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Dramatica Key Words

The following are some key terms and concepts you will encounter in Dramatica. More detailed explanations of these and other Dramatica terms can be found in the Dramatica Theory Book, available through Screenplay Systems.

12 Essential Questions - the most basic choices regarding character, plot and theme from which Dramatica Lite creates a unique Storyform.

Action - a story in which actions force decisions to be made.

Antagonist - Archetype who acts to prevent the Protagonist from achieving its goal.

Appreciations - story points about characters, plot, or theme which provide dramatic meaning in a Storyform.

Approach - the kind of techniques a character uses to solve problems, which favor either mental or physical work.

Archetypal Characters - eight characters which embody all essential points of view in a story.

Attitude - the manner in which a character attempts to solve a problem.

Bad - the Main Character does not resolve its personal problem by the end of the story.

Be-er - a Main Character who prefers to deal with problems by mental or emotional effort.

Change - a Main Character who has become a different person by the end of the story, through a Leap Of Faith, or as a result of growth through experience.

Character - a person, animal, inanimate object or group representing a unique approach to dealing with the story's problem.

Classes - four arenas through which a story's problem is explored: Universe, Mind, Physics, Psychology.

Complex Characters - characters which contain one or more problem-solving elements in a non-Archetypal arrangement.

Concern - the area in which characters experience greatest troubles.

Consequence - what would happen or continue to happen if the story's goal or purpose is not achieved.

Contagonist - Archetype who hinders progress and provides temptation.

Cost - the price which must be paid during the effort to achieve the story's goal.

Critical Flaw - a Main Character's key vulnerability or "Achilles heel" which balances out a Unique Ability, often obstructing its use or unraveling its efforts.

Decision - a story in which decisions force the need for actions in order to advance the plot.

Direction - the apparent remedy for the principal symptom of the story's problem.

Dividend - the benefits accrued in the Objective Storyline during the effort to achieve the story's goal.

Do-er - a Main Character who prefers to deal with problems through physical or active effort.

Domain - the general area in which a story problem centers.

Elements - 64 characteristics which represent the approaches and attitudes that might be taken to solve the story's problem.

Emotion - Archetype who is impulsive and passionate.

Failure - the Story's Goal is not achieved by the end of the story.

Focus - the principal symptom of the problem.

Forewarnings - the events that indicate the Consequence is looming closer.

Goal - the central objective of a story (can be a state of mind or condition as well as an object).

Good - the Main Character resolves her personal problem by the end of the story.

Guardian - Archetype who helps progress toward the goal and provides moral guidance.

Inequity - an imbalance, unfairness, or lack of stability.

Leap of Faith - the moment at which the Main Character has a final opportunity to remain steadfast or change to a new approach and/or attitude.

Main Character - the central character through whom the audience experiences the story. Not necessarily the narrator, who stands outside the story.

Mental Sex - differentiates between male and female problem-solving techniques.

Methodologies - the techniques a character uses to solve problems.

Mind - a Class of problem stemming from a fixed attitude.

Motivations - the reasons or emotions that drive a character.

Objective Characters - the characters concerned with the story's Goal.

Objective Storyline - the progression of a story's argument as it relates to the goal.

Objective View - the analytical perspective on a story.

Obstacle Character - the Subjective Character who blocks the Main Character's path and forces the Main Character to address personal problems.

Optionlock - when a story is brought to a conclusion because the characters run out of options.

Perspective - how the audience is positioned by the author in regard to a story's issues.

Physics - A Class of problem stemming from an activity gone wrong.

Player - the physical host (a person, place, thing, or group) that contains a Character.

Preconditions - restrictions imposed through someone's insistence that must be met to continue toward the goal.

Prerequisites - tasks which must be completed before the Requirements of the goal can be met.

Problem - the underlying cause of the story's difficulties and concerns.

Protagonist - Archetype who drives the story toward the goal.

Psychology - a Class of problem stemming from an inappropriate manner of thinking.

Purposes - the specific ends to which characters aspire.

Range - the focus of the story's thematic message.

Reason - Archetype who is controlled and logical.

Requirement - that which must be met in order to achieve the goal.

Sidekick - Archetype who is a faithful supporter, often serving as a loyal confidante and sounding board to the Protagonist.

Skeptic - Archetype who doubts and opposes everything.

Solution - the specific element needed to resolve the story's problem.

Start - something needs to begin in order for the story problem to be resolved.

Steadfast - a Main Character who remains the same, either through conscious choice at a leap of faith or as a result of weathering the obstacles thrown at them throughout the story.

Stop - something needs to end in order for the story problem to be resolved.

Story - a fictional work with a complex structure which presents an argument as to how to solve a specific kind of problem.

Story Elements - the details of character, plot, and theme used by Dramatica Lite to create a Storyform to guide an author's approach to telling a particular story.

Story Goal - the central objective of a story that the Objective Characters hope to achieve (can be a state of mind or condition rather than an object).

Story Mind - Dramatica's central concept which sees every complete story as a single human mind dealing with a particular problem; all the characters, themes, and plot progressions represent the thoughts of the Story Mind as it considers the story's problems.

Storyforming - the process of creating a blueprint of unique dramatics by arranging story points according to the story's essential argument.

Storytelling - the way an author chooses to unfold a Storyform's message to an audience.

Subjective Characters - the characters concerned with the Main Character's personal problems (generally the Main and Obstacle Characters).

Subjective Storyline - the progression of a story's passionate argument as it relates to the Main Character's personal problems.

Subjective View - the passionate perspective of a story.

Success - the Story Goal is achieved by the end of the story.

Tale - a fictional work with a simple structure which illustrates how a particular problem was solved.

Thematic Focus - the heart of an author's message.

Thematic Progression - the development of a theme through various illustrations as the story unfolds.

Timelock - a story is brought to a conclusion because the characters run out of time.

Types - 16 basic plot categories.

Unique Ability - the specific quality contained by the Main Character which holds the key to solving the story's Problems; can range from mundane to extraordinary depending on Storytelling requirements.

Universe - A Class of problem stemming from an unfavorable situation.

Variations - 64 dramatic elements which describe the story's thematic message.

Copyright 1995 Screenplay Systems

 

 

Copyright © 1994-2006 Write Brothers, Inc. All Rights Reserved.
Based on theories and materials developed by Melanie Anne Phillips and Chris Huntley
Dramatica is a registered trademark of Screenplay Systems Incorporated. Patent #5,734,916; #6,105,046