breakthroughs and seems to accelerate the throughline
it is affecting. In both the Objective and Subjective Stories there occur
dramatic "log-jams" when things seem to be approaching a halt.
This is when the Catalyst is necessary, for its introduction will either
solve the puzzle that's holding things up or else make the puzzle seem
suddenly unimportant so the story can continue.
Cause · [Element] · dyn.pr. Effect<-->Cause
· the specific circumstances that lead to an effect · The
character containing the Cause characteristic is concerned with what is
behind a situation or its circumstances. This can lead it right to the
source of trouble, the source of control. However, sometimes many things
came together to create a particular effect. In that case, the Cause characteristic
may fail by either looking for a single source or trying to address them
all while ignoring the option of simply dealing with the effect. ·
syn. reason for, effector, source, agent, antecedent
Certainty · [Element] · dyn.pr. Potentiality<-->Certainty
· a conclusion that something is absolutely true · The character
representing the Certainty characteristic is not a risk taker. It must
be completely sure before it takes action or accepts information as true.
The slightest potential for error or change will stop it in its tracks.
On the plus side, it never goes out on a limb far enough to break it;
on the minus side, it might never get out far enough to get the fruit
either. Many opportunities are lost to it because it hesitates until it
is too late. · syn. sureness, definiteness, having no doubts,
total reliability, indisputability, irrefutability, unmistakability, certitude,
conviction
Change Character · [Character Appreciation] ·
the subjective character who changes his approach or attitude in a story
· The Change Character is the single character who does
change in a story in an attempt to resolve his personal problem. The Change
Character must be either the Main Character or the Obstacle Character
but cannot be both. A Change Character cannot tell until the end of the
story whether or not he will change, and even then, a Change Character
has no way of knowing whether or not changing will lead to success or
to resolving his personal problem. However, in every story, either the
Main Character or the Obstacle Character will Change in response to the
other's Steadfastness and become that story's Change Character.
Change · [Character Dynamic] · The Main Character
changes his essential nature while attempting to solve his problems ·
Every Main Character represents one special character element. This element
is either the cause of the story's problem or its solution. The Main Character
cannot be sure which it represents since it is too close to home. Near
the climax of the story, the Main Character must demonstrate whether he
is going to stick with his original approach in the belief that it is
the solution or jump to the opposite trait in the belief he has been wrong.
In "Leap of Faith" stories this will occur during a "moment
of truth." In "Non-Leap of Faith" stories this will occur
over the course of the story and be assessed for Change or Steadfastness
in the end of the story. When a Main Character abandons his original story-long
approach for its counterpart, he is said to Change.
Change · [Element] · dyn. pr. Inertia<-->Change
· an alteration of a state or process · Change is the force
that alters. A characteristic representing change is quick to adapt but
also cannot leave well enough alone. It feels that if things have been
one way long enough to establish a pattern, it is time to change it. ·
syn. altering, altering force, modify, reshape, adjust, adapt
Chaos · [Element] · dyn.pr. Order<-->Chaos
· random change or a lack of order · Chaos is disorder,
randomness, anarchy. The Chaos characteristic is brilliant at cutting
through a Gordian knot. But then it just keeps cutting every rope it sees
until the chandelier falls on its head. It "stirs the pot" just
to see what will bubble up to the top. · syn. randomness,
anarchy, disorder, formlessness, noncohesion
Character · [Dramatica Definition] · In Dramatica,
there are two major divisions of Characters: the Subjective Characters
and the Objective Characters. In the most frequently told kinds of stories,
Subjective Characters are the smaller group, consisting of only the Main
Character and the Obstacle Character. Both of these are concerned with
providing the audience with a Subjective view of the story. There can
be, and frequently are, many more Objective than Subjective Characters.
An Objective Character is defined as a specific collection of dramatic
Elements or characteristics that remains consistent for the entire
story. There are sixty four elements in the Dramatica Structure which
represent the building blocks of Characters. All sixty four elements must
be used to fully develop the story's argument. To have meaning to an audience,
the group of elements that makes up each objective character must present
a consistent viewpoint (with regards to the story goal/problem) during
the course of the story. In this way the relative attributes of each of
these elemental approaches can be clearly explored during the course of
the story. Sixty four elements may at first sound too limited to create
interesting characters, but when you consider that the number of arrangements
of the elements is multiplied by the way the might be grouped, the total
number of characters that can be created is in the millions. In regard
to story, the Objective Characters present the story to the audience and
the Subjective Characters allow the audience to participate in the story.
Because of this, Subjective Characters are unique in that they do double
duty by having a special relationship with the audience and pulling their
weight as Objective Characters as well. This is because they are concerned
both with the Main Character's personal problem and also the Objective
Story problem.
Charge · [Dynamic Term] · Since there are
two of each kind of pair in a quad (Dynamic, Dependent and Companion),
it is useful to have a way of identifying each one by its position in
the quad. Dramatica uses the concept of a dramatic CHARGE to accomplish
this. As with electrical charges, positive or negative does not mean one
is good and the other bad but simply that they have opposite attributes.
So in a quad the Dynamic (diagonal) pair that is negatively charged simply
means that it runs from the upper right item in the quad to the lower
left unit of the quad. The other Dynamic pair is referred to as positively
charged. The top Companion (horizontal) pair is positive; the bottom Companion
pair is negative. The left Dependent (vertical) pair is positive; the
right Dependent pair is negative. By using the CHARGE method, any pair
in any quad can be directly and specifically referred to.
Choice · [Variation] · dyn.pr. Delay<-->Choice
· making a decision · Choice is simply a decision as to
which is the best path toward resolving a problem. A character will ponder
all the information and factor in all his feelings and arrive at a decision.
Sometimes a character will choose before all the information is in. This
can lead him to take steps that may ultimately prove to be counter-productive
or even self-destructive. On the other hand, such intuitive leaps can
bypass a number of obstacles on the way to a story's conclusion. Still,
"snap judgments often lead to regrets for those whose only exercise
is jumping to conclusions." -- Dramatica fortune cookie ·
syn. decision, selection, determination, pick
Circumstances · [Variation] · dyn.pr. Situation<-->Circumstances
· the relationship of oneself to the environment · Circumstances
describes the way a character feels about his environment. Whereas Situation
is rated in terms of satisfaction, Circumstances are rated in terms of
fulfillment. Emotion, therefore, is the standard of measurement a character
uses to evaluate his Circumstances. Often a character must accept unfulfilling
Circumstances because he needs the benefits of the Situation. Or a character
may accept an unsatisfying Situation because it comes with fulfilling
Circumstances. Over the course of a story, the balance between the two
measurements can vary greatly. · syn. how things stand emotionally,
emotional evaluation of the environment, value of existing conditions,
relationship to others
Class · [Structural Term] · The broadest classification
of where problems can exist · The possible places where problems
can exist can be divided into four areas, and we call these areas the
four Classes. The Classes are separated by distinctions between inner
and outer states and processes. Universe and Physics represent external
states and processes respectively, and Mind and Psychology represent internal
states and processes respectively. Though Classes have the same names
as Domains, they represent only a structural ordering of semantic terms
and are not the same as Domains which are more dynamic appreciations created
by matching a Class with one of the four throughlines.
Closure · [Variation] · dyn.pr. Denial<-->Closure
· bringing something to an end · Closure can be seen in
two ways. One, it can be an ending. In this sense, it prevents what has
happened from being changed; it protects a memory or a situation because
the window of opportunity for change has ended. In the other sense, Closure
can be seen as a continuance. This is because a process made into a closed
loop will just go on forever, repeating the same course. In some stories
Closure settles all the dramatic potentials to show that the issue of
the story has been resolved. In other stories, Closure is used to show
that even though the immediate problem has been resolved, the volatile
relationships among the characters is never-ending. Closure is useful
in letting one know when the job is done. Negatively, Closure tries to
bring everything to a conclusion even if it is a continuously growing
process that is completely open-ended. The attempt to stop such an evolution
would be either fruitless or disastrous. But is a process closed or not?
When is a career at an end? · syn. finishing, completion,
resolution, recursive
Co-Dynamic Pair · [Structural Term] · When
one of the two dynamic pairs in a quad is selected as the "Reference
Pair," the remaining dynamic pair is referred to as its CO-DYNAMIC
PAIR.
Commitment · [Variation] · dyn.pr. Responsibility<-->Commitment
· a decision to stick with something regardless of the consequences
· A commitment forms the essence of the steadfast character. When
a character makes a commitment, it is a decision not to quit regardless
of the obstacles that may come. This allows the character to accept much
higher costs on the way to a goal than he would if he re-evaluated every
time something went wrong. A problem arises, however, when one of those
obstacles turns out to be impassable. If a character reaches this point,
he cannot achieve the goal. But since he is Committed, he does not re-evaluate
and instead continues to beat his head against a brick wall. ·
syn. dedication, devotion, steadfastness, zeal
Companion Pair · [Structural Term] · In any
given quad, the two top items share a relationship between them in the
same way the bottom two share a relationship. What separates the two pairs
is what dramatic focus they create. Each pair in each quad will be focused
in a slightly different place, creating a gradual shift in the model from
one point of view to its opposite. In many quads, the top pair will appear
to be more oriented toward the environment in comparison to the bottom
pair which is more oriented toward the mind. Either the top or bottom
pair can be referred to as a Companion Pair, meaning that the two items
that make up the pair are companion rather than in conflict.
Complex Characters · Whenever even a single element is added
or removed or swapped in an Archetypal character, that character becomes
Complex. The more elements that differ from the Archetypal, the more complex
the character becomes. Characters in a story need not all be Archetypal
or all be complex. Making some characters more complex than others is
a valuable storytelling tool that allows for more exploration of certain
areas of the story while underplaying others.
Conceiving · [Type] · dyn.pr. Conceptualizing<-->Conceiving
· coming up with an idea · Conceiving is the process of
arriving at an idea. If there were no artificial light in the world, one
might conceive the need for some form of electric torch. That would be
conceiving. But the design of an actual incandescent bulb versus a fluorescent
one would require conceptualizing a specific implementation of the idea
one has conceived. Conceiving need not come before conceptualizing. For
example, a common dramatic technique is to give a character a very clear
mental image of an object or arrangement that holds the solution to the
story's problem. But the character does not know the solution lies in
the conceptualization. It is only when he finally conceives of the need
for a particular kind of solution that he realizes he had the answer all
along. Simply put, Conceiving defines the question, Conceptualizing clarifies
the answer · syn. originating, inventing, devising, engendering,
hatch ideas
Conceptualizing · [Type] · dyn.pr. Conceiving<-->Conceptualizing
· visualizing how an idea might be implemented · Conceptualizing
means coming up with a practical implementation of an idea. It is not
enough to simply have the idea. To conceptualize, one must develop an
actual mental model of how such an idea might be made manifest. In other
words, one might have an idea to build a spacious house. But to conceptualize
the house one must imagine everything that makes up the house -- the design,
the layout, the colors and textures, everything that is essential to understanding
what that specific house is. A character that deals with conceptualizing
would be well aware of the kind of solution that will eliminate the problem
but spend his time trying to devise a specific way of achieving that solution
· syn. visualizing, imagining, envisioning, visualizing
implementation
Concern (Objective Storyline) · [Type] · the
goal or purpose sought after by the objective characters · The
Objective Story Concern is the area which all the Objective Characters
are hoping to have a good grasp of by the end of the story. Their goals
and purposes will all share some aspect of the Type item which is their
story's concern. There is also a Subjective Story Concern which is the
area of concern between the Main Character and the Obstacle Character.
This is also a Type item which describes the nature of what the Main and
Obstacle Characters are seeking from each other.
Conditioning · [Variation] · dyn.pr. Instinct<-->Conditioning
· responses based on experience or training · Conditioning
describes learned responses to various stimuli. Similar to Instinct in
that the Consciousness in not involved until after the fact, Conditioning
differs insofar as it was not inherent in the basic nature of a character
but acquired though training or familiarity to impose its triggers on
the mind. Since Instincts are intrinsic and Conditioning is learned, they
frequently come in conflict over how to respond. This concept alone has
provided the theme for many intriguing stories. · syn. habituation,
trained response, accustomed response, adaptive adjustments
Confidence · [Variation] · dyn.pr. Worry<-->Confidence
· belief in the accuracy of an expectation · Confidence
points to the future. It is not a rating of the present situation but
a positive evaluation of how things will turn out. Confidence, therefore,
is a great motivator in unknown situations. This is because Confidence
is not based on predicting a situation but on the experience of past situations.
The downside is that Confidence erodes the motivation to prepare for the
unexpected. If past experience has always shown that even the most threatening
disasters have worked themselves out, then one will ignore potential danger
that may turn out to be real. We see this in history time and time again,
such as the way the people of Pompeii remained in their homes while Vesuvius
bellowed smoke for the umpteenth time. · syn. hopeful prospects,
positive expectations, faithful anticipation, optimism
Conscience · [Element] · dyn.pr. Temptation<-->Conscience
· forgoing an immediate benefit because of future consequences
· Conscience is the motivation that negative consequences are unavoidable
if a present desire is acted upon. Conscience can serve a character well
in overcoming strong transient desires that would bring disasters upon
him. If the negative consequences are purely imaginary, however, Conscience
constricts the free expression of one's heart .· syn. forgoing
for fear of consequences, forgo, forbearance, temperance, abstinence,
restraining oneself
Conscious (The Conscious) · [Type] · dyn.pr.
Memory<-->Conscious · considerations · When one has
all the facts, knows all the impact -- both positive and negative; when
one is fully aware of detrimental consequences and still decides on the
poor course of action, there is something wrong with the way one arrives
at conclusions. This is the subject of stories focusing on the Conscious.
The key here is not to redefine who a character is but to lead him to
relearn how to weigh an issue so his conclusions are less destructive
to himself and/or others. · syn. considerations, sensibilities,
cognizant, ability to consider, sensible, informed contemplation, contemplation
Consequence (Objective Storyline) · [Type] ·
The area that best describes the result of failing to achieve the goal
· For every goal there is a consequence. Consequence describes
the results of failing to achieve the goal. This predisposes the goal
to be something desirable but this is not necessarily true. Sometimes
the difference between goal and consequence can be one of choosing the
lesser of two evils. More optimistically put, goal and consequence might
be measures of magnitude of two favorable outcomes. Sometimes the Consequence
will occur if the goal is not met, other times the consequence already
exists and can only be eliminated by meeting the goal. So if they are
close in their negative or positive value, it may be difficult to be sure
which is the consequence and which is the goal. An easy way to be certain
is to see which one the Main Character hopes to achieve.
Consider · [Element] · dyn.pr. Reconsider<-->Consider
· weighing pros and cons · A Consideration is the act of
deliberation. A character possessing the Consideration characteristic
keeps pondering an issue, running it over in his mind. Once he has latched
onto a topic, he refuses to let it go until it is resolved. This trait
aids in keeping one's motivations impervious to erosion. On the other
hand, the Consideration characteristic may not let sleeping dogs lie.
Therefore it can lead to stirring up all kinds of negative reactions.
· syn. deliberate, contemplate, ponder, weigh in the mind,
mull
Contagonist · [Archetype] · An Archetype representing
the motivations of temptation and hinder · A concept unique to
Dramatica, the Contagonist is the character that balances the Guardian.
If Protagonist and Antagonist can archetypically be thought of as "Good"
versus "Evil," the Contagonist is "Temptation" to
the Guardian's "Conscience." Because the Contagonist has a negative
effect upon the Protagonist's quest, it is often mistakenly thought to
be the Antagonist. In truth, the Contagonist only serves to hinder the
Protagonist in his quest, throwing obstacles in front of his as an excuse
to lure him away from the road he must take in order to achieve success.
The Antagonist is a completely different character, diametrically opposed
to the Protagonist's successful achievement of the goal
Control · [Element] · dyn.pr. Uncontrolled<-->Control
· a method based on organization and constraint · The Control
characteristic causes a character to methodically direct its actions and
deliberations to the specific purpose at hand. This leads to a great degree
of focus. The drawback is that when one focuses, one loses peripheral
vision. The purpose can become so all consuming that many peripheral yet
essential parts of the equation are ignored until it is too late to save
the whole project · syn. regulate, organized management,
steer, conduct, guide, manipulate, focused organization
Cost (Objective Storyline) · [Type] · the
price that must be paid while meeting the requirements of the goal ·
Requirements are not always met just by applying effort. Sometimes they
involve trade-offs necessitating the acceptance of loss in another area
in order to meet the requirement. The damages sustained in the process
of meeting the requirement are the Cost of achieving the goal. Cost should
not be confused with Consequence. Consequence is a state of things that
either exists and will be vanquished by the goal or will come to exist
unless the goal is achieved. In contrast, Cost builds over the course
of the story all the way to the climax. Sometimes by the end of the story,
the consequence of not achieving the goal is far less than the cumulative
cost of achieving it. If there is a single large cost to be paid right
at the moment of the climax, the Main Character may decide he has paid
enough already and determine the goal is just not worth it, electing to
stop trying. If there is no large cost at the end, the Main Character
may decide to keep on going for an insignificant goal motivated by the
thought of how much they already invested. In the words of the songwriter/singer
Don McLean, "The more you pay, the more it's worth."
Critical Flaw · [Variation] · The Subjective
Character trait that inhibits the effectiveness of that Subjective Character's
Unique Ability · To balance the Main Character's extraordinary
status conveyed by his Unique Ability, he must also be shown to be especially
vulnerable in one area as well. This vulnerability is called his Critical
Flaw. The Main Character's Critical Flaw is his Achilles heel that prevents
him from being too one-sided. Just as with Unique Ability, the Critical
Flaw can be quite mundane as long as it can threaten him with failure
from an unprotectable direction. The specific Critical Flaw must be unique
to the Main Character in the story. However, the more common the Critical
Flaw is to the audience, the more it will identify with the Main Character's
predicament. In Start stories, the Critical Flaw inhibits the Main Character
from using his Unique Ability. In Stop stories, the Critical Flaw undoes
the work done by the Unique Ability after the fact. Only when the Main
Character learns to either Start or Stop as required by the story can
the Critical Flaw be avoided, allowing his Unique Ability to solve the
problem. The Obstacle Character in any story also has a Unique Ability
which makes him uniquely qualified to thwart the Main Character. But in
his character as well is a Critical Flaw which prevents him from just
totally overwhelming the Main Character. This is again a trait which is
unique to this particular character, but its effects are felt in a different
area than the Main Character Critical Flaw because of the Obstacle Character's
different purposes.
Crucial Element · [Element] · The single
element in the story that needs to be exchanged for its dynamic pair in
order to correct the imbalance that began the story
Current · [Dynamic Term] · The flow of a process
· One way to measure the relationship of items in a quad is to
classify them as Potential, Resistance, Current, and Outcome (or Power).
In this manner, we can see how dramatic components operate on each other
over the course of the story. Current simply means the flow of a process.
When a dramatic current exists it does not necessarily create change.
Rather, until it is directed to a specific purpose as Power, the current
will have no impact at all. So in a quad, assigning one of the items as
the current does not mean it will alter the course of the story. Instead,
it might function to encourage purpose by providing a ready motivation.
This is a useful tool for Authors since it allows for the subtle relationship
of unused, inferred, threatened, or anticipated dramatic interactions
that shape the fabric of a story in ways other than conflict.
Decision · [Plot Dynamic] · in terms of the
objective plot, decisions force actions · All stories have both
Action and Decision. Typically, one defines a Decision story as having
more intense Deliberation than Action. This view is overly influenced
by how the story is told rather than what it represents. Dramatica takes
a different view of Action and Decision. Either Actions force the need
for Decisions or Decisions force the need for Actions in order to advance
the plot. Over the course of the story as a whole (independent of the
nature of the Main Character) if Decisions precipitate the progression
of the plot, it is a Decision story.
Deduction · [Element] · dyn.pr. Induction<-->Deduction
· a process of thought that determines certainty · Deduction
is the process of thought that arrives at a determination of what is by
limiting out all that cannot be. It has been said, "When you have
ruled out the impossible, whatever is left, no matter how improbable,
must be true." The characteristic representing Deduction will arrive
at conclusions by eliminating all competing theories that have holes until
only one remains. This is fine for cutting away the nonsense and discovering
understanding, unless the competing theories were not all the available
theories and the real answer was never even considered. Also, Deduction
often fails to look for situations in which alternative truths exist.
A famous story had a detective narrowing down murder suspects only to
discover that they all did it! · syn. drawing a conclusion,
process of elimination, demonstrative reasoning, narrowing to a single
point
Deficiency · [Variation] · dyn.pr. Permission<-->Deficiency
· motivation based on lack · When a character lacks something
in the sense of having Deficiency, he may not even comprehend what he
lacks. But this lack drives him and fulfilling the lack would end the
drive caused by the Deficiency. Deficiency is closely related to Need,
but where Needs are always defined by their context and the purpose which
makes them seem necessary, Deficiency does not require a purpose. When
a character lacks, he is NOT content with what he has and REQUIRES something
more in order to become content. Fulfilling a lack may appear to be the
last thing a character Needs because it does not lead to his purpose,
but once the lack has been taken care of, a character may find his purpose
has changed and his Need has been eliminated. · syn. inadequacy,
insufficiency, deficit, unfulfilled need
Delay · [Variation] · dyn.pr. Choice<-->Delay
· putting off until later · Delay is the decision not to
make a decision. Whenever the options are too closely balanced to see
a clear path, whenever there is not enough information to be confident
of an outcome, a character will Delay. The purpose is to wait until one
gathers more information or until the situation changes to present a clear
best course. But how long does one wait? And what if something distracts
the character and he forgets to check and see if things have changed?
Now the character has left a problem unresolved, and unless it intrudes
upon his thinking, it will never be thought of again. Yet deep within
him, he will be influenced to avoid what created that problem or to take
steps to protect against its recurrence. Until the original problem is
addressed and a choice of path is made, the character will not be free
of the problem's influence. · syn. put off, retard, postpone,
defer, suspend, prolong, procrastinate
Denial · [Variation] · dyn.pr. Closure<-->Denial
· the refusal to let something go · Denial is the refusal
to accept that something is or has become closed. How many people continue
to make a point after they have won the argument? More than just not accepting
a conclusion, Denial can also be not accepting that a process will just
keep repeating. A repeating process has a cycle. In a story, a character
comes into such a circle at one point and follows it around back to start.
At that point, a theme of Denial would have that character refusing to
believe that he has been just been chasing his own tail. At the leap of
faith he will just push off again and keep on circling a no-win situation
in the hopes it will change this time around. Inertia does not always
travel in straight lines. · syn. not accepting, refusal
to end, unwillingness to let go, refusal to back down, stubbornness
Dependent Pair · [Structural Term] · A pair
of items whose relationship is complementary · In any given quad,
the two items directly above and below each other are referred to as a
Dependent Pair. Since a quad consists of four items, it therefore contains
two Dependent Pairs.
Desire · Most terms in Dramatica are unique, however four
items have two uses, serving both as Variation and Element. This is a
result of the fundamental importance of the concepts represented by these
four items: Thought, Knowledge, Ability, and Desire.
[Variation] · dyn.pr. Ability<-->Desire · the
motivation to change one's situation or circumstances · Desire
describes an awareness that something better exists than what currently
is. This doesn't mean things have to be bad now, just that one perceives
something better. The key word here is "perceives." Desires
are based not on what is truly better but on what one imagines will be
better. Often there is a large gap between the two. (Recall the story
of the dog with the bone which jumped into the pond to get the bone from
his reflection and ended up with no bone at all.) Little tension is produced
if a character can try out his desires at no cost. But great tension is
produced when he must give up something good forever in the belief that
something else is better. ("Do you want [desire] what's in the box
or what's behind door number 3?") · syn. want, favor,
like, covet, prefer, wish, aspire
[Element] · dyn.pr. Ability<-->Desire · the
motivation to change one's situation or circumstances · The Desire
element is the essence of motivation. A characteristic representing Desire
is mindful of a future in which situation or circumstances are improved.
This does not mean that it is unhappy with what it has but rather that
it can imagine something better. On the plus side, Desire primes the characteristic
to seek to better its environment or itself. On the minus side, Desire
is not always coupled with an ability to achieve that which is Desired.
In this case, Desire may no longer be felt as a positive motivator but
as a negative lack and may become a measurement of one's limitations and
constraints · syn. drive, motivational goal, unfulfillment,
source of discontent, essence of motivation
Destiny · [Variation] · dyn.pr. Fate<-->Destiny
· the future path an individual will take · Destiny is the
path to a particular fate or through a series of fates. Fates are experiences
or conditions one must encounter along the way as one's Destiny directs
one's course. The nature of Destiny is such that no matter how much a
character is aware of the nature and location of an undesirable fate,
nothing he can do is enough to pull him off the path. Characters often
try to deny Destiny by jumping to an entirely different path only to discover
that all roads lead to Rome. · syn. inescapable path, predetermined
trajectory, set direction of the future, inevitable path, unavoidable
trajectory
Determination · [Element] · dyn.pr. Expectation<-->Determination
· a conclusion as to the cause behind a particular effect ·
Determination is an evaluation of the forces driving a process. This allows
one to anticipate future effects or to take action to stop or enhance
a current effect. However, it may just be that a completely different
set of forces is really behind the process, causing one to put his efforts
in the wrong place. When a person swims directly toward the shore, the
current can carry his far down shore. As long as the character possessing
Determination sticks with a particular concept of the powers that be,
there is the potential it may not get what it expects. · syn.
ascertaining causes, discovering causes, finding the reasons why, figuring
out factors, discerning antecedents
Dilemma Stories versus Work Stories · A distinction between
stories where the Main Character decides to Change and where the Main
Character remains Steadfast · Work describes the activities of
a Main Character who remains steadfast and resolute throughout the story.
This kind of character believes in the correctness of his approach to
the problem and sticks by his guns come what may. Dilemma describes the
situation of a Main Character who ultimately changes at the end of the
story. This kind of character becomes convinced that he cannot solve the
problem with his original approach and adopts a new approach. So a Work
Story is concerned with a Steadfast Main Character and a Dilemma Story
concerns itself with a Change Main Character. However, just because the
Main Character has decided to remain Steadfast or to Change does not mean
he made the right choice. Only in the end will he find out if he succeeded
or failed. If in a Work Story the Steadfast Main Character really should
have Changed and fails because he did not, then it was really an Apparent
Work Story since work alone could not solve it. If in a Dilemma Story
the Change Main Character really should have remained Steadfast and fails
because he did not, then it was really an Apparent Dilemma Story since
there wasn't actually a dilemma after all. Steadfast means Work, Change
means Dilemma. These are modified by their pairing with Success, which
means Actual, and Failure which means Apparent
Dilemma · The Main Character Changes · A Dilemma
story is one in which the Main Character believes his path cannot lead
to success. In the end, when the Main Character Changes, he may or may
not jump to the correct path so he may or may not succeed. Either way,
Dilemma describes a story where the Main Character Changes.
Direction · [Character Dynamic] · The way
a character grows in his attempt to solve his problems, toward either
"Start" or "Stop" · Change Characters see their
problems as being inside themselves. Steadfast Characters see their problems
as being outside themselves. Sometimes a problem is created by too much
of something, other times by too little. Direction describes whether a
problem is "too much" of something, or "too little."
It appears differently depending on if the Main Character Changes or Remains
Steadfast.
If a character must change, he has one of these two kinds of problems.
Either he is bullheaded in sticking with an inappropriate approach or
he simply doesn't use an approach that would be appropriate. In the "too
much" scenario, the character comes off as aggressively obstinate.
In the "too little" scenario the character comes off as stubbornly
ignorant. The "too much" Change Character needs to "stop."
The "too little" Change Character needs to "start."
If the Main Character remains Steadfast, though, then the kinds of problems
they'll face will involve either holding out for something to Start or
holding out for something to Stop. Metaphorically, the Steadfast Character
is either a storm trying to weather away an island, or an island trying
to hold out against a storm. Both Change and Steadfast Characters grow
in a Direction which can be called "Start" or "Stop."
Direction (Objective Storyline) · [Element] ·
the apparent remedy for the principal symptom of the story problem ·
Characters do the best they can to deal with the Objective Story Problem,
but because the Objective Characters of a story are all looking at the
problem from their subjective point of view, they can't get enough distance
to actually see the problem right away. Instead they focus on the effects
of the problem, which is called the Objective Story Focus, and choose
to follow what they feel will be a remedy, which is called the Objective
Story Direction.
Direction Element (aka Perspective Element) · A Subjective
Character can never be sure if what he believes to be the source of the
problem really is the source of the problem. Regardless, based
on his belief he will determine a potential solution or Direction in which
he hopes to find the solution. The dramatic unit that describes what a
Subjective Character holds as the path to a solution is his Direction
Element.
Disbelief · [Element] · dyn.pr. Faith<-->Disbelief
· the belief that something is untrue · Disbelief is not
the same thing as a lack of faith. Lack of faith is the absence of absolute
confidence that something is or will be true. Disbelief is absolute confidence
that something is not true. Disbelief may make one a skeptic but sometimes
it makes a character the only one with the confidence to tell the Emperor
"You have no clothes!" · syn. refusal to accept,
distrust, find unconvincing, find false, unpersuadability
Dividend (Objective Storyline) · [Type] ·
the benefits gathered while meeting the requirements of the goal ·
Although meeting the requirements of a goal can incur costs, it can also
provide dividends along the way. Sometimes solving one of the pre-requisites
or attaining one of the pre-conditions of the requirement has its own
reward. Though these rewards are not individually as significant as the
promised reward of the goal, sometimes cumulatively they are enough to
cause a Main Character to quit while he's ahead and avoid a particularly
large cost that would be unavoidable if the goal were to be achieved.
Other times, a particularly large dividend may loom just ahead in the
story, providing the Main Character with a boost in motivation to continue
on an otherwise costly path
Do-er · [Character Dynamic] · As an approach,
the Main Character prefers to adapt his environment to himself ·
Every Main Character will have a preference to deal with problems by either
physical effort or by mental/emotional effort. When a Main Character prefers
working in the external environment, he is a Do-er.
Doing · [Type] · dyn.pr. Obtaining<-->Doing
· engaging in a physical activity · Doing is the process
of being physically active. In and of itself, Doing does not require any
purpose but simply describes engaging in a process, task, or endeavor,
whether for pleasure or by necessity or compulsion. · syn. performing,
executing, effecting action, acting
Domain · [Domain] · An item that describes
the area in which any one of the four throughlines occurs--Main Character,
Obstacle Character, Objective Story, and Subjective Story · There
are four Domains in every complete story, each representing a different
perspective in the structure of that story. One is assigned to the Objective
Story Throughline and contains the appreciations attributed to the dispassionate
argument of the story while also describing the area in which the Objective
Story occurs. Another is for the Subjective Story Throughline and contains
the appreciations which concern the passionate argument of the story and
describe the relationship between the Main and Obstacle Characters. The
Main and Obstacle Character Throughlines are each assigned Domains as
well, which contain the appreciations attributed to their character and
describe the area in which they each operate. Each Domain is the matching
of a particular Class (either Universe, Physics, Psychology, or Mind)
with a particular throughline (either Objective Story, Main Character,
Obstacle Character, or Subjective Story). Each Domain describes the general
area in which the problems of its throughline will lie and from what perspective
the audience will be directed to view those problems. Domains determine
large, genre-like positions in the relationship of audience to story.
Domain Act Order · [Plot Structure] · the
area in which the solution to the story's problem is sought, act by act
Doubt · [Variation] · dyn.pr. Investigation<-->Doubt
· questioning validity without investigating to be sure ·
Here Doubt is defined as the lack of faith that evidence leads to a certain
conclusion. This means that even though evidence supports a particular
concept, the character is unwilling to abandon the belief that alternative
explanations can be found. Certainly this approach has the advantage of
keeping one's mind open. But sometimes a mind can be too open. If a character
Doubts too much, he will not accept solid evidence no matter how conclusive.
This can prevent the character from ever accepting the obvious truth and
continuing to labor under a delusion. · syn. pessimism,
uninformed misgivings, uncertainty, trepidation, distrust
Dream · [Variation] · dyn.pr. Hope<-->Dream
· a desired future that requires unexpected developments ·
Dream describes a character who speculates on a future that has not been
ruled out, however unlikely. Dreaming is full of "what ifs."
Cinderella Dreamed of her prince because it wasn't quite unimaginable.
One Dreams of winning the lottery even though one "hasn't got a hope."
Hope requires the expectation that something will happen if nothing goes
wrong. Dreaming has no such limitation. Nothing has to indicate that a
Dream will come true, only that it's not impossible. Dreaming can offer
a positive future in the midst of disaster. It can also motivate one to
try for things others scoff at. Many revolutionary inventors have been
labeled as Dreamers. Still and all, to Dream takes away time from doing,
and unless one strikes a balance and does the groundwork, one can Dream
while hopes go out the window for lack of effort. · syn.
aspire, desiring the unlikely, pulling for the doubtful, airy hope, glimmer,
far fetched desire
Dynamic Pair · [Structural Term] · A pair
of items whose relationship is that they are extreme opposites ·
In any given quad, Dynamic Pairs are represented as two items that are
diagonal to each other. A quad consists of four items and therefore contains
two Dynamic Pairs. Their relationship can imply conflict, or it can imply
synthesis. These are the negative and positive aspects of Dynamic Pairs.
Dynamics · Dramatic forces that determine the course a story
will take. · The power of a story is divided between two realms.
First is the structure that represents the dramatic potentials that exist
in character, plot, and theme at the beginning of a story. Second are
the dynamic forces that will act upon the dramatic potentials to change
the relationship between characters, change the course of the plot and
develop the theme as the story unfolds. In Dramatica, choices between
alternative forces such as "Success or Failure" and "Change
or Steadfast" determine the dynamics that will act upon a story.
Effect · [Element] · dyn.pr. Cause<-->Effect
· the specific outcome forced by a cause · Effect is the
end product of an effort or series of efforts. One might argue its pros
and cons, yet ignore how the Effect came to be in the first place. On
the plus side, concentrating on Effect keeps the effort focused on the
problem or goal. On the minus side, it can lead to beating a dead horse.
Failure may follow if one puts all one's efforts into dealing with the
Effect while ignoring the cause. Should a mayor add to the police force
to battle crime or improve social services? · syn. result,
consequence, outcome, culmination, the ensuing
Element · [Structural Term] · There are 64
elements in each class. The same 64 elements appear in every class, arranged
differently by position. Elements represent the most refined and highly
detailed approaches and attitudes in the attempt to solve the story's
problem. Primarily, they are the building blocks of the characters. To
fully argue the thematic message, it must be addressed from all possible
directions. This is accomplished by making sure that all 64 elements are
divided among a story's objective characters. If an element is not used
it will leave a hole in the logic or emotion of the story. If one is used
more than once, it will obscure the point by showing it in two different
incarnations. The reason that elements are repeated from class to class
is that they represent the heart of the problem. When all else is stripped
away, the problem must be evaluated by these same building blocks no matter
where it was approached from. The reason that the elements are arranged
differently from class to class is that the way they are grouped depends
upon the direction from which the story approaches them. When the story
is approached from a given class, it is like looking at the problem from
a particular direction. All the same elements are seen, but from a different
point of view.
Emotion · [Archetype] · An Archetype who represents
the motivations of Feeling and Uncontrolled · The Emotional Archetypal
Character reacts passionately to turns of events without considering the
consequences or best course to achieve his purpose. Frequently portrayed
as a "screamer" or "big dumb ox" this character is
really not stupid. He actually represents feeling and frenzy. So his nature
is to feel deeply about issues but be unable to focus that heartfelt intensity
in any useful direction. Rather, he tends to go off the deep end and thrash
out aimlessly, frequently to the detriment of himself and those around
them. Such a character can prove to be a Trojan horse by storytelling
him into the enemy's camp where he will almost certainly wreak havoc.
Empathy · Empathy describes the complete identification
of the audience with the Main Character such that the audience sees the
story through his eyes.
Ending · [Element] · dyn.pr. Unending<-->Ending
· coming to a conclusion · The Ending characteristic causes
a character to look toward the conclusion in every process or situation.
He may wish to prevent it or to hasten it, but his primary concern is
when it's going to be over. A very useful trait in dealing with steps
or phases. Not very useful if the process or situation is really un-ending.
Since the character representing the Ending characteristic assumes that
everything must end sooner or later, he cannot accept that some things
never end. Some relationships will last a lifetime, come what may. But
if one partner believes it can end, he will always worry, looking for
signs of its demise. If he was an Ending person, Prometheus was sorely
mistaken. (Weeds grow back and Rust never sleeps!) · syn.
conclusion, finish, completion, termination, close
Enlightenment · [Variation] · dyn.pr. Wisdom<-->Enlightenment
· an understanding that transcends knowledge · Not all meaning
comes from experience. The mind has the ability to synthesize abstract
truth that has not been or cannot be observed. When a character is able
to come to an understanding of the whole that exceeds the sum of the observed
parts, he is said to be Enlightened. A truly refined thematic conflict
can be explored in the relationship between the practical Wisdom born
of great experience and the aesthetic Enlightenment born of great insight
· syn. insight, illumination, intuitive discernment, transcendent
comprehension
Equity · [Element] · dyn.pr. Inequity<-->Equity
· a balance, fairness, or stability · Equity is balance.
The Equity characteristic makes a character want everything to work out
fair and square. He will spend his time trying to maintain balance and
will judge the acceptability of a situation by its apparent equilibrium.
On the downside, he may not realize that without inequity there is no
motivation and hence no progress. Also, there may not be enough to go
around. By "robbing Peter to pay Paul" he might be moving resources
back and forth in a way that stresses the whole system which might crumble
from the strain · syn. balance, fairness, parity, equilibrium,
level, even
Essence · [Overview Appreciation] · the primary
dramatic feel of a story · A story can be
appreciated as the interaction of dynamics that converge at the climax.
From this point of view, the feel of the dramatic tension can be defined.
Dramatic tension is created between the direction the Main Character is
growing compared to the author's value judgment of that growth. A Change
Main Character will either grow out of something or grow into something.
In the first case, he possesses a characteristic that he will let go.
In the second case, he adds a new characteristic to his make-up. But is
he correct in stopping something he has been doing or starting to do something
new? This is determined by the author's value judgment of Good or Bad.
When a Main Character Stops doing something Bad, that is positive. When
a Main Character Starts doing something Good, that also is positive. However,
when a Main Character Starts doing something Bad or Stops doing something
Good, these are negative. Positive and Negative affect where the audience
places its focus on the story. In a Positive story, the focus is on the
effort to find the solution. In a Negative story, the focus in on the
effort to escape the problem.
Evaluation · [Element] · dyn.pr. Re-evaluation<-->Evaluation
· an appraisal of a situation and/or circumstances · Evaluation
is the meaning a character finds in a situation or circumstances. Rather
than just grappling with the bits and pieces, the character creates an
understanding of how all the parts fit together. This gives him a better
grasp of how to deal with the issue. The danger is that once he has Evaluated,
the situation or circumstances change, yet he is still using the old evaluation
as a unit of measure. Meanings change over time and need to be updated
to maintain accuracy · syn. appraisal, analysis, assessment,
survey, examination
Evidence · [Variation] · dyn.pr. Suspicion<-->Evidence
· information supporting a belief · Evidence is information
one gathers to develop an understanding about something. When looking
at Evidence, a character does not necessarily have to know exactly what
he is looking for, just that the information pertains to the nature of
what he is trying to learn about. As a result, he tends to examine the
Evidence only in terms of whether or not it is something that falls into
a pre-determined category. Therefore, errors can occur when the Evidence
(although it pertains to the subject of interest) actually holds much
more information in another area. This can lead a character to "not
see the forest for the trees" because he is looking at the small
picture and ignoring the big one. For example, in a mystery a detective
may be looking for Evidence of who committed a murder, when in truth the
victim died of natural causes which is clearly indicated if the detective
had only thought to look for that · syn. proof, indicator,
supporting information, corroborating facts, grounds for belief, substantiation
Expectation · [Element] · dyn.pr. Determination<-->Expectation
· a conclusion as to the eventual effect of a particular cause
· Expectation is the projection of what one expects to find at
the end of a path. Expectations allow one to anticipate and make plans
for both rewards and troubles. However, if the character representing
Expectation does not occasionally question the basis of his projections,
he may find the world has turned under his feet · syn. anticipated
results, eventual outcome, presumed prospects, probable denouement, likely
consequences
Expediency · [Variation] · dyn.pr. Need<-->Expediency
· most efficient course considering repercussions · It is
important not to consider Expediency as only meaning efficiency. In terms
of story, Expediency describes what a character feels he must do or be
in order to avoid potential consequences. These consequences can come
from his environment, in the form of disapproval by others, or from within
in the form of self-recrimination. If the perceived consequences are internal,
Expediency feels like a "moral" pressure but is really
the emotional retribution one flails against oneself for not living up
to one's own self-image. If they are external, Expediency feels like peer
pressure or a threat to social standing. Expediency is as important an
emotional motivation as Need is a motivator of reason. Since Expediency
is based on avoiding future punishments or disappointments that may or
may not be real, dramatic tension can be easily created between the subjective
and objective views. A way to think of Expediency is that when it pops
up, characters who are being influenced by it will think of it in terms
of "Should." "I should really do this, even though I may
not want to." · syn. advisability, convenience, prudent
efficiency
Experience · [Variation] · dyn.pr. Skill<-->Experience
· the gaining of familiarity · Experience refers to the
cumulative effect of observing or participating in mental or physical
activities until they become familiar. However, just because the activities
become second nature does not mean a character is necessarily good at
them. To excel, a character need both Experience AND the innate Skills
that can be honed by that experience. If either is lacking or deficient,
the character's real ability will be less than its Experiential potential.
· syn. familiarization, level of practice, seasoning, accumulated
feelings, accumulated dealings with
Fact · [Variation] · dyn.pr. Fantasy<-->Fact
· belief in something real · Fact is something that is truly
real as opposed to just seeming to be real. Of course, from a character's
subjective view, when something seems to be real it is impossible to tell
from actual fact. No matter how strongly a belief, understanding, or knowledge
of something is held, subjectively there is always the possibility some
change in the situation or additional information will prove it to be
unfactual. Optical illusions are a good case in point. The moment a character
accepts something as fact is the moment a thematic conflict might begin
to grow. Nevertheless, Fact represents beliefs that turn out to be real.
· syn. belief in the genuine, ultimately real beliefs, truly
real beliefs, authentic notion, authentic idea, correct knowledge, correct
beliefs
Failure · [Plot Dynamic] · the original goal
is not achieved · Every objective storyline in a Grand Argument
Story has at its beginning a desired outcome to be sought after. Ultimately,
the characters will either achieve that outcome or Fail to do so. The
reasons for Failure (and in fact the Failure itself) may not be bad. For
example, in the course of trying to arrive at an outcome, the characters
may decide it was wrong to want it or learn that achieving it would hurt
people. Whatever the reason, be it nobility or no ability, if the outcome
desired at the story's beginning is not achieved, the story ends in Failure.
Faith · [Element] · dyn.pr. Disbelief<-->Faith
· accepting something as certain without proof · Faith is
a belief in something without the support of proof. Since the future is
uncertain, Faith in one's ability to arrive at one's purpose is a very
strong motivator. However, when one has Faith, it cannot be argued with
since it does not rely on logic or proof. The danger of Faith is that
it does not allow one to determine if obstacles are signs that ones motivations
are misplaced, because the obstacles seem to be tests that must be overcome
through steadfast belief · syn. acceptance without proof,
steadfast belief, confidence in unproven, credence, unquestioned trust
Falsehood · [Variation] · dyn.pr. Truth<-->Falsehood
· that which has been shown to be erroneous · Falsehood
does not mean incorrect but in error. In other words, what is presented
may be absolutely accurate and yet not reflect what is really going on.
Perhaps only a portion of the truth is expressed or more information than
is pertinent causes one to misconstrue. A danger is that Falsehood can
get away from the control of its creator. Once an error has been passed
off as truth, some will continue to accept it as truth even if it is recanted
by the person that gave the False account · syn. erroneousness,
untruth, erroneous notion, mistaken, astray, dishonest
Family · [Structural Term] · In the Dramatica
structure, all units are divided into four major groups according to their
most general natures. These groups are Elements, Variations, Types,
and Classes. Each of these groups is called a Family.
Fantasy · [Variation] · dyn.pr. Fact<-->Fantasy
· belief in something unreal · Fantasy is something that
although seemingly real, truly is not. Fantasies exist subjectively so
they can either be misinterpretations of the meaning of actual things
or internal fabrications of meanings that are not accurate. Neither one
can be consciously intentional or one would be aware of the untruth of
the Fantasy. Fantasies are not necessarily bad. In fact, they can be the
best way for a character to clarify the nature of his goal. Maintaining
the Fantasy allows one to practice responses so that Fantasy might actually
turn into fact. Of course, when one lets a Fantasy grow such that it extends
beyond the goal and into the means of evaluating progress toward the goal,
the Fantasy can become self-sustaining and only imagined progress is ever
made · syn. false belief, faith in the imaginary, delusion,
erroneous conviction
Fate · [Variation] · dyn.pr. Destiny<-->Fantasy
· a future situation that will befall an individual · The
distinction between Fate and destiny is an important one. Destiny is the
direction one's life must take, Fate is any given moment along that direction.
So whereas one can have many Fates, one can only have one destiny. Fate
describes a state of situation and circumstance that exists at a particular
point in time. In other words, Fate is something of an outcome, or perhaps
a step -- just one of a number of Fates along the path of one's destiny.
Characters often either make the mistake of assuming that they have only
one Fate and are therefore stuck with it, or they mistakenly believe they
can achieve their destiny without "passing through" unattractive
fates that lie along the path. The nature of a Fate is that no matter
how you try to avoid it, it tracks you. All options that you might exercise
still lead to that Fate. That is what also defines Destiny as the limitations
on free will that force you to arrive at your Fate no matter how you alter
what you do or what kind of person you are. If we all knew the future,
there would be no free-will · syn. inevitable events, unpreventable
incidents, eventual events, destined occurrence, destined events, unavoidable
situations
Feeling · [Element] · dyn.pr. Logic<-->Feeling
· an emotional sense of how things are going · Feeling is
the mental process of seeking the most fulfilling course or correct explanation
based on emotion. The Feeling characteristic believes "ya gotta have
heart." It cares not for what is efficient or even practical as long
as it is "feels" right. This makes the Feeling characteristic
very empathetic to the emotional atmosphere in a situation, yet apt to
ignore or pay little attention to necessities · syn. empathy,
emotional sensibility, affective outlook, sentiment, emotional assessment
Female Mental Sex · [Character Dynamic] ·
The Main Character uses female problem solving techniques · A choice
of female creates a Main Character whose psychology is based on assessing
balance. A female Main Character resolves inequities by comparing surpluses
to deficiencies. The manner employed in resolving the inequity will involve
creating a surplus where a surplus is desired, creating a deficiency where
a deficiency is desired, creating a surplus so a deficiency is felt elsewhere,
creating a deficiency so a surplus will be felt elsewhere. Through the
application of one's own force, hills and valleys can be created and filled
either to directly address the inequity or to create a change in the flow
of energies that will ultimately come together in a new hill or disperse
creating a new valley. These are the four primary inequity resolving techniques
of a female character. It is important to note that these techniques are
applied both to others and to oneself. Either way, manipulating surplus
and deficiency describes the approach. When selecting female or male,
typically the choice is as simple as deciding if you want to tell a story
about a man or a woman. But there is another consideration that is being
employed with growing frequency in modern stories · putting the
psyche of one sex into the skin of another. This does not refer only to
the "sex change" comedies but also to many action stories with
female Main Characters (e.g. Aliens) and many decision stories with male
Main Characters (Prince of Tides). When an author writes a part for a
woman, he/she would intuitively create a female psyche for that character.
Yet by simply changing the name of the character from Mary to Joe and
shifting the appropriate gender terms, the character would ostensibly
become a man. But that man would not seem like a man. Even if all the
specific feminine dialogue were changed, even if all the culturally dictated
manifestations were altered, the underlying psyche of the character would
have a female bias rather than a male bias. Sometimes stereotypes are
propagated by what an audience expects to see which filters the message
and dilutes the truth. By placing a female psyche in a male character,
preconceptions no longer prevent the message from being heard. The word
of warning is that this technique can make a Main Character seem "odd"
in some hard to define way to your audience. So although the message may
fare better, empathy between your audience and your Main Character may
not.
Female · [Overview Appreciation] · women will
tend to empathize with the main character in this story; men will tend
to sympathize · Although there is much common ground in a story
that is appreciated equally by women and men, some dramatic messages speak
to one group more profoundly than the other. One particular area of difference
is the relationship of female and male audience members to the Main Character.
In some stories an audience member will feel Empathy with the Main Character,
as if he/she were standing in the Main Character's shoes. In other stories,
an audience member will feel Sympathy for the Main Character, as if the
Main Character is a close acquaintance. The dynamics that control this
for women and men are quite different. "Female" indicates that
as a result of this storyform's dynamics, female audience members will
tend to empathize with the Main Character. Male audience members will
tend to sympathize
Flashbacks and Flashforwards · [Storytelling] ·
Storytelling techniques for developing the story and the backstory simultaneously
· Often the purpose of telling a story is not just to document
the effort to solve a problem but to convey understanding as to how such
a problem came to be in the first place. If the author wants to develop
both story and backstory simultaneously during the course of the storytelling
by alternating between them, two primary techniques are available: the
Flashback and the Flashforward. In the Flashback, the story proper is
assumed to take place in the present. Flashbacks then reveal key episodes
in the development of the problem (the Backstory), sometimes in the past,
to underscore or contrast specific points in the story as appropriate
and as desired. In the Flashforward, the Backstory is assumed to take
place in the present and the story is revealed to the audience in episodes
illustrating the future outcome of forces presently put into play. In
either case, by the end of the storytelling, both Backstory and Story
have been fully illustrated to the extent desired to convey the intended
message
Focus · [Element] · the principal symptom
of the story problem · When a Main Character is at odds with his
surroundings, a problem exists between himself and his environment. The
actual nature of this gap between Main Character and environment is described
by the Problem Element. The nature of what is required to restore balance
is described by the Solution Element. This is the Objective view of the
problem. The Main Character, however, is not privy to that view but must
work from the Subjective view instead. From the Subjective view, the problem
does not appear to be between the Main Character and the Environment,
but wholly in one or the other. Sometimes a Main Character is a "Do-er"
type and will perceive and first try to solve the problem in the environment.
Other times a Main Character is a "Be-er" who will first try
to solve the problem by adapting to the environment. A "Do-er"
focuses the problem in the environment; a "Be-er" focuses the
problem in himself. The Focus Element describes the nature of how the
problem appears to the Main Character when he places it wholly in one
area or the other.
Forewarnings (Objective Storyline) · [Type] ·
the indications that the consequence is growing more imminent ·
Whether or not the Consequences ever befall the Main Character, there
are Forewarnings that indicate their approach and help force the limit
of the story and bring the Main Character to the moment where he can be
assessed in terms of his Main Character Resolve. These Forewarnings could
be a quick look at a growing crack in the dam which no-one sees, or it
could be a mad scientist installing the final component in his doomsday
device; however it is represented, its nature will be described by the
Type appreciation of Forewarnings.
Future (The Future)· [Type] · what will happen
or what will be · A story focusing on the Future concerns itself
with what will be. This does not require the story to be "set"
in the Future -- only that the Future state of external and/or internal
issues is the subject that is being addressed. A character centered on
Future may be trying to discover what will be or may be trying a achieve
a particular state of affairs down the line. In both the Story and Character
sense, the end is more important than the present although it still may
not justify the means · syn. what is to come, what will
be, prospect, prospective · dyn.pr. Progress
Goal (Objective Storyline) · [Type] · the
central objective of a story · A Goal is that which the Protagonist
of a story hopes to achieve. As such, it need not be an object. The Goal
might be a state of mind or enlightenment; a feeling or attitude, a degree
or kind of knowledge, desire or ability. Although it is his chief concern,
the Goal which a Protagonist seeks is not necessarily a good thing for
him nor is it certainly attainable. Only through the course of the story
does the value and accessibility of the Goal clarify. Dramatica points
out the nature of Goal that is consistent with an Author's dramatic choices,
but it remains for the Author to illustrate that nature. For any given
category of Goal, an unlimited number of examples might be created.
Good · [Plot Dynamic] · If at the end of the
story the Main Character is no longer nagged by his personal problems,
the judgment of the story can be said to be Good · The Main Character
ultimately succeeds in resolving his personal problems · Even though
the effort to achieve the story's goal may result in success, this is
not necessarily a good thing for the Main Character. In fact, success
might be obtained in the objective story even though the Main Character
fails to resolve his personal problems. Similarly, the effort to achieve
the story goal might end in failure yet the Main Character ends up overcoming
his personal problems. Regardless of whether the objective story ends
in Success or Failure, if the Main Character succeeds in resolving his
personal problems the outcome is deemed Good.
Grand Argument Story · [Dramatica Term] ·
A story that illustrates all four throughlines (Objective Story, Subjective
Story, Main Character, and Obstacle Character) in their every appreciation
so that no holes are left in either the passionate or dispassionate arguments
of that story · A Grand Argument Story covers all the bases so
that it cannot be disproven because, from the perspective that it creates,
it is right. There are four views in a complete story which look at all
the possible ways the story could be resolved from all the possible perspectives
allowed; these are represented by the perspectives created by matching
the four Domains with the four Classes--(the Objective Story, Subjective
Story, Main Character, and Obstacle Character Domains matched up with
the Classes of Universe, Physics, Psychology, and Mind to create the four
perspectives of the particular story they are operating in). Every complete
storyform explores each of these perspectives entirely so that their view
of the story's problem is consistent and that they arrive at the only
solution that could possibly work, allowing the givens built into the
story from the start. When this is done, a Grand Argument has been made
and there is no disproving it on its own terms. You may disagree that
the things it takes for givens really are givens, but as an argument it
has no holes.
Guardian · [Archetype] · An archetype that
represents the motivations of Conscience and Help · This Archetypal
charac |