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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
character acts as teacher/helper to the Protagonist. As Conscience, he
provides the audience with the story's assessment of what is good and
bad in the world it describes. In his Dynamic Pair relationship, the Guardian
counterbalances the efforts of the Contagonist to hinder progress and
tempt the Protagonist from the proper path. Since, according to Archetypal
convention, the Protagonist must ultimately face the Antagonist without
assistance, both the Guardian and Contagonist must be dramatically nullified
before the climax of the story so that they cannot interfere. This often
occurs as a separate confrontation between them, just prior to the Protagonist
meeting the Antagonist, or it may occur concurrently, but concludes before
the actual climax of the story is reached.
Help · [Element] · dyn.pr. Hinder<-->
Help · a direct assistance to another's effort to achieve their
goal · The Help characteristic assists another's efforts. This
can be a real boon to someone struggling to achieve. Sometimes, however,
someone doesn't want any help. He either wants to do it on his own or
what he is trying to do has been misread by the character representing
the Help characteristic who is actually hindering him. Did you hear the
one about the Boy Scout who helped the little old lady across the street
and then she bashed him with her handbag because she had been waiting
for a bus? · syn. aid, assist, support, bolster, abet
Hinder · [Element] · dyn.pr. Hinder<-->Help
· a direct detraction from another's effort to achieve their goal
· The Hinder characteristic strives to undermine another's efforts.
This might be seen as a negative, as it often is. But sometimes a character
functions to hinder an "evil" character, disrupting his plans.
Hinder merely indicates the effect on the plans not whether that is a
good or bad thing. · syn. retard, obstruct, impede, fetter,
undermine, block, burden, encumber, thwart
Hope · [Variation] · dyn.pr. Dream<-->Hope
· a desired future if things go as expected · Hope is based
on a projection of the way things are going. When one looks at the present
situation and notes the direction of change, Hope lies somewhere along
that line. As an example, if one is preparing for a picnic and the weather
has been sunny, one Hopes for a sunny day. If it was raining for days,
one could not Hope but only Dream. Still, Hope acknowledge that things
can change in unexpected ways. That means that Hoping for something is
not the same as expecting something. Hope is just the expectation that
something will occur unless something interferes. How accurately a character
evaluates the potential for change determines whether he is Hoping or
dreaming. When a character is dreaming and thinks he is Hoping, he prepares
for things where there is no indication they will come true. ·
syn. desired expectation, optimistic anticipation, confident aspiration,
promise, encouraging outlook
Hunch · [Element] · dyn.pr. Theory<-->Hunch
· a conclusion based on intuition · A Hunch is an understanding
arrived at by circumstantial evidence. The phrase "where there's
smoke, there's fire" describes the concept. The advantage is that
when evidence mounts, even without direct connections, one may draw an
analogy that has a substantial likelihood of being correct as in "I've
seen that pattern before!" Of course, a Hunch is merely a suspicion.
The danger is acting upon it as if it were fact. · syn.
intuition, premonition, impression, suspicion
Inaction · [Element] · dyn.pr. Protection<-->Inaction
· taking no action as a means of response · Inaction does
not mean simply sitting still. The Inactive characteristic might choose
to allow a course of action by not interfering. Or it might refuse to
move out of harm's way, thereby forming a resistance to the progress that
drives the harm. Both of these are efficient tools for altering the course
of an interaction. However, the Inactive characteristic may also drag
its feet in all areas and form a resistance to both good and bad things
so that its influence simply hinders everything but changes nothing. ·
syn. passive reaction, inactive response, achieve through not doing
Induction · [Element] · dyn.pr. Deduction<-->Induction
· a means of determining possibility · Induction is the
process of thought that determines where an unbroken line of causal relationships
leads. The purpose is to see if it is possible that something connects
to something else. The character containing the Inductive characteristic
has an advantage in taking seemingly unrelated facts and putting them
in an order that establishes a potential causal relationship. This allows
him to arrive at conclusions that "limit in" something as a
possibility. The drawback is that the conclusion only illustrates one
possibility out of an unknown number of possibilities. Unlike deduction,
Induction does not rule out competing theories until only one remains.
Rather, Induction simply determines that a particular theory is not ruled
out. Problems occur when it is assumed that simply because a causal relationship
might exist that it does exist. This leads to blaming and holding responsible
both people and situations that were not actually the real cause. Only
if all possible Inductions are compared can the likelihood of any single
one be determined · syn. postulate, predicate, conjecture,
infer, hypothesize, determine possibility
Inequity · [Element] · dyn.pr. Equity<-->Inequity
· an unbalance, unfairness, or lack or stability · When
a character focuses on Inequity he is evaluating in terms of what is wrong
or unfair with a situation. No matter how much is working right or how
much is good, it is the part that is out of balance that occupies his
attention. A character with this trait will spot trouble before anyone
else, but he will also never be satisfied unless absolutely everything
is worked out · syn. imbalance, unfair, disparity, unequal,
uneven, disproportionate
Inertia · [Element] · dyn.pr. Change<-->Inertia
· a continuation of a state or process · Inertia is a tendency
to maintain the status quo. That which is moving wants to keep moving.
That which is at rest wants to stay at rest. An Inertia-oriented character
concerns himself with keeping things on an even keel. He tries to avoid
or prevent anything that rocks the boat. He also does not adapt well to
change. · syn. tendency to continue, a change resistant
pattern, continuation, following an established direction
Instinct · [Variation] · dyn.pr. Conditioning<-->Instinct
· intrinsic unconditioned responses · Instinct describes
those built- in responses to situations and circumstances that are not
learned, yet drive one to comply with their urges. How much sway they
have over an individual depends both upon the nature of the instinct and
the intensity of conditioning against the instinct that he has experienced
by accident, design, or choice. When one acts or responds according to
instinct, there is no conscious consideration beforehand. Only after the
fact does the consciousness become aware that an instinct has been triggered.
Nonetheless, one can learn to inhibit instinctual commands until the consciousness
has the opportunity to consider the propriety of conforming to it. ·
syn. involuntary drive, innate impulse, unconditioned response,
automatic response, unconditioned motivation
Interdiction · [Variation] · dyn.pr. Prediction<-->Interdiction
· an effort to change a pre-determined course · Interdiction
is the effort to change the course of one's destiny. Once a character
determines that his destiny is pulling him toward an undesirable fate,
he tries to Interdict and thereby avoid the fate. But has he correctly
identified the course of his destiny or in actuality is what he sees as
Interdiction is just another pre-destined step toward his fate? ·
syn. altering the future, interfering with the predetermined, hindering
the inevitable, escaping the predestined
Interpretation · [Variation] · dyn.pr. Senses<-->Interpretation
· determination of possible meaning · Once an observation
is made, its meaning must be Interpreted by the mind. Even if seen exactly
as it happened, the forces or intents behind what is seen are often misconstrued.
Stories revolving around eye witness accounts frequently employ Interpretation
(and its Dynamic Partner, Senses) to great dramatic advantage ·
syn. construe, rendition, rendering meaning, elucidate, translating
meaning
Inverse · [Structural Term] · Anytime a pair
of items is being considered, each item in the pair is referred to as
the INVERSE of the other
Investigation · [Variation] · dyn.pr. Doubt<-->Investigation
· gathering evidence to resolve questions of validity ·
Investigation is a pro-active word for it describes a character who makes
an effort to seek out evidence. Obviously this usually tends to bring
one closer to a conclusion sooner than without the effort. But Investigation
can cause trouble since the character must pre-determine where to look.
This leads to a meandering path through the evidence that may miss whole
pockets of essential information. Sometimes a single missed piece can
flip the entire conclusion 180 degrees. So Investigating to one's satisfaction
depends on random success and the limits of one's tenacity, not necessarily
on learning what the whole picture is. · syn. inquiry, research,
probe, sleuthing, delving, query
Item · [Structural Term] · Sometimes it becomes
convenient to group a number of units of similar nature together and treat
the group as if it were a single unit itself. When units are grouped together
in this manner the larger entity is referred to as an item.
Judgment · [Plot Dynamic] · The author's assessment
of whether or not the Main Character has resolved his personal problem
· The notion that the good guys win and the bad guys lose is not
always true. In stories, as in life, we often see very bad people doing
very well for themselves (if not for others). And even more often we see
very good people striking out. If we only judged things by success and
failure, it wouldn't matter if the outcome was good or bad as long as
it was accomplished. The choice of Good or Bad places the author's moralistic
judgment on the value of the Main Character's success or failure in resolving
his personal problems. It is an opportunity not only to address good guys
that win and bad guys that fail, as well as good guys that fail and the
bad guys that win, but to comment on the success or failure of their growth
as human beings.
Justification · The complex hierarchy of experience and
expectation that helps one reconcile exceptions to personally held truths
while maintaining our position on those personally held truths ·
All understanding comes from determining connections between processes
and results, causes and effects. All anticipation comes from accepting
these connections as unchanging and absolute. In this manner we are able
to respond to new situations based on our experience and to plan for the
future based on our expectations. But our knowledge of our world and ourselves
is incomplete. We are constantly learning and redefining our understanding
and our anticipation. Sometimes we have built up such a complex hierarchy
of experience and expectation that it becomes easier (more efficient)
to formulate or accept what might seem an unlikely and complex explanation
than to redefine the entire base of our knowledge. After all, the enormity
of our experience carries a lot of weight compared to a single incident
that does not conform to our conclusions. Unfortunately, once conflicting
information is explained away by presupposing an unseen force it is not
integrated into the base of our experience and nothing has been learned
from it. The new and potentially valuable information has bounced off
the mental process of Justification, having no impact and leaving no mark.
This is how preconceptions, prejudices, and blind spots are created. It
is also how we learn, for only by accepting some things as givens can
we build complex understandings on those foundations. Justification also
creates the motivation to change things rather than accept them, but in
so doing also creates a blind spot that keeps us from seeing a solution
in ourselves in situations where it would be better to accept. Because
we cannot know if a point of view should be held onto or given up and
reexamined, we have no way of being certain that we are approaching a
problem correctly. But either way, we will not question our Justification,
only the propriety of applying it to a particular instance. In the case
of a Main Character who must remain steadfast, he needs to hold onto his
Justifications long enough to succeed with them. But in the case of a
Main Character who must change, he needs to give up his Justifications
and re-examine his basic understanding. Stories explore the relationship
of the inequity between the way things are and the way the Main Character
sees them or would have them be. Then it can be evaluated by the audience
as to whether or not the decision to remain steadfast or change was the
proper one. So Justification is neither good nor bad. It simply describes
a mind set that holds personal experience as absolute knowledge, which
is sometimes just what is needed to solve the problem and other times
is actually the cause of the problem.
Knowledge · 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. Thought<-->Knowledge ·
that which one holds to be true · Knowledge is something a character
holds to be true. That does not necessarily mean it IS true but just that
the character believes it is. The gulf between what is known and what
is true can create enormous misconceptions and inaccurate evaluations.
· syn. held truth, maintained information, presumed facts,
accepted ideas
[Element] · dyn.pr. Thought<-->Knowledge ·
that which one holds to be true · The Knowledge characteristic
urges a character to rely on what is held to be true. The Character representing
Knowledge will tap the resources of its information to find parallels
and understanding that he can apply to the issue at hand. The advantage
of Knowledge is that one need not learn what is already known, thereby
skipping non-essential re-evaluations and getting a head start with solving
a problem. The difficulty is that Knowledge can be wrong. Without re-evaluation
dogma sets in -- rigor mortis of thought, leading to inflexibility and
closed minded-ness because the Character believes no re-consideration
is needed since the subject is already "known." · syn.
learnedness, held truths, authoritative certainty, generally agreed upon
truths
Leap of Faith · Having run out of time or options and come
to the moment of truth, the Main Character decides to either Change or
remain Steadfast with no way of knowing which will best lead him to his
goal or resolve his personal problem · No Main Character can be
sure that he will succeed until the story has completely unfolded. Up
until that moment, there is always the opportunity to change one's approach
or one's attitude. For example, a Main Character may determine that what
he thought was the true source of the problem really is not. Or he may
reconsider his motivation to try and resolve it; whether he should give
up or try harder. Again, there is no way for him to tell with certainty
which path will lead to success. Nevertheless, when these scenarios close
in on a single moment in the story, the moment of truth, where the Main
Character has their last opportunity to remain steadfast in their approach
and attitude or to change either or both, there will be a Leap of Faith.
After that, all that remains is to see it to its conclusion, good or bad.
That moment of truth is called the Leap of Faith because the Main Character
must choose a course and then commit himself to it, stepping into the
unknown with blind faith in a favorable outcome or resignation to an ostensibly
poor one.
Learning · [Type] · dyn.pr. Understanding<-->Learning
· gathering information or experience · Learning describes
the process of acquiring knowledge. It is not the knowledge itself. When
a portion of a story focuses on learning, it is the gathering of an education
that is of concern, not the education that ultimately has been gathered.
Learning need not be an academic endeavor. One might learn to express
one's feelings or learn about love. Learning does not even require new
information as sometimes one learns simply by looking through old information
from a different perspective or with a new approach. It is not important
if one is learning to arrive at a particular understanding or just to
gather data. As long as the focus is on the process of gaining information,
Learning is the operative word. · syn. cultivating experience,
acquiring information, collecting data, gathering knowledge
Level · [Structural Term] · The relationship
between families (Elements, Variations, Types and Domains) of dramatic
units is similar to turning up the power on a microscope: each has a different
resolution with which to examine the story's problem. Domains take the
broadest view. Types are more detailed. Variations are even more refined
and Elements provide the greatest detail available in a story. Each of
the families, therefore, represents a different level of resolution or
simply a different Level.
Limit · [Plot Dynamic] · The restricted amount
of time or options that, by running out, forces the story to a climax
· The Limit is what forces the story to a close. One of the functions
of a story is to give the audience the value of experiences it has not
had itself by living through the Main Character. As such, the Main Character
in the story Changes or Remains Steadfast and hopes for the best, and
we learn from his accomplishments or disappointments. Yet, even a Main
Character would not jump into the void and commit to a course of action
or decision unless forced into it. To force the Main Character to decide,
the story provides all the necessary information to make an educated guess
while progressively closing in on the Main Character until he has no alternative
but to choose. This closing in can be accomplished in either of two ways:
either running out of places to look for the solution or running out of
time to work one out. Running out of options is accomplished by an Optionlock;
a deadline is accomplished by a Timelock. Both of these means of limiting
the story and forcing the Main Character to decide are felt from early
on in the story and get stronger until the climax. Optionlocks need not
be claustrophobic so much as they only provide limited pieces with which
to solve the problem. Timelocks need not be hurried so much as limiting
the interval during which something can happen. Once an established Limit
is reached, however, the story must end and assessments be made: is the
Outcome Success or Failure? is the Judgment Good or Bad? is the Main Character
Resolve Change or Steadfast? etc.
Logic · [Element] · dyn.pr. Feeling<-->Logic
· a rational sense of how things are related · Logic is
the mental process of choosing the most efficient course or explanation
based on reason. The Logic characteristic exemplifies the theory behind
"Occam's Razor," that the simplest explanation is the correct
explanation. Therefore, the Logic characteristic is very efficient but
has no understanding or tolerance that people do not live by reason alone.
As a result, the character with the Logic characteristic often ignores
how other's "unreasonable" feelings may cause a very real backlash
to his approach. · syn. linear reasoning, rationality, structural
sensibility, syllogistics
Main Character · A story has a central character that acts
as the focus of the audience's emotional attachment to the story. This
Main Character is the conduit through whom the audience experiences the
story subjectively. The Main Character may be the Steadfast Character
who needs to hold on to his resolve or the Change Character who alters
his nature in an attempt to resolve his problems. Either way, it is mostly
through his eyes that we see the passionate argument of the story, if
not also the dispassionate argument.
Main Character's Concern · [Type] · The Main
Character's personal objective or purpose, the area of the Main Character's
concern · The Main Character Concern describes the kinds of things
the Main Character is striving to attain. This could be in terms of concrete
or abstract things, depending partly on the Main Character's Domain and
partly on the twist the author wants to put on that Domain.
Main Character's Critical Flaw · [Variation] ·
the quality that undermines The Main Character's efforts · 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 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.
Main Character's Direction · [Element] · The
efforts of the Main Character to solve his apparent problems ·
A Main Character can never be sure if what he believes to be the source
of his problem really is the source of his problem. Regardless, based
on his apparent problems he will determine a potential solution or Direction
which he hopes will work as a solution. The dramatic unit that describes
what a Main Character holds as the path to a solution is the Main Character
Direction.
Main Character's Domain · [Domain] · the general
area in which The Main Character operates · Everything the Main
Character does and represents that primarily relates to him alone, as
opposed to specific relationships he has with other characters, can be
said to be part of the Main Character Domain. There are four different
perspectives in the structure of any story represented by the combination
of each of the four Classes with each of the four Domains-- the Objective
Story Domain, the Subjective Story Domain, the Obstacle Character Domain,
and the Main Character Domain. The Main Character Domain describes in
the broadest single term what the Main Character represents and the area
in which the Main Character operates within the story.
Main Character's Focus · [Element] · where
The Main Character believes the problem to be; where the Main Character's
attention is focused · 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 and 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.
Main Character Problem · [Element] · source
of The Main Character's motivation; the source of the Main Character's
problems · In every Main Character there exists some inequity that
is driving him. If the Main Character Changes something in himself at
the leap of faith, it is this item, his Problem, which he changes by exchanging
it for his Solution. If the Main Character is Steadfast, though, he holds
onto his problem, deepening his resolve to keep the same motivations through
the end of the story as he had when he began the story.
Main Character's Range · [Variation] · the
nature of The Main Character's efforts; the Main Character's thematic
focus · A Main Character's Range captures the essence of what that
character will represent in the story. The nature of the things he does,
intends to do, and effectively means to the passionate argument of the
story are all linked in this appreciation.
Main Character's Solution · [Element] · what
is needed to truly satisfy The Main Character's motivation; the solution
to the Main Character's problems · The Solution Element is the
"flip side" of the Problem Element. In a story, the focus may
be on the Problem Element ("The Main Character should not be this
way") or the focus may be on the Solution Element ("The Main
Character should be this way"). If the Main Character should not
be a certain way, we say it is a "Stop" story as he must stop
being a certain way. If the Main Character should be a certain way, we
say it is a "Start" story as he must start being a certain way.
So in a sense the Problem Element is not by itself the cause of the story's
problem, but works in conjunction with the Solution Element to create
an imbalance between two traits that need to be balanced. The choice to
present one as a negative trait defines it as the Problem Element and
its positive partner becomes the Solution Element.
Main Character's Stipulation · [Type] · the
nature of the Main Character's effort to solve his personal problem; the
standard by which the Main Character judges the degree of his concern
· the way of telling how much the Main Character is dealing with
the issues at stake for himself in the story is by choosing an item in
the story and using it as a measuring stick. This can be subtle or obvious,
illustrated perhaps by the number of empty beer cans next to an alcoholic's
bed, the severity of a facial tick, or the amount of perfume a character
puts on. However it is illustrated, it needs to be there to give both
the audience and the Main Character some way of judging how deep his concern
is and how far along in the story he is.
Main Character's Unique ability · [Variation] ·
the quality that makes The Main Character uniquely qualified to solve
the story's problem/achieve the goal · Just as a requirement defines
the specific nature of things needed to achieve a particular goal, Unique
Ability defines the specific quality needed to meet the requirement. Unique
Ability is another way in which the Main Character is identified as the
intersecting point between the Subjective and Objective stories as it
is only he who ultimately has what it takes to meet the test of the requirement
and thereby achieve the goal. The Unique Ability need not be anything
extraordinary but must be the one crucial quality required that is shared
by no one else. Frequently, the Unique Ability is in keeping with the
Main Character's position or profession, however it can be much more interesting
to assign an incongruous Unique Ability. In either approach, it is essential
to illustrate the existence of the Unique Ability in the Main Character
several times throughout the story, even if it is not employed until the
climax. In this way, it becomes integrated into the nature of the Main
Character and does not seem conveniently tacked on when it is ultimately
needed. Also, the Unique Ability can be extremely mundane. The key is
that the ability does not have to be unique by nature, but just possessed
uniquely in that specific story by the Main Character. Clever storytelling
may arrange the climax of the story so that some completely ordinary and
insignificant Unique Ability makes the difference in the outcome of a
cosmic struggle.
Male Mental Sex · [Character Dynamic] · The
Main Character uses male problem solving techniques · A choice
of male selects a psychology for the Main Character based on causal relationships.
A male Main Character solves problems by examining what cause or group
of causes is responsible for an effect or group of effects. The effort
made to solve the problem will focus on affecting a cause, causing an
effect, affecting an effect, or causing a cause. This describes four different
approaches. Affecting a cause is manipulating an existing force to change
its eventual impact. Causing an effect means applying a new force that
will create an impact. Affecting an effect is altering an effect after
it has happened. Causing a cause is applying a new force that will make
some other force come into play to ultimately create an impact. These
are the four primary problem solving techniques of a male minded character.
It is important to note that these techniques can be applied to either
external or internal problems. Either way, manipulating cause and effect
is the modus operandi. 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 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 man, he/she would intuitively
create a male psyche for that character. Yet by simply changing the name
of the character from Joe to Mary and shifting the appropriate gender
terms, the character would ostensibly become a woman. But that woman would
not seem like a woman Even if all the specific masculine dialogue were
changed, even if all the culturally dictated manifestations were altered,
the underlying psyche of the character would have a male bias rather than
a female bias. Sometimes stereotypes are propagated by what an audience
expects to see which filters the message and dilutes the truth. By placing
a male psyche in a female 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.
Male · [Overview Appreciation] · men will
tend to empathize with the main character in this story; women 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. "Male" indicates that
as a result of this storyform's dynamics, male audience members will tend
to empathize with the Main Character. Female audience members will sympathize.
Memory · [Type] · dyn.pr. Conscious<-->Memory
· recollections · The Past is an objective look at what
has happened. In contrast, Memory is a subjective look at what has happened.
Therefore, Memory of the same events varies among individuals creating
many different and possibly conflicting recollections. Often one's current
feelings come from memories, both pleasant and unpleasant. Many a taut
story revolves around a character's effort to resolve open issues from
his memories. · syn. linear reasoning, rationality, structural
sensibility, syllogistics
Mental Sex · [Character Dynamic] · a determination
of the Main Character's mental operating system · Much of what
we are as individuals is learned behavior. Yet the basic operating system
of the mind is cast biologically before birth. Talents, intellectual capacity,
instincts -- all of these are not learned but inherited. Among these traits
are those specific to females and others specific to males. To be sure,
we can go a long way toward balancing out those traits yet that does not
eliminate them nor diminish their impact. In dealing with the psychology
of a Main Character, it is essential to understand upon which foundation
his experience rests.
Methodology · the elements a character will implement to
achieve his Purposes · When a character is motivated toward a particular
purpose, there remains the decision of what means should be used to reach
it. Not every possible Methodology is as appropriate as every other under
unique circumstances. For example, if one wants to pound in a nail, a
wrench would not work as well as a hammer. In fact, sometimes the whole
problem in a story is created because someone is using the wrong tool
for the right job. In creating Objective Characters for a given story,
16 of the 64 elements will be selected as the Methodology elements of
the character set.
Mind · [Class] · dyn.pr. Universe<-->Mind
· a fixed attitude · The Mind Class describes a fixed attitude.
This can be a bias, prejudice, or even a "positive" opinion
about anything at all. The key is that the attitude is fixed, meaning
it is accepted as a given and not re-evaluated. Often the Mind Domain
is represented by a group of people who share a common bias for or against
something. · syn. attitude, fixation, position on an issue,
fixed point of view, disposition
Morality · [Variation] · dyn.pr. Self Interest<-->Morality
· doing or being based on what is best for others · Not
to be taken as a spiritual or religious sense of right and wrong, Morality
here is intended to describe the quality of character that puts others
before self. This is not, however, always a good thing. If a character
is besieged by Self-Interested parties that grasp and take whatever they
can, Morality (in this limited sense) is most inappropriate. Also, Morality
does not always require sacrifice. It simply means that a Moral character
will consider the needs of others before his own. If the needs are compatible,
it can create a win/win scenario where no one need suffer. · syn.
selflessness, altruism, benevolence, generosity
Motivation · The elements that represent the drives behind
a character's Purposes · Motivation is the force that drives a
character in a particular direction. In order for the problem in a story
to be fully explored, all motivations pertaining to that topic must be
expressed. This is accomplished by assigning characteristic elements that
represent these motivations to the various objective characters. In this
way, different characters represent different motivations and the story
problem is fully explored. In creating Objective Characters for a given
story, 16 of the 64 elements will be selected as the Motivation elements
of that character set.
Nature · [Overview Appreciation] · the primary
dramatic mechanism of a story · The nature of a story will be one
of four possibilities: Actual Work Story, Actual Dilemma Story, Apparent
Work Story, or Apparent Dilemma Story. A story can be appreciated as a
structure in which the beginning, middle, and end can all be seen at the
same time. From this point of view, the Objective and Subjective storylines
can be compared. The Objective storyline determines if the solution to
the problem can be found in the environment or if the problem is actually
caused by a character flaw of the Main Character himself. The Subjective
storyline determines if the Main Character will remain steadfast in the
belief the problem can be solved in the environment or will change in
the belief that he himself is the cause of the problem. When the Main
Character remains steadfast, he spends the entire story doing work to
try and solve the problem. This is called a Work Story. If the Main Character
is correct in believing the solution to the problem lies in the environment
it is an Actual Work story. If the steadfast Main Character is wrong and
is the true cause of the problem, it is an Apparent Work story since he
believes Work is all that is necessary and that is not the case. When
the Main Character changes, he has come to believe that he is the real
cause of the problem. This is called a Dilemma Story because the Main
Character spends the story wrestling with an internal dilemma. If the
Main Character is correct in believing that he is the source of the problem,
then it is an Actual Dilemma Story. If he is incorrect and changes, even
though the problem was truly in the environment, it is an Apparent Dilemma
Story. Each of these four combinations creates a different mechanism in
order to arrive at the climax with the appropriate match up between the
true location of the problem and the Main Character's assessment of where
to find the solution.
Need · [Variation] · dyn.pr. Expediency<-->Need
· that which is required · Needs are always based upon a
purpose. It is often assumed that Need describes something absolutely
required in an objective sense. But Need is really a subjective judgment
of what is lacking to fulfill a requirement. To illustrate this, we might
consider the statement, "We all need food and water." This statement
seems to make sense, but is not actually correct. In truth, we only need
food and water if we want to live. For a paralyzed patient who wishes
to be allowed to die, the last thing he Needs is food and water. Clearly,
need depends upon what one subjectively desires. That which is required
to fulfill that desire is the subjective Need. · syn. subjective
necessity, urge, demand, imperative
Negative Feel · [Overview Appreciation] ·
the problem is closing in on the objective characters · Overall,
stories feel like "uppers" or "downers." This is not
a description of whether or not things turn out okay in the end, but a
sense of direction created by the kind of tension that permeates the story
up to the moment of climax. When the focus is on characters doggedly pursuing
a Solution, the story feels positive. When the focus is on characters
being dogged by a relentless Problem, the story feels negative. Another
way to appreciate the difference is to look at the Main Character. An
audience can sense whether the author feels a Main Character should or
should not change. If the character is growing toward the proper choice,
the story feels positive. If he is growing toward the improper choice,
the story feels negative. Both these views are created by the friction
between the Objective view that indicates what is truly needed to solve
the problem and the Subjective view of the Main Character as to what seems
to be the solution to the problem.
Neither · [Overview Appreciation] · both men
and women will tend to sympathize 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 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. "Neither" indicates that as a result
of this storyform's dynamics, neither male and female audience members
will tend to empathize with the Main Character, both will sympathize.
Non-Acceptance · [Element] · dyn.pr. Acceptance<-->Non-Acceptance
· a decision to oppose · The character containing the Non-Acceptance
characteristic will not compromise. He stands his ground regardless of
how unimportant the issue may be. Certainly, this characteristic nips
attrition in the bud but also loses the benefits of give and take relationships.
· syn. run counter to, reject, decline, repudiate, resist,
refusal to compromise
Non-Accurate · [Element] · dyn.pr. Accurate<-->Non-Accurate
· not within tolerances · Non-Accurate describes a concept
that is not functional for the purpose at hand. There may be some value
in the concept in other areas, but for the intended use it is not at all
correct. The Non-Accurate characteristic will find the exceptions to the
rule that ruin an argument. This makes it nearly immune to generalizations.
Unfortunately this can also make it unable to accept any explanation or
concept that has an exception, even if the exception has no real effect
on how the concept is being applied. Anything that is not right all the
time for every use is rejected as Non-Accurate · syn. not
within tolerance, insufficiency, inadequacy, deviancy, deficient to the
purpose
Objective Story Catalyst · [Variation] · The
item whose presence always pushes the Objective Story forward ·
The Objective Story Catalyst is what creates breakthroughs and seems to
accelerate the development of the Objective Story. 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.
Objective Story Concern · [Type] · The area
of concern in the objective story · see Concern.
Objective Story Consequence · [Type] · The
area that best describes the result of failing to achieve the goal ·
see Consequence.
Objective Story Costs · [Type] · The area
that best describes the costs incurred while trying to achieve the goal
· see Costs.
Objective Story Direction · [Element] · The
direction of efforts in the objective story · see Direction.
Objective Story Dividends · [Type] · The area that
best describes the dividends accrued while trying to achieve the goal
· see Dividends.
Objective Story Domain · [Class] · The domain
in which the objective story takes place · see Domain.
Objective Story Focus · [Element] · Where
attention is focused in the objective story · see Focus.
Objective Story Forewarnings · [Type] · The
area that best describes the imminent approach of the story consequences
· see Forewarnings.
Objective Story Goal · [Type] · The common
goal of the objective characters · see Goal.
Objective Story Inhibitor · [Variation] ·
The item that impedes the objective story's progress · The Objective
Story Inhibitor is what prevents a story from just rushing full speed
to the solution. It is like a brake mechanism which can be applied as
the author pleases. The introduction of this item will always slow the
progress of the story and it works as the antidote to the Objective Story
Catalyst.
Objective Story Line · the plot as it concerns the story
goal · The Objective Story Line is a distinct act by act sequence
of events that involves all of the Objective Story appreciations and none
of the Subjective Story appreciations. It represents the dispassionate
argument of the story, emphasizing events and relationships in a purely
cause and effect way. This is not to say that it has nothing to do with
the meaning of a story, only that it is not the WHOLE story. Meaning in
stories comes from comparing the Objective view of a story with the Subjective
view that comes from within the story.
Objective Story Preconditions · [Type] · The
area that best describes the conditions imposed on meeting the story's
requirements · see Preconditions.
Objective Story Prerequisites · [Type] · The
area that best describes what is needed to meet the story requirements
· see Prerequisites.
Objective Story Problem · [Element] · The
source of the objective story's problems · see Problem.
Objective Story Range · [Variation] ·
The objective story's thematic focus · see Range
Objective Story Requirements · [Type] ·
The area that best describes the requirements that must be met prior to
achieving the goal · see Requirements.
Objective Story Solution · [Element] · The
solution to the objective story's problems · see Range.
Objective Story Stipulation · [Type] ·
The standard by which progress is measured in the Objective Story ·
The Objective Story Stipulation is the gauge that tells people how far
along the story has progressed. It can't say how much longer the story
may go, but in regards to seeing how far away the goal is, both the Objective
Characters and the audience will look to the stipulation in order to make
any kind of judgment. This Type item describes the nature of the measuring
stick which will be used in the story.
Objective Story Type Order · [Plot Structure] ·
the kind of activity employed to arrive at a solution to the story's objective
problem, act by act · As the Objective Story progresses act by
act, it covers the Objective Story Perspective (the Perspective created
by matching the Objective Story Domain with one of the four Classes) Type
by Type around the quad of Types which it contains. These four explorations
make up the four acts and describe the kinds of things that will have
to happen in order to arrive face to face with the Objective Story Problem.
Objective versus Subjective Perspectives · In Dramatica,
we can examine a story from the outside as a dispassionate observer, noting
the relationship of Character to Plot to theme. We can also examine a
story from the inside, by stepping into the shoes of the Main Character
to discover how things look to himself. In the first case, we see the
story like a general watching a battle from atop a hill. We are concerned
with the outcome, but not actually involved. This is the Objective perspective.
In the second case, we see the story from the point of view of a Main
Character. This is more like the view of a soldier in the trenches. We
are watching the same battle, but this time we are personally involved.
This is the Subjective perspective. An audience is provided access to
both Objective and Subjective views by the author. When the audience is
only shown information that the Main Character also receives, it is in
the Subjective perspective. When the audience receives additional information
that the Main Character does not receive, it is in the Objective perspective.
The dramatic potentials of a story are largely created by the differential
between the Objective and Subjective perspectives. At appropriate times,
Dramatica aids the author in focusing his attention on the perspective
that will most effectively support his dramatic intentions.
Obligation · [Variation] · dyn.pr. Rationalization<-->Obligation
· accepting a task or situation in exchange for someone's potential
favors · Obligation is a mental trick we play when we accept a
poor situation now in the hopes it will lead to a better one later. If
we do not feel Obligated, we know we are really in control of the situation
since we can leave at any time. However, we would then lose any chance
of a reward at the end and even risk consequences that might befall us
as a result of leaving. But by focusing on the hope of a reward and protection
from consequences, our current suffering can be tolerated and we feel
we have no choice but to stick it out. The problem is that as long as
we continue to feel we have no choice, the suffering can increase way
beyond any realistic hope of recouping and yet we "must" stay.
· syn. agreement, pledge, contract, accepted compulsion,
emotional contract
Obstacle Character · [Subjective Character] ·
The Subjective Character that forces the Main Character to face his personal
problem · Every Main Character has a single Obstacle Character
that forces him to face his personal problems. From the Main Character's
point of view, the Obstacle Character may seem to be blocking the
road to the solution of the Main Character's personal problem, or he may
seem to be trying to knock the Main Character off the road to the solution.
In a more objective view, the Obstacle Character functions to block the
Main Character from sweeping his personal problem under the carpet, forcing
the Main Character to address it directly. In every act, a story problem
is introduced that requires the Main Character to expose his personal
problem in order to solve the story problem. It is the Obstacle Character
that creates the most personal tension for the Main Character. Frequently,
the Main Character is chosen by the author to be the Protagonist as well,
and often the Obstacle Character function is combined with the Guardian
or the Contagonist. In this way, they each do double duty as prime movers
of both the objective and subjective concerns of the story. This arrangement
is not essential, however, and in many cases it is prudent to assign the
Main and Obstacle Character roles to characters other than the Protagonist
and Guardian/Contagonist in order to clearly explore the relationship
between the Objective and Subjective problems of the story.
Obstacle Character's Concern · [Type] · The
area of the Obstacle Character's cares, interests, or goals · The
Obstacle Character will be interested in achieving some degree of growth
or control over things described by this appreciation. This could be in
terms of concrete or abstract things, depending partly on the Obstacle
Character's Domain and partly on the twist the author wants to put on
that Domain.
Obstacle Character's Critical Flaw · [Variation] ·
The item that undermines the Obstacle Character's efforts · The
Obstacle Character's Critical Flaw undermines his effectiveness against
the Main Character in general, but especially in regards to his Unique
Ability. The Obstacle Character in any story 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.
Obstacle Character's Direction · [Element] ·
The direction of the Obstacle Character's efforts · An Obstacle
Character can never be sure if what he believes to be the source of his
problem really is the source of his problem. Regardless, based on his
way of seeing things, 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 believes is the path to a solution is his
Direction.
Obstacle Character's Domain · [Domain] · The
broadest description of the Obstacle Character's impact in a specific
story · Everything that emanates from what the Obstacle Character
does and represents which primarily relates to his impact alone, as opposed
to specific relationships he has with other characters, can be said to
be part of the Obstacle Character Domain. There are four different Domains
in the structure of any story, represented by the combination of each
of the four Classes with each of the four throughlines-- the Objective
Story Throughline, the Subjective Story Throughline, the Main Character
Throughline, and the Obstacle Character Throughline. The Obstacle Character
Domain describes, in the broadest single term, what the Obstacle Character
represents and the area in which the Obstacle Character operates within
the story.
Obstacle Character's Focus · [Element] · Where
the Obstacle Character's attention is most directed · The Obstacle
Character concentrates his attention where he thinks his problem lies.
Just as in the Main Character, an inequity exists in the Obstacle Character
between himself and his environment which is driving him. The actual nature
of this inequity is described by the Obstacle Character Problem Element.
The nature of what is required to restore balance is described by the
Obstacle Character Solution Element. From the Subjective view afforded
to the Obstacle Character though, the inequity does not appear to be between
himself and the Environment but wholly in one or the other. The Focus
Element describes the nature of how the problem appears to the Obstacle
Character from his Subjective point of view. Focus really describes the
effects of the Obstacle Character Problem element, but because the Problem
element is on the level of his own motivations, Subjective Characters
can never see his actual problems without solving them.
Obstacle Character's Problem · [Element] ·
The source of the Obstacle Character's drive · In every Obstacle
Character there exists some inequity that is driving him. If the Obstacle
Character Changes something in himself in response to the Main Character's
Steadfastness, it is this item, his Problem, which he changes by exchanging
it for his Solution. If the Obstacle Character is Steadfast, though, then
he holds onto his problem, deepening his resolve to keep the same motivations
at the end of the story as he had when he began the story.
Obstacle Character's Range · [Variation] ·
the nature of The Obstacle Character's efforts · An Obstacle Character's
Range captures the essence of what that character will represent in the
story. The nature of the things he does, intends to do, and effectively
means to the passionate argument of the story are all linked in this appreciation.
Obstacle Character's Solution · [Element] ·
what is needed to truly satisfy The Obstacle Character's motivation ·
The Solution Element is the "flip side" of the Problem Element.
For the Obstacle Character, it is the element that would alleviate the
Obstacle Character's drive which his Problem Element supplies. It is not
necessarily applied during a story, but it exists in every story nevertheless.
Obstacle Character's Stipulation · [Type] ·
The standard against which the Obstacle Character's concern is measured
· The way of telling how much the Obstacle Character is dealing
with the issues at stake for him in the story is by choosing an item in
the story and using it as a measuring stick. This can be subtle or obvious,
illustrated perhaps by the number of empty beer cans next to an alcoholic's
bed, the severity of a facial tick, or the amount of perfume a character
puts on. However it is illustrated, it needs to be there to give both
the audience and the Obstacle Character some way of judging how deep his
concern is and how far along in the story he is.
Obstacle Character's Unique Ability · [Variation]
· The item that makes the Obstacle Character uniquely able to thwart
the Main Character · The reason the Obstacle Character is able
to carry half of the Subjective Story is his unique suitability to take
the opposite position to the Main Character on the Crucial Element of
the story. The Obstacle Character Unique Ability gives the Obstacle Character
a power which no one else in the story has to be able to affect the Main
Character. The nature of this power is what is described by this appreciation.
Obtaining · [Type] · dyn.pr. Doing<-->Obtaining
· achieving or possessing something · Obtaining includes
not only that which is possessed but also that which is achieved. For
example, one might obtain a law degree or the love of a parent. One can
also obtain a condition, such as obtaining a smoothly operating political
system. Whether it refers to a mental or physical state or process, obtaining
describes the concept of attaining · syn. controlling for
oneself, possessing, having, keeping.
Openness · [Variation] · dyn.pr. Preconception<-->Openness
· willingness to re-evaluate · Openness simply means entertaining
alternatives. When a character's pre-conceptions come into conflict with
new information, if he is open, he will not be biased or blind to it.
He puts openness above holding on to a point of view. Of course, this
can easily be carried to extremes, when someone seems to have no opinion
at all and just goes with whatever anyone else says. Some degree of pre-conception
is necessary to benefit from the value of one's own experience. ·
syn. broad mindedness, tolerancy, willingness to reevaluate, receptiveness
Oppose · [Element] · dyn.pr. Support<-->Oppose
· an indirect detraction from another's effort · The Oppose
characteristic causes a character to speak out against any effort, although
he does not actively engage in preventing it. As in "the Loyal Opposition,"
an opposing view can be useful in seeing the negative side of an endeavor.
However it can also wear thin really fast with the constant nag, nag,
nag. · syn. object to, speak out against, argue against,
protest, dispute, show disapproval of, detract from
Optionlock · [Plot Dynamic] · the story climax
occurs because all other options have been exhausted · If not for
the story being forced to a climax, it might continue forever. When a
story is brought to a conclusion because the characters run out of options,
it is said to contain a Optionlock. As an analogy, one might think of
a story as the process of examining rooms in a mansion to find a solution
to the story's problem. Each room in the mansion will contain a clue to
the actual location of the solution. In an optionlock, the Objective Characters
might be told they can examine any five rooms they want, but only five.
They must pick the five rooms ahead of time. They can take as long as
they like to search each one and go thoroughly examine four of the rooms.
After getting through their fourth pick they are given a choice: based
on the clues they have found so far, do they wish to stick with their
original fifth room or pick another room instead out of all that remain?
Either choice may lead to success or failure, but because running out
of options forced the choice it is an Optionlock story. This choice represents
the Optionlock which brings the story to a close and forces such appreciations
as Main Character Resolve (Change or Steadfast), Outcome (Success or Failure),
and Judgment (Good or Bad).
Order · [Element] · dyn.pr. Chaos<-->Order
· an arrangement in which patterns are seen · The character
containing the Order characteristic is concerned with keeping things organized.
Change is not a problem as long as it is orderly. However, sometimes you
can't get there from here and the whole system has to be blown apart to
rebuild from the ground up. Sometimes a little chaos needs to reign so
that a log jam can be broken or a process speeded up. The character representing
Order is an organization fiend. · syn. structure, patterned
arrangement, organization, patterned formation, formation, configuration,
patterned sequence
Outcome · [Plot Dynamic] · an assessment of
how things ended up · When one is creating a story, one must consider
how it all comes out. This will not just be a description of the situation
but also of what potentials remain and how they have changed over the
course of the story. Often, an author may wish to show the Outcome of
a dramatic movement at the beginning or middle rather than the end. In
this way the audience will focus more on how that eventuality came to
be rather than trying to figure out what is going to happen.
Overview Appreciations · Story points items relating to
the widest appreciation of your entire story, including the Character
and Plot Dynamics which describe its dramatic mechanism and basic feel
are called Overview Appreciations. For example, Essence, Nature, Reach,
Apparent or Actual Dilemma stories, etc.
Past (The Past) · [Type] · dyn.pr. Present<-->Past
· what has already happened · The past is not unchanging.
Often we learn new things which change our understanding of what past
events truly meant and create new appreciations of how things really fit
together. A Story that focuses on the Past may be much more than a documentation
of what happened. Frequently it is a re-evaluation of the meaning of what
has occurred that can lead to changing one's understanding of what is
happening in the present or will eventually happen in the future. ·
syn. history, what has happened, former times, retrospective
Perception · [Element] · dyn.pr. Actuality<-->Perception
· the way things seem to be · Perception is a point of view
on reality. In truth, we cannot truly get beyond perception in our understanding
of our world. A character that represents Perception is more concerned
with the way things seem than what it is. Therefore he can be caught off-guard
by anything that is not what it seems. · syn. appearance,
how things seem to be, discernment, a particular reading of things, a
point of view on reality, a way of seeing
Permission · [Variation] · dyn.pr. Deficiency<-->Permission
· one's ability based on what is allowed · Permission means
Ability limited by restrictions. These constraints may be self imposed
or imposed by others. When a Character considers what he can or cannot
do, he is not assessing his ability but the limitations to his ability.
When one worries about the consequences born of disapproval or self-loathing,
one halts for the lack of Permission. The frustration of a character suffering
a vice-grip on his ability may eventually erupt in an explosive reaction
if the noose gets too tight. · syn. constrained ability,
limited capability, restricted capacity, hindered performance, allowed
limitations, restrained utility
Perspective · [Domain] [Class] · The combination
of one of the four throughlines with one of the four Classes ·
To complete the creation of one of the four perspectives (or Domains)
for any particular story, a throughline must be matched to a Class so
that the place which the perspective is looking from is defined and the
nature of the perspective is defined. The four throughlines include the
Objective Story, the Subjective Story, the Main Character, and the Subjective
Character and they are the four places where a perspective or Domain can
be assigned. Universe, Physics, Psychology, and Mind are the four classes
which represent the four broadest classifications which describe the nature
of a perspective. In every story, each throughline is assigned one Class.
Then the pair relationships of the Classes and the terms which fall under
them suddenly apply to the Perspectives which have been created by this
merging of throughlines and Classes. Only by fully exploring all four
perspectives can a Grand Argument Story be completed.
Physics · [Class] · dyn.pr. Psychology<-->Physics
· an activity · The Physics Class is one of action. Whereas
the Universe Class describes a fixed situation, Physics is a Class of
dynamics. Situations evolve, develop, and change. Activities are engaged
in and endeavors undertaken. · syn. an activity, an enterprise,
an initiative, an endeavor, an operation
Positive Feel · [Overview Appreciation] ·
the objective characters in the story are closing in on the problem ·
An author can pass judgment on the appropriateness of a Main Character's
approach to the problem. When a Main Character's approach is deemed proper,
the audience hopes for him to remain steadfast in that approach and to
succeed. Regardless of whether he actually succeeds or fails, if he remains
steadfast he wins a moral victory and the audience feels the story is
positive. When the approach is deemed improper, the audience hopes for
him to change. Whether or not the Main Character succeeds, if he changes
from an improper approach to a proper one he also win a moral victory
and the story feels Positive.
Positive versus Negative · Positive and Negative are not
evaluations of the ultimate outcome of a story, but evaluations of how
the story feels during its course toward the outcome. Does the story feel
like it is drawing closer to a satisfying and fulfilling conclusion or
farther away from an unsatisfying, unfulfilling conclusion? Then it is
positive. Does the story feel like it is drawing closer to an unsatisfying
and unfulfilling conclusion or farther away from a satisfying, fulfilling
conclusion? Then it is negative. Any given story will have either a positive
or negative feel to it. This is caused by a combination of two kinds of
dynamics, one of which describes the Main Character, the other describes
the Author. Every Main Character's personal problem is either caused because
he is doing something he needs to stop or because he is not doing something
he ought to be. In other words, his problem exists because he needs to
remove or add a trait. In a sense, the Main Character must either move
toward something new or move away from something old. That alone does
not give a positive or negative feel to a story, as what he is moving
toward or away from could be good or bad. Every Author has feelings about
which traits are good ones to have and which are bad. Just because a Main
Character successfully solves his problem by removing or adding a trait
does not mean he has become a better person for it. The Author's message
may be that failure in problem-solving is preferable to diminishing one's
overall character. So the Author's identity is exposed to the audience
by passing a value judgment on whether removing or adding a trait (Start
or Stop) was good or bad. Taken together, Start and Stop, and a value
judgment on what the Main Character is growing in relation to of good
or bad create four combinations. Two of these are positive and
two of them are negative. Start and good means the Main Character
is moving toward something good and that feels positive. Stop and bad
means the Main Character is moving away from something bad and that also
feels positive. Start and bad means the Main Character is moving
toward something bad and that feels negative. And Stop and good
means the Main Character is moving away from something good and that feels
negative as well.
Possibility · [Element] · dyn.pr. Probability<-->Possibility
· a determination that something might be true · The Possibility
element endows a character with an open-minded assessment of his environment
and relationships. However, it gives less weight to the single most likely
explanation, looking instead at the whole range of known alternatives.
Since the most likely scenario does not always happen, the Possibility
element aids in having "Plan B" ready. On the downside, this
characteristic may "over think" things and lose track of what
is most probable. · syn. plausibility, viability, conceivable
eventualities, open assessment
Potential · [Dynamic Term] · 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.
Potential simply means a latent tendency toward some attitude or action.
Though a dramatic Potential may exist, it is not necessarily applied.
Rather, until a Resistance interacts with a Potential, the Potential has
nothing to act against and will remain latent. So in a quad, assigning
one of the items as the Potential does not mean it will become active
in the story. Instead, it might function to deter the Resistance item
from a certain course rather than risk conflict with Potential. 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.
Potentiality · [Element] · dyn.pr. Certainty<-->Potentiality
· a determination that something has the capacity to become true
· The element of Potentiality drives a character to take risks
on long odds. Always looking at what is not specifically ruled out, he
is even beyond the realm of possibility and spends his time focusing on
the greatest possible potential. As long as there is no reason why something
should not be a certain way, the character representing Potentiality acts
as if it is. Of course this leads him to see benefits and dangers others
might miss, but it also leads him to starve on "pie in the sky."
This characteristic always looks at what might be, never stopping to take
stock of what is. · syn. chance, precariousness, focusing
on the uncertain, going with the improbable
Power (Outcome) · [Dynamic Term] · One way
to measure the relationship of items in a quad is to classify him as Potential,
Resistance, Current, and Power (or Outcome). In this manner, we can see
how dramatic components operate on each other over the course of the story.
Power simply means the effect of a process. When a dramatic Power exists
it does not necessarily create change. Rather, until it is applied for
the necessary period of time by Current, the Power will have not have
the impact sufficient to affect change. So in a quad, assigning one of
the items as the Power does not mean it will alter the course of the story.
Instead, it might function to direct effort by providing a specific target.
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.
Preconception · [Variation] · dyn.pr. Preconception<-->Openness
· unwillingness to re-evaluate · Preconception is a pre-conception
that prevents one from entertaining information contrary to a held conclusion.
When one shuts his mind to additional data, there is no way to realize
that the conclusion might be in error. Contradictory observation no longer
becomes part of experience so experience ceases to grow. Obviously, this
can lead to all kinds of actions and attitudes that work to the detriment
of oneself and others. On the other hand, Preconception can steel one
against temporary exceptions that tempt one to veer from the true path.
Question · Is it bad to have Preconceptions against evil? ·
syn. prejudice, closed mindedness, narrow mindedness, intolerancy,
stubbornness, unwillingness to reevaluate
Preconditions (Objective Storyline) · [Type] ·
unessential restrictions imposed on the effort to reach the goal ·
When meeting the requirement is made contingent upon some non-essential
restriction, the extra baggage is referred to as Pre-conditions. Depending
upon the nature of the Pre-conditions and the nature of a character, it
may turn out that although the pre-requisites will achieve the goal, the
goal itself is improper and only the Pre-conditions can actually solve
the problem. Misplaced emphasis is a common thematic exploration.
Preconditions · [Variation] · dyn.pr. Prerequisites<-->Preconditions
· limitations tacked on to an effort · When access to resources
necessary to meeting pre-requisites is made contingent upon some non-essential
accomplishment or limitation, the extra baggage is referred to as Pre-conditions.
Depending upon the nature of the Pre-conditions and the nature of a character,
it may turn out that although the pre-requisites will achieve the goal,
the goal itself is improper and only the Pre-conditions can actually solve
the problem. Misplaced emphasis is a common thematic exploration. ·
syn. provision, prescribed specification, imposed stipulation,
limiting parameters, imposed limitations
Preconscious (The Preconscious) · [Type] · dyn.pr.
Subconscious<-->Preconscious · immediate responses ·
Built into the mind is an instinctual base of reactions and attitudes
that cannot be altered but merely compensated for. When a story's problem
revolves around the unsuitability of someone's essential nature to a given
situation or environment, the central issue is the Pre-Conscious. The
solution lies in the character conditioning himself to either hold his
tendencies in check or develop methods of enhancing areas in which he
is naturally weak in reason, ability, emotion, or intellect. ·
syn. unthinking responses, immediate responses, impulse, impulsive
response, instinctive response, innate response, reflex
Prediction · [Variation] · dyn.pr. Interdiction<-->Prediction
· a determination of a future state of affairs · Prediction
explores the effort to learn the course of one's destiny. 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. However, if one
could know the future course, one could prepare for each eventuality in
order to minimize or maximize its effect. · syn. foresight,
foreseeing, anticipation, envisioning one's future, prophecy, forecast,
foretell, prognosticate
Prerequisites (Objective Storyline) · [Type] ·
the essential parameters that must be met to complete the requirement
· Pre-requisites are the essential or necessary steps or accomplishments
that must be achieved in order for something to occur. If a goal has a
single requirement, there may be many pre-requisites to achieving that
requirement.
Prerequisites · [Variation] · dyn.pr. Preconditions<-->Prerequisites
· preliminary steps that must be met · Prerequisites are
the essential or necessary steps or accomplishments that must be achieved
in order for something to occur. If a goal has a single requirement, there
may be many prerequisites to meeting that requirement. · syn.
essential steps, necessary requisites, compulsory stipulation
Present (The Present) · [Type] · dyn.pr. Past<-->Present
· the current situation and circumstances · "Present"
does not refer to the way things are going, but to the way things are.
It is a here and now judgment of the arrangement of a situation and the
circumstances surrounding it. A story that focuses on the Present is not
concerned with how events led to the current situation nor where the current
situation will lead, but defines the scenario that exists at the moment
. · syn. how things stand, the here and now, current situation,
as of this moment
Proaction · [Element] · dyn.pr. Reaction<-->Proaction
· taking initiative action to achieve one's goals · The
Proactive characteristic will urge a character to begin problem solving
on his own. This character will be a self-starter who is up and at it
the moment he realizes a potential problem exists. Sometimes, however,
a potential problem may not actually materialize and would have disappeared
in short order by itself. Proaction may actually cause the problem to
occur by irritating the situation. Worse yet, the character representing
Proaction may act before the true nature of the problem is seen, leading
him to cause damage to innocent or non-responsible parties, sometimes
actually aiding the real source of the problem. · syn. to
initiate action, execute, undertake, commit, implement
Probability · [Element] · dyn.pr. Possibility<-->Probability
· a determination of likelihood · The character having the
Probability characteristic puts its beliefs and efforts behind what is
most likely. It is not as bound to safety as a character containing the
Certainty characteristic, yet will still only take "calculated"
risks. It is always playing the odds and changes direction in mid-stride
if the odds change. This allows it to steer clear of many dangers but
also tends to make it fickle. · syn. likelihood, prospective,
predictable, promising
Problem (Objective Storyline) · [Element] ·
the underlying cause of the story's difficulties · Of all the Elements,
there is a single one that describes the essence of the story's problem.
The inclusion of this element in an Objective Character identifies him
as the Main or Obstacle Character. This is because it makes that character
the only one who can solve both the Objective and Subjective problems
in a single stroke by addressing the problem (changing).
Process · [Element] · dyn.pr. Result<-->Process
· the mechanism through which a cause leads to an effect ·
A Process is a series of interactions that create results. The character
representing Process will concentrate on keeping the engine running smoothly.
Unfortunately, he often forgets to look where the car is actually going.
Sometimes the experiences along the way are the important part, other
times it is arriving at the destination. · syn. chain of interactions,
manner of procedure, cause/effect relation, progression, ongoing pull
or tendency
Production · [Element] · dyn.pr. Reduction<-->Production
· a process of thought that determines potential · Production
is a process of thought that determines potential. Almost like deduction
in reverse, rather than arriving at a present truth by limiting out what
cannot be, Production arrives at a future truth by limiting out what can
not happen. Anything that remains has potential. The problem for the character
representing the Production characteristic is that Potentiality is often
mistaken for Certainty if he fails to realize that any overlooked or unknown
information can completely alter the course of the future. · syn.
determining potential, noticing possibilities, ruling out future impossibilities,
discovering of potential
Progress · [Type] · dyn.pr. Future<-->Progress
· the way things are going · Progress concerns itself with
change · what direction and how fast? It is not so important where
things were, are, or will be, but rather how the struggle between inertia
and change seesaws over the course of the story. · syn.
flowing, advancing, proceeding, moving forward, developing step by step,
graduated, staging, successive, procession, the way things are going
Projection · [Element] · dyn.pr. Speculation<-->Projection
· an extension of probability into the future · Projection
is a means of anticipating events and situations by extending the line
of how things have been happening into the future. A character that represents
Projection has a good grasp of what he might look for in things to come.
However, this character will give great weight to past experience so abrupt
changes in direction might be ignored until it is too late. · syn.
anticipation, how things will be, most likely, probable
Protagonist · [Archetype] · An archetype who
represents the motivations of Pursuit and Consider · An Objective
Character charged with the responsibility of pursuing a solution to the
story's objective problem. An objective problem does not mean it can't
be personal. Rather, it means that all of the dramatically functioning
characters in the story are concerned about the outcome. The true Archetypal
Protagonist pursues the solution against the Antagonist. In other stories
a close cousin of the Protagonist shares all the same elements except
he tries to avoid the Antagonist's plan. For the Pursuing Protagonist
the goal is to cause something. For the Avoiding "Protagonist"
the goal is to prevent something.
Protection · [Element] · dyn.pr. Inaction<-->Protection
· an effort to prevent one's concerns from being vulnerable to
interference · Protection is the act of building one's defenses
against actual and potential threats. Certainly, preparing for problems
brings a character advantages should the problems occur. However, the
very act of building defenses can be interpreted as a threat to others
who rely on Proaction and thereby precipitate the very aggression the
character had tried to protect against. Also, a character representing
Protection may stifle another's need for risk-taking or become so wrapped
up in preparations that there are no resources left to use for advancement.
· syn. defense, safeguard, preservation, precaution
Proven · [Element] · dyn.pr. Unproven<-->Proven
· a rating of knowledge based on corroboration · Proven
refers to an understanding that has been shown to be correct enough times
to enough people to hold it as fact. The character representing Proven
will judge truth only by what has been sufficiently verified. This makes
it wary of unsubstantiated rumors, evidence, or conclusions. In the negative
column, determining something is Proven requires drawing an arbitrary
line that says, "Enough it enough, it's true!" The moment one
assumes that the understanding is Proven, one ceases to look for exceptions.
When a connection is made between two events or people on the basis of
a series of "Proven" facts, all it takes is one exception to
ruin the argument. · syn. verified, confirmed, corroborated,
established, demonstrated, shown
Psychology · [Class] · dyn.pr. Physics<-->Psychology
· a manner of thinking · The Psychology Class is where the
evolution or change in an attitude is explored, unlike the Mind Class
which describes the nature of a fixed state of mind. This is a more deliberation-oriented
class where the focus is not on the attitude itself, but whether it is
changing for better or for worse. · syn. ways of thinking,
thinking process, activity of the psyche, manipulation of others
Purpose · The intentions which any character has in a story
· Purpose and Motivation are often confused. Whereas Motivation
is the reason or emotion that the character must fulfill
or satisfy, Purpose is the specific way he intends to do so. Sometimes
a character will attempt to satiate his Motivation by achieving several
Purposes, each of which does part of the job. Other times, a single Purpose
can assuage multiple Motivations. Many interesting stories are told about
characters who struggle to achieve a Purpose that really will not meet
their Motivation or about characters who achieve a Purpose for the wrong
Motivation. But other, less common arrangements sometimes present more
Deliberation oriented stories where the character achieves a Purpose near
the beginning and then must search to find a Motivation that gives it
value, or a character who has a strong Motivation but must search for
the Purpose that truly accommodates it.
Pursuit · [Element] · dyn.pr. Avoidance<-->Pursuit
· a directed effort to resolve a problem · The character
representing Pursuit is a real self-starter. The Pursuit characteristic
leads a character to determine what he needs to achieve and then make
a bee-line for it. This may seem admirable and it can be. Unless of course
he is trying to pursue something bad for himself and/or for others. In
fact, it may be that the object of the Pursuit doesn't want to be pursued.
"If you love something let it go... If it loves you, it will come
back. If it doesn't come back, hunt it down and kill it." ·
syn. seek, go after, attempt to achieve, look for, directed effort
Quad · [Structural Term] · For every dramatic
unit, three others can be found that possess a similar quality. A relationship
exists in this group of four units that allows them to act as potentiometer
controlling dramatic direction and flow. These groups can be represented
as a square divided into four quadrants -- hence the name QUAD. In each
quad of four dramatic units, special relationships and functions exist
between diagonal, horizontal, and vertical pairs.
Range · [Variation] · The thematic meaning
of the Domain being explored · Each of the four Domains: Objective
Story, Subjective Story, Main Character, and Obstacle Character, have
a thematic nature which is described by its Range. The Objective Story
Range, for example, describes the nature of the Objective Characters'
efforts in that story. Whatever kinds of things are done by the Objective
Characters in relation to the Story Goal can be said to be linked thematically
by this particular item.
Rationalization · [Variation] · dyn.pr. Obligation<-->Rationalization
· a logical alternative used to mask the real reason · Rationalization
is the attempt to have your cake and eat it too. When a character expects
that catering to his desires will bring about some cost or punishment,
he tries to do what he'd like in a way he thinks will avoid retribution.
One way is to come up with an excuse. Rationalization involves fabricating
an artificial reason for one's attitude or actions that will excuse them.
The reason must make sense as being a possible actual cause of the character's
activities. In fact, it might very well have been the reason, except that
it wasn't, which is what makes it a Rationalization. · syn.
fabricated excuse, ulterior explanation, false justification, artificial
reason
Reach · [Overview Appreciation] · the manner
in which the audience identifies with the Main Character · The
Reach of a story describes the relationship between the audience and the
Main Character. An audience might Empathize with a Main Character in which
case the audience identifies with the Main Character and sees the story
through his eyes. Alternatively, an audience might Sympathize with the
Main Character in which case it stands next to the Main Character as if
it were a close acquaintance. The story dynamics that determine Empathy
or Sympathy are different for men than for women. Women tend to identify
and Empathize with a Main Character of either sex who is limited by a
Optionlock. Men tend to only Empathize with male Main Characters. Women
tend to Sympathize with a Main Character of either sex who is limited
by a timelock. Men tend only to Sympathize with female Main Characters.
As a result of these dynamics, sometimes both women and men will Empathize,
sometimes women only, sometimes men only, sometimes neither (both will
Sympathize). It should be noted that these are tendencies only. Training,
experience, and personal choice in any individual audience member can
slip the balance wholly to the other side. Nevertheless, at the subconscious
level these tendencies will hold true.
Reaction · [Element] · dyn.pr. Proaction<-->Reaction
· actions made in response · The Reaction characteristic
leads a character to strike back at the source of a problem. Reaction
is less precipitous than Proaction requiring the problem to materialize
before it acts. It does not take preemptive first strikes nor does it
turn the other cheek. As a result, it often waits too long to tackle a
problem that could easily have been prevented, then gets in a brawl that
actually becomes a problem. Many authors try to pit one Proactive character
against another. This actually diminishes the drama of the conflict as
both characters are taking the same approach. By making one character
Proactive and another Reactive, a much more real and powerful interaction
is created. · syn. response, reply, acting from stimulus,
goaded to action
Reappraisal · [Variation] · dyn.pr. Appraisal<-->Reappraisal
· a reconsideration of a conclusion · When one has made
an initial appraisal as to where preliminary evidence seems to be leading,
there comes a time when one must make a Reappraisal of the evidence to
see if its direction has changed. This tends to keep one on the right
track. But characters, like everyday people, are influenced by what has
occurred most recently -- "What have you done for me lately?"
As a result, during Reappraisal a character might discount the body of
evidence in favor of that which is most fresh in his mind. · syn.
reassess, rechecking, checking up, re-examining a conclusion, reevaluating
a conclusion
Reason · [Archetype] · An Archetype who represents
the motivations of Logic and Control · The Reason Archetypal Character
evaluates and acts solely on the basis of calm logic, never becoming enraged,
passionate or emotionally involved in a decision. Although common in simple
stories, the Reason character is hard to empathize with. As a result,
it is one of the characters most often altered slightly from its archetypal
arrangement to provide more potential for empathy from the audience. A
frequent choice is to swap the trait of calm with the Emotional character's
trait of frenzy. The result is that both characters become more interesting,
the Reason character being both logical and frenetic, the Emotional character
being highly passionate yet in control
Reconsider · [Element] · dyn.pr. Consider<-->Reconsider
· questioning a conclusion based on additional information ·
The Reconsideration characteristic represents the drive to re-examine
one's conclusions to see if they are still valid. This leads to a pragmatic
approach to one's own beliefs but also undermines resolve with every new
obstacle that crosses one's path. · syn. re-examining conclusions,
rethinking, to mull over again, further deliberation, additional scrutiny
Reduction · [Element] · dyn.pr. Production<-->Reduction
· a process of thought that determines probability · Reduction
is a process of thought that compares the likelihood of several incomplete
lines of deduction. Sometimes there is not enough information to fully
deduce the ultimate truth in a matter. However, there is enough information
to narrow the field of possibilities. When all the possibilities are considered,
each can be rated on its individual merits as to how much each has. The
potentialities are compared, arriving at the most likely conclusion. This
allows the Reduction characteristic to act with a greater degree of confidence
than if no "favorite" theory or explanation had emerged. Of
course, dealing with incomplete data is a horse race where even the most
unlikely explanation may surge ahead when the last piece is in place and
prove to be the actual fact of the matter. It is when the Reduction characteristic
gives probability the weight of certainty or fails to reevaluate that
problems can arise. · syn. determining probability, comparisons
of potentiality, measurement of likelihood, judging probabilities
Reevaluation · [Element] · dyn.pr. Evaluation<-->Reevaluation
· a reappraisal of a situation or circumstances · Reevaluation
is the act of reconsidering one's first impressions. This may be in regard
to a person, situation, goal, or even oneself. Reevaluation is a helpful
characteristic in dispelling incorrect initial assessments of the meaning
behind things, but is a real drawback when a person or situation conspires
to lure one's understanding away from an accurate Evaluation. Perhaps
a series of coincidences or a concerted effort can present information
that conflicts with an earlier Evaluation that was actually quite on the
mark. A character containing the Reevaluation characteristic can be swayed
by new misleading information and form new, mistaken understandings. ·
syn. reappraisal, further assessment, subsequent analysis, scrutiny
of first impressions
Repulsion · [Variation] · dyn.pr. Attraction<-->Repulsion
· pushing or being pushed away from · A character's path
to his goal is blocked by many curtains. The future beyond each cannot
be seen until he has passed through to the other side. Sometimes the curtain
itself is attractive, encouraging one to continue. Other times it is negative,
indicating danger or loss, or that something unsavory lies behind. This
is the nature of Repulsion. The warning is, "I'd go back if I were
you" or "Don't spit into the wind." But does the curtain
truly represent something distasteful that waits beyond or is it simply
a false front, a mask to scare off the less tenacious? · syn.
unattractive, repellent, foreboding, unsavory, pushing away, forcing back
Requirements (Objective Storyline) · [Type] ·
the necessary pre-cursor to achieving the goal · Achieving a goal
is not a one-step activity. Rather, all the cogs and wheels of a situation
must be adjusted and realigned first in order to enable the goal. That
can entail taking a certain number of steps in sequence and/or involve
"tuning" the orchestra of the dramatics until they support the
harmony of the goal. Both the sequential and holistic approach to these
pre-requisites and pre-conditions are described by the nature of the overall
requirement to achieving the goal. In other words, the requirement describes
the condition requisite to the goal and is made up of pre-requisites and
pre-conditions.
Resistance · [Dynamic Term] · 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.
Resistance simply means a tendency toward inertia. When a dramatic Resistance
exists it does not necessarily come into play. Rather, until a Potential
interacts with a Resistance, the Resistance will have no impact at all.
So in a quad, assigning one of the items as the Resistance does not mean
it will alter the course of the story. Instead, it might function to deter
the Potential item from a certain course rather than risk conflict with
Resistance. 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.
Resolve · [Character Dynamic] · the degree
to which the Main Character feels compelled to remain on the quest ·
There are two major ways in which an author can illustrate the best way
to solve the problem explored in a story. One is to show the proper way
of going about solving the problem, the other is to show the wrong way
to solve the problem. To illustrate the proper way, your Main Character
should hold on to his resolve and remain steadfast because he truly is
on the right path. To illustrate the improper way of dealing with a problem,
your Main Character must change for he is going about it the wrong way.
Responsibility · [Variation] · dyn.pr. Commitment<-->Responsibility
· the belief that one is best suited to accomplish a task ·
The instinct for survival is paramount under normal circumstances. Still,
even animals throw themselves into danger to help a human friend. The
drive that overcomes self-interest is Responsibility. Responsibility exists
when one cares more for others than for oneself. The problem occurs when
a character believes he knows what is best for someone and that someone
doesn't agree. "It's for your own good," and "This is going
to hurt me more than you" are two expressions that exemplify this
attitude. Sometimes the character is right in believing he knows best,
other times not. But either way, Responsibility can cause problems when
it is imposed on another rather than offered to them. Responsibility can
both be given or taken. · syn. assumed propriety, believed
appropriateness, self designated aptness, accepted suitability
Result · [Element] · dyn.pr. Process<-->Result
· the ramifications of a specific effect · Result is a holistic
view of all the end products of a process. When a cause generates an effect,
how does the effect upset the overall balance of a situation? In a balance
of power, one must consider the results of arming an ally not just the
immediate effect of strengthening its military. The character possessing
the Result characteristic considers the ripples that might occur because
of a given effect. The negative aspect is that it often over-thinks the
situation until its considerations are ranging far beyond the scope of
any real concerns. This can inhibit useful actions for insignificant reasons.
Stop a new factory that will create jobs to protect a previously unknown
species of gnat? It depends on the scope of the concern. · syn.
ramifications of an effect, consequence, repercussion, impact, end product
Security · [Variation] · dyn.pr. Threat<-->Security
· an evaluation of one's protections · Before one can expand
to greater achievements, it is important to protect what one has already
achieved. When a character is concerned with Security, he builds defenses
against threats both known and anticipated. However, actual dangers may
or may not fall within the ability of the protections to keep one secure.
Subjectively, a character must determine when he feels secure, based on
his experience. For example, a famous comedian once related that he always
bought so many groceries he had to throw many away when they spoiled.
This, he said, was because he had gone hungry so often as a child. When
a character's experiences motivate him to over or under prepare for dangers,
Security may actually become a danger itself. · syn. evaluation
of safety, measure of safeguards, appraisal of one's protections, gauge
of defenses
Self-Aware · [Element] · dyn.pr. Aware<-->Self-Aware
· being conscious of one's own existence · When a character
possesses Self-Awareness he fully appreciates all his feelings, thoughts,
abilities, and knowledge. Everything he experiences or observes is couched
in terms of his own point of view. As the downside, he may not be able
to understand that some things that happen don't pertain to him at all
and in fact happen best without him. · syn. self-conscious,
conscious of one's existence, self-perceiving, self-appreciating, self-cognizant
Self-Interest · [Variation] · dyn.pr. Morality<-->Self-Interest
· doing or being based on what is best for oneself · In
its pure form, Self-Interest is defined as the quality of ALWAYS choosing
what is best for oneself with NO consideration as to the effect on others.
This does not require ill intent toward others. A character who is Self-Interested
simply focuses on the personal ramifications of decisions. In fact, in
stories that show the evil nature of an oppressive society or regime,
Self-Interest can be a very positive thing. · syn. self-serving,
self-centered, narcissistic, selfishness, self-absorbed, egocentric
Sense-Of-Self · [Variation] · dyn.pr. State
of Being<-->Sense of Self · one's perception of oneself ·
Simply put, Sense of Self is our own Self Image. A character may not truly
know who he is but he always knows who he thinks he is. This inward-looking
view may be right on the mark or not even close. The difficulty a character
has is that from inside himself it is impossible to be sure who he is.
All he can do is take clues from the reaction of those around him. Interesting
storytelling sometimes places a character among those who provide a warped
feedback that creates a false Sense of Self in the character. This erroneous
image may be far better, far worse, or simply different than his actual
state of being. Other stories force a character to come to grips with
the fact that he is wrong about himself, and the opinions of others are
accurate. In a Main Character, the differential between Sense of Self
and State of Being is part of what separates the Subjective from the Objective
story lines. · syn. perception of self, self image, self
identity, self attribution
Senses · [Variation] · dyn.pr. Interpretation<-->Senses
· sensory observations · Senses refers to the raw data supplied
to the mind to interpret. Sometimes the data is accurate, other times
it is faulty even before the mind gets hold of it. Senses describes the
overall accuracy of an observation (such as seeing a crime or checking
the results of a test). When taken in conjunction with its Dynamic Pair
of Interpretation, all manner of error or accuracy can be created. This
provides the author with a powerful storytelling tool to create comedies
and tragedies based in error and misunderstanding. · syn.
perceptual data, raw sensations, sensory impressions, immediate impressions,
perceptions
Set · [Structural Term] · A set is a grouping
of 16 units. Although the set contains four separate quads and the units
are all in specific positions according to their natures, the quads are
not considered in the set. This is because the concept of the set is to
define a group of 16 that all have similar natures. In other words, a
set is an umbrella that equally covers each of 16 individual units in
a group.
Sidekick · [Archetype] · An Archetype who
represents the motivations of Faith and Support · The Sidekick
is the absolutely faithful and supportive member of the Archetypal character
set. Although frequently attached to the Protagonist, the Sidekick is
identified by what his qualities are, not by who he is working for. In
fact, the Sidekick might be attached to the Antagonist or not attached
at all. His function is to represent the qualities of faith and support,
not specifically to be in service of any other character. However, if
the Sidekick is bound to the Protagonist, he can be effectively used to
mirror the Author's feelings about the conduct of the Protagonist. Moving
scenes can be created by a misguided Protagonist actually alienating the
faithful, supportive Sidekick. Although the Sidekick would never turn
against the Protagonist, he can turn away from him, leaving rather that
being a party to something he finds immoral or disappointing.
Situation · [Variation] · dyn.pr. Circumstances<-->Situation
· the arrangement of one's environment · Situation describes
the ins, outs, and practical considerations of the environment in which
a character finds himself. Throughout a story, the situation may evolve
or may remain constant, depending upon the essence of the message and
the nature of the plot. Since it is limited to the practical, Situation
can only be measured and/or interpreted though Reason. · syn.
how things stand rationally, a reasoned evaluation of environment, arranged
context, environmental state, surroundings, predicament
Skill · [Variation] · dyn.pr. Experience<-->Skill
· practiced ability · Skill is the innate potential to accomplish
either that which is physical or mental. It does not require the practical
experience necessary to tap that potential, just that the latent capacity
exists. Skill might be seen as raw physical ability, talent, or intellectual
or emotional aptitude which may or may not ever be developed. ·
syn. proficiency, aptitude, competence, adeptness, degree of expertise,
practiced ability, honed ability
Solution · [Element] · the specific element needed to resolve
the story's problem · The Solution Element is the "flip side"
of the Problem Element. In a Change story, for instance, the focus may
be on the Problem Element ("The Main Character should not be this
way") or the focus may be on the Solution Element ("The Main
Character should be this way"). So in a sense the Problem Element
is not by itself the cause of the story's problem, but works in conjunction
with the Solution Element to create an imbalance between two traits that
need to be balanced. The choice to present one as a negative trait defines
it as the Problem Element and its positive partner becomes the Solution
Element. In Steadfast stories, the Solution Element represents the nature
of the things that would resolve the Objective Story Problem. Again it
is the "flip side" of the problem, but it has exclusively to
do with the Objective Story since the Main Character does not, in these
cases, share the same problem as the Objective Story.
Speculation · [Element] · dyn.pr. Projection<-->Speculation
· an extension of possibility into the future · Speculation
is the effort to determine what could conceivably happen in the future
even though it is not the most likely scenario. Speculation leads a character
to expect the unlikely in the event that it actually occurs. Difficulties
arise when Speculation runs rampant and a character puts effort into preparing
for things that are so unlikely as to be unreasonably improbable. ·
syn. prognostication, surmising possibilities, conjecturing
Start · [Character Dynamic] · The audience
wants something in the story, which is directly connected to the Main
Character, to begin · Start means something different in a story
where the Main Character has a Resolve of Change than in a story where
the Main Character has a Resolve of Steadfast. If the Main Character must
Change because he lacks an essential trait, then he must Start doing or
being something they currently are not. If the Main Character is holding
out Steadfastly until something begins in his environment, then he is
waiting for something to Start. The term simply describes an aspect of
the growth which happens in the Main Character.
State-of-Being · [Variation] · dyn.pr. Sense
of Self<-->State-of-Being · one's true self · State
of Being describes the actual nature of a character. The character himself
is often not aware of the true nature of his being. In fact, there may
be no one at all who fully understands all that he is. However, in the
communication between Author and Audience, the essence of a character
must be fully explained or the story's message will be obscured. ·
syn. essence, one's true self, true self, essential nature, core
being
Steadfast Character {Character Appreciation} ·
the Subjective Character who ultimately retains his original approach
or attitude from the beginning of the story to the story · Every
Subjective Character (both the Main and Obstacle Character) represents
one special character element. This element is either the cause of the
story's problem or its solution. The Subjective Character cannot be sure
which he represents since it is too close to home. Near the climax of
the story, each Subjective Character must demonstrate whether he has stuck
with his approach in the belief that it is the solution or jumped to the
opposite trait in the belief that he is the cause of the problem. There
will only be one Steadfast Character in every story, however when a Subjective
Character decides to stick with his story-long approach, he is said to
Remain Steadfast.
Steadfast · [Character Dynamic] · The Main
Character sticks with his essential nature while attempting to solve the
problem · 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 he represents since
it is too close to home. Near the climax of the story, the Main Character
must demonstrate whether he has stuck with his original approach in the
belief that it is the solution or jumped to the opposite trait in the
belief he has been wrong. When a Main Character decides to stick with
his story-long approach, he is said to remain Steadfast.
Stipulation · [Type] · the indicator of the
depth of a throughline's difficulties · The Stipulation is a measuring
stick which is used to judge progress in whichever throughline it is operating
in. In the Objective Story, it is used to see how close the Objective
Characters think they are to solving their problem. It describes where
they apply their efforts, and thus is where they look to see how it is
coming along.
Stop · [Character Dynamic] · The audience
wants something in the story, which is directly connected to the Main
Character, to desist · Stop means something different in a story
where the Main Character has a Resolve of Change than in a story where
the Main Character has a Resolve of Steadfast. If the Main Character Changes
because he possesses a detrimental trait, then he Stops doing or being
something he has been. If the Main Character is Steadfast in holding out
for something outside himself to be brought to a halt, he is hoping that
it will Stop. The term simply describes an aspect of the growth which
happens in the Main Character.
Story Mind · The central concept from which Dramatica was
derived is the notion of the Story Mind. Rather than seeing stories simply
as a number of characters interacting, Dramatica sees the entire story
as an analogy to a single human mind dealing with a particular problem.
This mind, the Story Mind, contains all the characters, themes, and plot
progressions of the story as incarnations of the psychological processes
of problem solving. In this way, each story explores the inner
workings of the mind so that we (as audience) may take a more objective
view of our decisions and indecisions and learn from the experience.
Story versus Tale · A tale describes a problem and the attempt
to solve it, ultimately leading to success or failure in the attempt.
In contrast, a story makes the argument that out of all the approaches
that might be tried, the Main Character's approach uniquely leads
to success or failure. In a success scenario, the story acts as a message
promoting the approach exclusively; in the failure scenario, the
story acts as a message exclusively against that specific approach.
Tales are useful in showing that a particular approach is or is not a
good one. Stories are useful in promoting that a particular approach is
the only good one or the only bad one. As a result of these
differences, tales are frequently not as complex as stories and tend to
be more straight forward with fewer subplots and thematic expansions.
Both tales and stories are valid and useful structures, depending upon
the intent of the author to either illustrate how a problem was solved
with a tale or to argue how to solve a specific kind of problem
with a story.
Storyform · [Dramatica Term] · The structural
and dynamic skeleton of a story · When a story is stripped of all
its details and Storytelling, what is left are the appreciations and thematic
explorations that make up a Storyform. When a story fully illustrates
the Storyform it is working from it will make a complete argument without
any "plot holes" because the argument of a story is its
Storyform.
Storyforming versus Story telling · There are two parts
to every communication between author and audience: the storyforming and
the storytelling. Storyforming is the actual dramatic structure or blueprint
that contains the essence of the entire argument to be made. Storytelling
is the specific way the author chooses to illustrate that structure to
the audience. For example, a story might call for a scene describing the
struggle between morality and self-interest. One author might choose to
show a man taking candy from a baby. Another might show a member of a
lost patrol in the dessert hoarding the last water for himself. Both what
is to be illustrated and how it is illustrated fulfill the story's mandate.
Another way of appreciating the difference is to imagine five different
artists each painting a picture of the same rose. One may look like a
Picasso, one a Rembrandt, another like Van Gogh, yet each describes the
same rose. Similarly, different authors will choose to tell the same Storyform
in dramatically different ways.
Storyforming · the process of creating the dramatics of
a unique story by arranging structure and dynamics · When an author
thinks of the way he wants his story to unfold in terms of the point he
wants it to make and how his characters will solve their problems, what
that author is doing is Storyforming. Before Dramatica, the tendency was
to actually blend the two processes of Storyforming and Storytelling together
so that authors thought of what they wanted to say and how they wanted
to say it more or less simultaneously. But these are really two distinct
acts which can be done separately, especially with the help of Dramatica.
Strategy · [Variation] · dyn.pr. Analysis<-->Strategy
· a plan to achieve one's purpose or a plan of response ·
The specific plan or series of interconnected plans that are intended
to produce a desired result is called a Strategy. The sophistication of
a strategy can range from complex to non-existent (if a character prefers
to wing it). Sometimes a strategy is on the mark, other times it is completely
inappropriate to its intended purpose. Either way, for the audience to
appreciate its apt or inept construction, the plan must be spelled out
in full. In storytelling, Strategy can define limits and draw out parameters
for a story. This is a useful variation to use for connecting theme to
plot. · syn. scheme, tactic, plan, ploy, decided approach
Subconscious (The Subconscious) ·[Type] · dyn.pr.
Preconscious<-->Subconscious · basic drives and desires ·
Subconscious describes the essential feelings that form the foundation
of character. These feelings are so basic that a character is often not
aware of what they truly are. When the Subconscious is involved, a character
is moved right to the fiber of his being. · syn. libido,
id, basic motivations, basic drives, anima
Subjective Story Line · the story as it relates to the conflict
between the Main and Obstacle Characters · The passionate argument
of a story is carried by the relationship between the story's Subjective
Characters-- namely, the Main and Obstacle Characters. The examination
of their internal states and the articulation of the story's passionate
argument makes up the Subjective Story Line. This is not the view from
within the shoes of either the Main or Obstacle Characters, but is rather
like an objective view of their subjective relationship. It is a view
of their story together which always sees both of them.
Subjective Story Type Order · [Plot Structure] ·
the kind of activity employed to arrive at a solution to the story's subjective
problem, act by act · As the Subjective Story progresses act by
act, it covers the Subjective Story Perspective (the Perspective created
by matching the Subjective Story Domain with one of the four Classes)
Type by Type around the quad of Types which it contains. These four explorations
make up the four acts and describe the kinds of things that will have
to happen in order to arrive face to face with the Subjective Story Problem.
Subjective Story Concern · [Type] · The area
of concern between the Main Character and the Obstacle Character ·
The nature of the things which the Main and Obstacle Characters want from
their relationship; the Subjective Story Concern describes how the audience
sees the concern of the Main and Obstacle character's relationship with
each other being.
Subjective Story Catalyst · [Variation] ·
The item that acts as the catalyst to move the subjective story forward
· The Subjective Story Catalyst is what creates breakthroughs and
seems to accelerate the Subjective Story. 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.
Subjective Story Direction · [Element] · The
direction of efforts in the subjective story; the apparent remedy
for the symptom of the difficulties between the Main Character and The
Obstacle Character · Subjective Characters do the best they can
to deal with the Subjective Story Problem, but because the Main and Obstacle
Characters are all looking at the problem from their subjective points
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 Subjective Story Focus, and choose to follow what they feel will be
a remedy, which is called the Subjective Story Direction.
Subjective Story Domain · [Domain] · the general
area in which the subjective story takes place · see Domain.
Subjective Story Focus · [Element] · the
principal symptom of the difficulties between the Main Character and the
Obstacle Character, where attention is focused in the subjective story
· When there is a problem in the relationship between the Main
and Obstacle character, they look at it from their subjective point of
view and cannot see its actual nature because it lies on the level of
their motivations. Instead they focus their attention on what they believe
to be the source of their problems which is really an effect of the problem.
This area is called the Subjective Story Focus.
Subjective Story Problem · [Element] · the
underlying cause of the difficulties between the Main Character and the
Obstacle Character · This is the actual source of the inequity
between the Subjective Characters which lies at the level of their motivations.
Only by applying the Subjective Story Solution can the effects of this
inequity finally be dealt with.
Subjective Story Range · [Variation] · the
thematic focus between the Main Character and the Obstacle Character ·
The nature of the activities which make up the relationship between the
Main and Obstacle Characters which is the Subjective Story is described
by this item. The Subjective Story Range describes the way the relationship
between the Main and Obstacle Characters will work thematically in the
Grand Argument of the story, so at the same time it generally describes
the kinds of things that will pop up to illustrate this theme.
Subjective Story Solution · [Element] · the
specific element needed to resolve the difficulties between the Main Character
and The Obstacle Character · This is the item which will, if introduced,
restore balance in the Subjective Story and neutralize the effects of
the Problem by replacing it. It may not be actually implemented, but if
it were adopted in the relationship between the Main and Obstacle Characters,
it would end the source of their conflict and change their relationship.
Subjective Story Stipulation · [Type] · The
standard by which growth is measured in the Subjective Story ·
The Subjective Story Stipulation is the gauge that tells people how far
along the Subjective story has progressed. It can't say how much longer
the story may go, but in regards to seeing how far away the concerns are,
both the Main and Obstacle Characters, as well as the audience, will look
to the stipulation in order to make any kind of judgment. This Type item
describes the nature of the measuring stick which will be used in the
Subjective story.
Subjective Story Inhibitor · [Variation] ·
The item that impedes the subjective story's progress · The Subjective
Story Inhibitor is what prevents the Subjective Story from just rushing
full speed to the solution. It is like a brake mechanism which can be
applied as the author pleases. The introduction of this item will always
slow the progress of the Subjective Story. It works as the antidote to
the Subjective Story Catalyst.
Subplot · [Storytelling] · An amplification
of a branch or aspect of a storyform · Subplots are often misunderstood
to be secondary subordinate stories running in parallel to the main story.
Such secondary stories are a valid storytelling technique but they are
not Subplots. A Subplot in not a separate independent story but an amplification
of a branch or aspect of the main story. Each Subplot is, indeed, a story
in its own right but it is connected to the main story through one of
the objective characters. This objective character does double duty as
the Main Character (a subjective character) in the subplot. As a result,
it is inappropriate to hinge a subplot around either the Main or Obstacle
Characters of the main story as the two story lines would become blurred
and create confusion as to the message intended. In order to keep Subplots
from appearing to be the main story, it is important to draw them with
less detail. This does not mean they should be incomplete or sketchy,
rather that the Subplot should be explored in less depth. There can be
as many Subplots as there are objective characters. A large number of
subplots will become unwieldy, however, and can needlessly complicate
the telling of a story, blurring or diverting the audience's understanding
of the main story. Similar to the Main Character of the main story, the
Main Characters of the subplots should be limited to one story each. Not
all "multiple plot" stories consist of subplots attached to
a main plot. Frequently in serial programs such as soap operas, certain
forms of episodic television, and some written serials such as comic strips,
several complete stories run in parallel, connected only by their common
setting or by using the same ensemble of characters. In this form of storytelling,
characters do double duty, playing multiple roles in a number of separate
plots which really do not directly affect each other. The point of note
is that an author should be aware of the difference between subplot and
multiple plot constructions so that the proper dramatic connections can
be made to create the greatest impact.
Success · [Plot Dynamic] · the original goal
is 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 Succeed in achieving that outcome or fail to
do so. However, Success is not always a good thing. For example, it may
be that a character succeeds at something hurtful or evil. Even a well
intentioned character might achieve something that he is unaware will
cause harm. Whatever its quality, worth or ramifications, if the outcome
desired at the story's beginning is achieved, the story ends in Success.
Support · [Element] · dyn.pr. Oppose<-->Support
· an indirect assistance given to another's efforts · Support
is not direct help. Direct help is actively joining someone in an effort.
Support is aiding the effort without actually participating in it. For
example, a character possessing the Help characteristic would join someone
in digging a ditch. The character representing Support would provide a
shovel and cheer them on. Support is a fine thing to keep one's spirits
up, but is awfully frustrating when you just need someone to lend you
a hand. · syn. commend, extol, endorse, back, compliment,
laud
Suspicion · [Variation] · dyn.pr. Evidence<-->Suspicion
· questioning a belief based on evidence · Suspicion is
a preliminary conclusion arrived at with insufficient evidence. It is
valuable in helping one know what kinds of things to look for in gathering
additional evidence. But it can also be a detriment because once a character
suspects something, he is less likely to examine all the evidence for
a completely alternative explanation. · syn. wary approach,
partially justified apprehensiveness, informed doubt, doubt based on evidence,
sensible caution
Sympathy · [Overview Appreciation] ·
The audience will care about the Main Character, but it will not identify
with him · Sympathy describes the relationship of the audience
to a Main Character whom it cares about yet does not identify with. To
identify with the Main Character, empathy is needed, but some story forms
do not allow for empathy from either male or female audiences, and some
exclude both at once. But sympathy can still be a strong emotion, and
creating a storyform which will elicit sympathy can be a way to emphasize
the intricacies in a story's storytelling and Objective Story elements
rather than its emotional side.
Temptation · [Element] · dyn.pr. Conscience<-->Temptation
· the urge to embrace immediate benefits despite possible consequences
· Temptation is the draw to belief that the negative consequences
of an action are imaginary or can be avoided. Often this is just a pipe
dream, and when one gives into Temptation one must pay a price. However,
just as often one can avoid negative consequence and indulge one's desires.
It is our Faith and Disbelief in consequences that defines the struggle
between Conscience and Temptation. ("Psssst... We've got this new
Dramatica program that will solve all your story problems but it's going
to cost you some bucks...") · syn. indulge, embracing immediate
benefits, intemperance, immoderation
Tendency · [Overview Appreciation] · the degree
to which the Main Character feels compelled to accept the quest ·
Not all Main Characters are well suited to solve the problem in their
story. They may possess the crucial element essential to the solution
yet not possess experience in using the tools needed to bring it into
play. Like most of us, Main Characters have a preference for how to go
about solving problems. Some prefer to immediately take action. We call
these characters Do-ers. Others prefer to deliberate first to determine
if the problem might go away by itself or perhaps they can adapt to it.
We call these characters Be-ers. When a Do-er finds himself in a story
driven by Action he is quite at home. Similarly, when a Be-er finds himself
in a Decision driven story, he is quite content. Both of these combination
lead to Main Characters who are more than Willing to accept the quest
for a solution to the story's problem. They are comfortable with the tools
they will be required to use. But if a Do-er is placed in a Decision story
or a Be-er is drawn into an Action story, the Main Character will be very
Unwilling to participate in the quest at all for the tools he must use
are not in his area of experience. Willing Main Characters force the plot
forward. Unwilling Main Characters are dragged along by circumstances
beyond their control.
Test · [Element] · dyn.pr. Trust<-->Test
· a trial to determine something's validity · To test is
to try out a supposition to determine if it is correct. "Run it up
the flagpole and see if people salute it" is the concept here. Any
explanation that makes sense has the potential to be correct or incorrect
once it is actually tried in "the real world." The Test characteristic
will always want to try things out before using it. This can weed out
faulty items before they break down when one relies on them. However,
it can also waste time when it is of the essence or waste one of the three
wishes just to see if it works. · syn. trial of validity,
examination, audit, inspection, scrutinization
Theme · [Dramatica term] · The author's statement
about the relative worth of different value standards as they are compared
in all contexts essential to the story. · Theme is developed by
creating varying perspectives within a story on an issue which is central
to the story. Presenting these perspectives in such a way that the most
appropriate one, according to the author, moves to the forefront conveys
theme to an audience. Theme occurs in both progressive and static elements
of a story's structure and is a consideration in all four stages of communication
(Storyforming, Storyencoding, Storyweaving, and Reception).
Theory · [Element] · dyn.pr. Hunch<-->Theory
· an unbroken chain of relationships leading from a premise to
a conclusion · A Theory is an unbroken web of relationships that
describes a mechanism. To be a theory, the actual mechanism of each relationship
in the Theory must be known as well. Unless it is understood how point
A gets to point B, it might just be coincidental. For example, if two
completely different and separate mechanisms are working in the same area,
it may appear that one is causing a certain effect when it is really the
other. Developing Theories gives the character representing Theory the
ability to understand and predict how things work and fit together. The
drawback is that he will not accept an obvious relationship unless all
its steps can be discovered. As a result, many "common sense"
approaches and understandings are not used, despite their proven value.
· syn. structured explanation, concrete hypothesis, systematized
descriptive knowledge, description of linear connections
Thought · [Element] · dyn.pr. Knowledge<-->Thought
· the process of consideration · When a character represents
Thought, he illustrates the process of consideration. Unlike the logic
element that is only concerned with arriving at a conclusion via reason,
Thought deliberates both logical and emotional aspects of a problem, not
particularly to decide an issue so much as to examine it from all perspectives.
This has the advantage of illuminating every side of an issue, but has
the potential disadvantage of Thought becoming an endless loop where consideration
runs round in circles, chasing its mental tail and never coming to rest
in a decision. · syn. the process of consideration, thinking,
contemplation, mental attention, running over in your mind
Thought · [Variation] · dyn.pr. Knowledge<-->Thought
· the process of consideration · Thought is not always directed.
Often it wanders, experiential and without conscious purpose. Thought
might be about a topic or simple random musings or creative daydreaming
or inspiration. At its most essential level, Thought is simply the mental
force of change that rearranges the inertia of knowledge. · syn.
consideration, contemplation, ponderence, musing, reflection
Threat · [Variation] · dyn.pr. Security<-->Threat
· an evaluation of one's vulnerabilities · Threats are indicators
or warnings that danger lurks. Avoiding real danger can be enhanced by
acting at the first sign of a Threat. However, reading the indicators
is a subjective endeavor. One's biases and experiences may lead to inaccurate
assessments of Threats. They may be real or imagined. When a character
avoids actions or behaviors because he perceives a Threat that is truly
imaginary, he might stunt his own progress toward his purpose based on
an unreal fear. · syn. perceived danger, indication of peril,
perceived vulnerability, warning, detected hazard
Throughline · [Dramatica Term] · The sequence
of appreciations over a story that describe one of the four Perspectives
in a story · The Throughlines are really the four structural perspectives
which each move toward facing its own problem as the story reaches a climax.
The Objective Story, Subjective Story, Main Character, and Obstacle Character
Throughlines all have their own distinct appreciations which have to be
illustrated to create a Grand Argument Story, but Storytelling choices
can be made to accentuate a particular throughline and emphasize it more
than the others and create stories that have an unusual feel to them.
Timelock versus Optionlock · The two kinds of limits that
can force a story to its climax · Stories would go on forever unless
they were limited in some way, forcing an end to action and/or decision.
One way to bring a story to a conclusion is with a timelock which limits
how long the characters have to solve the problem. The limit might be
a bomb set to go off, the timing mechanism on a safe, or the poison that
takes effect in 24 hours- anything that has a specific deadline and needs
to be prevented or achieved. The other way to force a story to end is
with a optionlock which limits how many things the characters can try
to solve the problem -- trapped aboard a spaceship with a vicious creature
with no one coming to the rescue, trying to escape from Alcatraz, struggling
to save a relationship -- anything that has a specific scope and needs
to be resolved. So in short, in a timelock the characters run out of time,
in a optionlock the run out of options. As a side note, timelocks and
optionlocks can co-exist but only one can be the real limit that forces
the climax.
Timelock · [Plot Dynamic] · the story climax
is forced by a time limit · If not for the story being forced to
a climax, it might continue forever. When a story is brought to a conclusion
because the characters run out of time, it is said to contain a Timelock.
As an analogy, a story might be thought of as the effort to find the solution
to the story's problem which is hidden in one of the rooms of a mansion.
Each room contains a clue to the actual location of the solution. The
Main Character is told he may search as many rooms as he likes in five
minutes. At the end of five minutes he is given a choice. Based on the
clues he has already found, he must decide if the solution is in one of
the rooms he already searched or in one of the rooms he has not yet searched.
Either choice may lead to success or failure, but because running out
of time forced the choice it is a Timelock story. The choice represents
the Timelock which brings the story to a close and forces such appreciations
as Main Character Resolve (Change or Steadfast), Outcome (Success or Failure),
and Judgment (Good or Bad).
Trust · [Element] · dyn.pr. Test<-->Trust
· an acceptance of knowledge as proven without first testing its
validity · To Trust is to accept without trial. Whether a concept,
relationship, person, or mechanism, it will be accepted by the character
possessing the Trust characteristic without supportive evidence. This
helps him to get on with the job at hand in the most efficient manner,
but opens him up to disastrous surprises when an assumption is proven
incorrect at a critical moment. · syn. untried acceptance,
untested belief in, accept implicitly, assumed dependability, unquestioned
reliance on
Truth · [Variation] · dyn.pr. Falsehood<-->Truth
· that which has been proven correct · Truth is more than
facts and accuracy. Truth is meaning. Whenever someone is quoted out of
context, what is reported may be factual and may be accurate but it is
not Truthful. Meaning depends upon intent and purpose. That is the beauty
of the legal system -- that even if someone is caught red-handed, the
jury can acquit because it feels there were mitigating circumstances.
The problem with Truth is that it is an interpretation and therefore open
to debate. One person's Truth is another's Falsehood. · syn.
honesty, correct information, correct notion, verity
Type · [Structural Term] · The 16 terms which
are grouped directly beneath the Classes which are the next most general
areas in which problem elements can lie · There are 16 Types in
the Dramatica structure, four to each Class. The Classes each represent
a different point of view and the Types in that Class represent a more
refined exploration of that point of view. In a sense, Types describe
the basic categories of what can be seen from a given point of view. Just
as Domain level appreciations create genre-like brush strokes in the story
structure, Type level appreciations determine the nature of the plot.
Unending · [Element] · dyn.pr. Ending<-->Unending
· a continuance without cessation · The Unending characteristic
sees nothing as ever coming to completion. What others may see as an end,
this characteristic sees as a change of direction. For example, obtaining
a diploma is seen not as an end of college but as another step in one's
career (which is Unending). This has an advantage of "never saying
'die'," which helps the motivation stay alive to keep trying. On
the other hand, seeing a bad thing as unending can rob one of motivation.
Also, when something is really over, the character representing Unending
can't see it. This might be a former relationship or a current job that
he takes for granted. · syn. continual, ongoing, perpetual,
ceaseless, interminable, incessant, perennial
Uncontrolled · [Element] · dyn.pr. Control<-->Uncontrolled
· a disorganized response · The character representing Uncontrolled
spreads himself very thin by expending his energy and motivation in all
directions at once. As a result, he is fully involved in his environment,
which covers all the bases. Yet, because his attention is randomly distributed,
there is not single direction to his thrust. Therefore, the Uncontrolled
character frequently spends a lot of energy getting nowhere. ·
syn. unregulated, disorganized, unfocused, rampant, unguided, open,
frenzy
Understanding · [Type] · dyn.pr. Learning<-->Understanding
· appreciating the meaning of something · Understanding
is different from knowledge. From knowledge one gets awareness, from Understanding
one gets meaning. To obtain meaning requires not only knowing the substance
of its nature but the context of its essence. In other words, one must
not only define what something is but how it fits into the larger picture
as well. To this end, Reason describes the function and Emotion defines
the purpose. So Understanding is not just an intellectual pursuit but
requires an empathy with the meaning as well. It is useful to note that
many Eastern and ancient philosophies define Understanding as "becoming
one with" that which is being considered. Until one joins his subject
in unity, he cannot understand it. · syn. comprehending,
grasping, appreciating, obtaining meaning, acquiring meaning
Unique Ability · [Variation] · The item that
makes the Main Character uniquely able to resolve the Objective Story
Problem; the item that makes the Obstacle Character uniquely able to thwart
the Main Character's efforts · Just as a requirement defines the
specific nature of things needed to achieve a particular goal, Unique
Ability defines the specific quality needed to meet the requirement. Unique
Ability is another way in which the Main Character is identified as the
intersecting point between the Subjective and Objective stories as it
is only he who ultimately has what it takes to meet the test of the requirement
and thereby achieve the goal. The Unique Ability need not be anything
extraordinary but must be the one crucial quality required that is shared
by no one else. Frequently, the Unique Ability is in keeping with the
Main Character's position or profession, however it can be much more interesting
to assign an incongruous Unique Ability. In either approach, it is essential
to illustrate the existence of the Unique Ability in the Main Character
several times throughout the story, even if it is not employed until the
climax. In this way, it becomes integrated into the nature of the Main
Character and does not seem conveniently tacked on when it is ultimately
needed. Also, the Unique Ability can be extremely mundane. The key is
that the ability does not have to be unique by nature, but just possessed
uniquely in that specific story by the Main Character. Clever storytelling
may arrange the climax of the story so that some completely ordinary and
insignificant Unique ability makes the difference in the outcome of a
cosmic struggle.
Unit · [Structural Term] · Dramatica breaks
down the components of story into the smallest possible building blocks
that have meaning for an author. These essential building blocks are called
Units.
Universe · [Class] · dyn.pr. Mind<-->Universe
· a situation · The Universe Class is where any fixed state
of affairs is explored, such as an institution, system, or situation that
remains stable and unchanging. The point may be to show that the system
is good, bad, or neutral, but the focus must be on the system not on how
the system is changing. · syn. a situation, a set of circumstances,
state of affairs, predicament, environment, milieu
Unproven · [Element] · dyn.pr. Proven<-->Unproven
· a rating of knowledge that has not been tested · Unproven
describes an understanding suspected to be true but not substantiated
enough to call it fact. The character representing Unproven will not accept
anything as fact just because the theory has worked so far. No matter
how many times or how many ways evidence builds to support the contention,
Unproven will not be satisfied until the conclusion is absolutely drawn
in hard data not just road tests. This keeps the character representing
Unproven from jumping to conclusions, but makes him less able to accept
the obvious conclusion unless it is directly observed in a way that is
not open to alternative interpretation. · syn. unverified,
unconfirmed, unestablished, undemonstrated, untried
Unwilling · [Overview Appreciation] · The
Main Character unwillingly participates in the effort to find a solution
to the story problem · Unwilling describes a Main Character who
would prefer not to become involved in neither the problem nor the search
for a solution. As a result, some sort of leverage must be applied to
"force" him to join the quest. Once the Main Character is enticed
or coerced into beginning the journey toward a solution, he requires outside
encouragement or compulsion to keep up the effort.
Value · [Variation] · dyn.pr. Worth<-->Value
· the objective usefulness or desirability of something in general
· Value is a good indicator by which to predict its import to others.
However, no one really thinks completely objectively so there is always
a degree of personal preference included in a determination of Value.
Difficulties arise when a character neglects the personal worth someone
else may or may not find in something of specific value. For example,
a Boss may find it of no direct Value, but placing a candy bar on each
employees desk for them to find in the morning can have a lot of worth
to the employee. Indirectly, then, Value is returned to the Boss in the
form of a better day's work. But seeing the indirect Value is difficult
from the subjective view. Learning to see items and actions not just for
their intrinsic Value, but for their conditional Value is a strong thematic
message. · syn. utility, objective appraisal, general usefulness
Variation · [Structural Term] · The 64 items
that represent the thematics under which problem elements can occur ·
The variations describe the thematic message and the development of that
message in the story. Variations are measuring sticks by which the author
wishes his message to be evaluated. It is the discrepancy between opposing
ways of evaluating the meaning of the story that creates the thematic
statement as to which is the best way or that one way is no better or
worse than another. There are 64 Variations in the Dramatica structure,
16 to each Class.
Willing · [Overview Appreciation] · The Main
Character willingly participates in the effort to find a solution to the
story problem · Willing describes a Main Character who is self-motivated
to find a solution to the story's problem. Even if the going is tough,
he requires no outside encouragement or compulsion to keep up the effort.
Wisdom · [Variation] · dyn.pr. Enlightenment<-->Wisdom
· understanding how to apply Knowledge · Wisdom is the meaning
of what is known. A Character may be aware of facts but unless he sees
the pattern that organizes those facts, the knowledge alone may be useless.
Wisdom, therefore, does not describe just being aware of something but
understanding how many bits of knowledge fit together .· syn.
mental mastery, integrated understanding, seasoned understanding, comprehension,
astute cogency
Work · [Plot Dynamic] · the kind of activity
focused upon in the effort to solve the story's problem · Action
or Decision describes how the problem of the Story will primarily be explored.
The primary concern is the kind of storytelling you want to do. If you
want action to be the focus of your storytelling, choose action. If you
want deliberation to be the focus of your storytelling, choose decision.
It's that simple.
Work · [Variation] · dyn.pr. Attempt<-->Work
· applying oneself to something known to be within one's ability
· When a task lies within one's known abilities, effort applied
to the task is Work. There are no surprises; no short-comings. But has
one accurately judged both one's abilities and the demands of the task?
If not, perhaps the task is not achievable or of a size that one must
increase one's abilities before undertaking it. · syn. appropriate
undertaking, suitable task, manageable labor, a performable activity
Worry · [Variation] · dyn.pr. Confidence<-->Worry
· concern for the future · Like confidence, Worry looks
toward the future but is based on a projection of negative experience.
When in the past seemingly innocuous situations have developed into disasters,
one learns to Worry at the slightest evidence of instability. Worry has
the positive quality of motivating one to prepare for the worst. If the
worst happens, the character representing Worry is truly prepared. But
how often does the worst actually happen? The downside is that resources
one might use to make advances are wasted just trying to protect the status
quo. And those who worry tend to avoid unknown situations that might hold
substantial rewards. · syn. anxiety, concern, apprehension,
misgivings
Worth · [Variation] · dyn.pr. Value<-->Worth
· a rating of usefulness or desirability to oneself · Worth
describes the subjective value of an item or action to an individual.
Of course, this varies greatly from individual to individual. This is
the nature of garage sales · one woman's trash is another woman's
treasure. Making choices on the basis of Worth is an efficient way to
get the most with one's resources. But there may be all kinds of potential
locked in something a character considers worthless because objectively
it has great Value. For example, Native Americans used gold simply as
a decoration. To them it had little other Worth. Of course to Europeans
it had significant Value. A character who ignores potential value because
of low Worth can live to regret the deals he makes in a story, both physically
and emotionally. · syn. subjective value, individual appraisal,
personal importance
Z Pattern · [Dynamic Term] · There is a relationship
between the function of dramatic items and the order in which they interact.
Changing the order can drastically affect how an audience interprets the
meaning of events and information. For example, if a person makes a rude
comment and is slapped, an audience will react differently than if a person
is slapped then makes a rude comment. One of the ways in which drama is
built is to control the order in which events happen. To do this, there
must be some standard or measure that defines the "at rest"
or "initial" order of events. In Dramatica, the patterns of
a "Z" (either forward or backward, from top to bottom or bottom
to top) drawn through the four items of a quad describes one of the sequences
in which dramatic units might be brought into play.
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1996 Screenplay Systems.
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