Storyform for Story Embroidery Class
December 12, 2006

CHARACTER DYNAMICS:

  • MC RESOLVE: Steadfast
  • MC GROWTH: Stop
  • MC APPROACH: Do-er
  • MC PROBLEM-SOLVING STYLE: Intuitive
  • IC RESOLVE: Change

PLOT DYNAMICS:

  • DRIVER: Decision
  • LIMIT: Timelock
  • OUTCOME: Failure
  • JUDGMENT: Bad

OVERALL STORY (Poker Game from Hell)

  • THROUGHLINE: Situation
  • CONCERN: How Things are Changing
  • ISSUE: Fantasy vs. Fact
  • PROBLEM: Test
  • SOLUTION: Trust
  • SYMPTOM: Unending
  • RESPONSE: Ending
  • CATALYST: Security
  • INHIBITOR: Wisdom
  • BENCHMARK: The Future
  • SIGNPOST 1: The Past
  • SIGNPOST 2: How Things are Changing
  • SIGNPOST 3: The Future
  • SIGNPOST 4: The Present

IMPACT CHARACTER (Charleston)

  • THROUGHLINE: Manipulation
  • CONCERN: Playing a Role
  • ISSUE: Thought vs. Knowledge
  • PROBLEM: Test
  • SOLUTION: Trust
  • SYMPTOM: Determination
  • RESPONSE: Expectation
  • UNIQUE ABILITY: Ability
  • CRITICAL FLAW: Value
  • BENCHMARK: Changing One's Nature
  • SIGNPOST 1: Developing a Plan
  • SIGNPOST 2: Playing a Role
  • SIGNPOST 3: Changing One's Nature
  • SIGNPOST 4: Conceiving an Idea

MAIN CHARACTER (Caroline)

  • THROUGHLINE: Activity
  • CONCERN: Doing
  • ISSUE: Enlightenment vs. Wisdom
  • PROBLEM: Process
  • SOLUTION: Result
  • SYMPTOM: Unending
  • RESPONSE: Ending
  • UNIQUE ABILITY: Skill
  • CRITICAL FLAW: Fact
  • BENCHMARK: Obtaining
  • SIGNPOST 1: Gathering Information
  • SIGNPOST 2: Understanding
  • SIGNPOST 3: Doing
  • SIGNPOST 4: Obtaining

MAIN VS. IMPACT STORY (Rekindle Lost Romance)

  • THROUGHLINE: Fixed Attitude
  • CONCERN: Impulsive Responses
  • ISSUE: Worth vs. Value
  • PROBLEM: Test
  • SOLUTION: Trust
  • SYMPTOM: Hunch
  • RESPONSE: Theory
  • CATALYST: Confidence
  • INHIBITOR: Knowledge
  • BENCHMARK: Innermost Desires
  • SIGNPOST 1: Contemplation
  • SIGNPOST 2: Impulsive Responses
  • SIGNPOST 3: Innermost Desires
  • SIGNPOST 4: Memories

ADDITIONAL STORY POINTS

  • GOAL: How Things are Changing
  • CONSEQUENCE: Impulsive Responses
  • COST: Playing a Role
  • DIVIDEND: Doing
  • REQUIREMENT: The Future
  • PREREQUISITE: Innermost Desires
  • PRECONDITION: Changing One's Nature
  • FOREWARNINGS: Obtaining

VOCABULARY:

Ability: being suited to handle a task; the innate capacity to do or be

Activity: an activity or endeavor

Bad: the Main Character ultimately fails in resolving her personal problems

Change: the Main Character changes her essential nature while attempting to solve the problem

Changing One's Nature: transforming one's nature

Conceiving an Idea: coming up with an idea

Confidence: belief in the accuracy of expectations

Contemplation: present considerations

Decision: in the plot, decisions force actions

Determination: a conclusion based on circumstantial evidence

Developing a Plan: visualizing how an existing idea might be implemented

Do-er: the Main Character looks for a physical solution to her problem

Doing: engaging in a physical activity

Ending: coming to a conclusion

Enlightenment: an understanding that transcends knowledge

Expectation: a conclusion as to the eventual effect of a particular cause

Fact: belief in something real

Failure: the original goal is not achieved

Fantasy: belief in something unreal

Fixed Attitude: a fixed attitude or outlook

Gathering Information: gathering information or experience

How Things are Changing: the way things are going

Hunch: an understanding based on insufficient circumstantial evidence

Impulsive Responses: innate responses

Innermost Desires: basic drives and desires

Intuitive: the Main Character uses intuitive problem solving techniques

Knowledge: that which one holds to be true

Manipulation: a manner of thinking or demeanor

Memories: recollections

Obtaining: achieving or possessing something

Playing a Role: temporarily adopting a lifestyle

Process: an ongoing activity; the mechanism through which a cause leads to an effect

Result: the product of a process; the ramifications of a specific effect

Security: an evaluation of one's defenses and protections

Situation: a situation or environment

Skill: aptitude or innate ability

Steadfast: the Main Character ultimately retains her essential nature

Stop: regarding the Main Character, the audience is waiting for something to end

Test: a trial to determine something's validity

The Future: what will happen or what will be

The Past: what has already happened

The Present: the current situation and circumstances

Theory: an unbroken chain of relationships leading from a premise to a conclusion

Thought: the process of consideration

Timelock: the story climax is brought about by a time limit

Trust: acceptance without proof

Understanding: appreciating the meaning of something

Unending: continuing without cessation

Value: the objective usefulness of something in general

Wisdom: understanding how to apply Knowledge

Worth: a rating of usefulness or desirability to oneself personally

 

 

Copyright © 1994-2009 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