Just finished reading the first of the twenty Aubrey/Maturin novels, Master and Commander by Patrick O’Brian. One down, nineteen to go. Fascinating are the extremely long and convoluted sentences that yet somehow work due to their energy, enthusiasm of subject and uniqueness of topic: sentences not unlike this one, meandering leisurely through verbiage and speculation and punctuation; a sentence including (like this one) both a colon and a semicolon.
Author Archives: Melanie Anne Phillips
“Ability” and Story Structure
What’s “Ability” have to do with story structure?
If you look in Dramatica’s “Periodic Table of Story Elements” chart (you can download a free PDF of the chart at http://storymind.com/free-downloads/ddomain.pdf ) you’ll find the “ability” in one of the little squares. Look in the “Physics” class in the upper left-hand corner. You’ll find it in a “quad” of four items, “Knowledge, Thought, Ability and Desire”.
In this article I’m going to talk about how Dramatica uses the term “ability” and how it applies not only to story structure and characters but to real people, real life and psychology as well.
To begin with, a brief word about the Dramatica chart itself. The chart is sort of like a Rubik’s Cube. It holds all the elements that must appear in every complete story to avoid holes. Conceptually, you can twist it and turn it, just like a Rubik’s Cube, and when you do, it is like winding up a clock – you create dramatic potential.
How is this dramatic potential created? The chart represents all the categories of things we think about. Notice that the chart is nested, like wheels within wheels. That’s the way our mind’s work. And if we are to make a solid story structure with no holes, we have to make sure all ways of thinking about the story’s central problem or issues are covered.
So, the chart is really a model of the mind. When you twist it and turn it represents the kinds of stress (and experience) we encounter in everyday life. Sometimes things get wound up as tight as they can. And this is where a story always starts. Anything before that point is backstory, anything after it is story.
The story part is the process of unwinding that tension. So why does a story feel like tension is building, rather than lessoning? This is because stories are about the forces that bring a person to change or, often, to a point of change.
As the story mind unwinds, it puts more and more pressure on the main character (who may be gradually changed by the process or may remain intransigent until he changes all at once). It’s kind of like the forces that create earthquakes. Tectonic plates push against each other driven by a background force (the mantle). That force is described by the wound-up Dramatica chart of the story mind.
Sometimes, in geology, this force gradually raises or lowers land in the two adjacent plates. Other times it builds up pressure until things snap all at once in an earthquake. So too in psychology, people (characters) are sometimes slowly changed by the gradual application of pressure as the story mind clock is unwinding; other times that pressure applied by the clock mechanism just builds up until the character snaps in Leap Of Faith – that single “moment of truth” in which a character must decide either to change his ways or stick by his guns believing his current way is stronger than the pressure bought to bear – he believes he just has to outlast the forces against him.
Sometimes he’s right to change, sometimes he’s right to remain steadfast, and sometimes he’s wrong. But either way, in the end, the clock has unwound and the potential has been balanced.
Hey, what happened to “ability”? Okay, okay, I’m getting to that….
The chart (here we go again!) is filled with semantic terms – things like Hope and Physics and Learning and Ability. If you go down to the bottom of the chart in the PDF you’ll see a three-dimensional representation of how all these terms are stacked together. In the flat chart, they look like wheels within wheels. In the 3-D version, they look like levels.
These “levels” represent degrees of detail in the way the mind works. At the most broad stroke level (the top) there are just four items – Universe, Physics, Mind and Psychology. They are kind of like the Primary Colors of the mind – the Red, Blue, Green and Saturation (effectively the addition of something along the black/white gray scale).
Those for items in additive color theory are four categories describing what can create a continuous spectrum. In a spectrum is really kind of arbitrary where you draw the line between red and blue. Similarly, Universe, Mind, Physics and Psychology are specific primary considerations of the mind.
Universe is the external state of things – our situation or environment. Mind is the internal state – an attitude, fixation or bias. Physics looks at external activities – processes and mechanisms. Psychology looks at internal activities – manners of thinking in logic and feeling.
Beneath that top level of the chart are three other levels. Each one provides a greater degree of detail on how the mind looks at the world and at itself. It is kind of like adding “Scarlet” and “Cardinal” as subcategories to the overall concept of “Red”.
Now the top level of the Dramatica chart describes the structural aspects of “Genre.” Genre is the most broad stroke way of looking at a story’s structure. The next level down has a bit more dramatic detail and describes the Plot of a story. The third level down maps out Theme, and the bottom level (the one with the most detail) explores the nature of a story’s Characters.
So there you have the chart from the top down, Genre, Plot, Theme and Characters. And as far as the mind goes, it represents the wheels within wheels and the spectrum of how we go about considering things. In fact, we move all around that chart when we try to solve a problem. But the order is not arbitrary. The mind has to go through certain “in-betweens” to get from one kind of consideration to another or from one emotion to another. You see this kind of thing in the stages of grief and even in Freud’s psychosexual stages of development.
All that being said now, we finally return to Ability – the actual topic of this article. You’ll find Ability, then, at the very bottom of the chart – in the Characters level – in the upper left hand corner of the Physics class. In this article I won’t go into why it is in Physics or why it is in the upper left, but rest assured I’ll get to that eventually in some article or other.
Let’s now consider “Ability” in its “quad” of four Character Elements. The others are Knowledge, Thought, Ability and Desire. I really don’t have space in this article to go into detail about them at this time, but suffice it to say that Knowledge, Thought, Ability and Desire are the internal equivalents of Universe, Mind, Physics and Psychology. They are the conceptual equivalents of Mass, Energy, Space and Time. (Chew on that for awhile!)
So the smallest elements are directly connect (conceptually) to the largest in the chart. This represents what we call the “size of mind constant” which is what determines the scope of an argument necessary to fill the minds of readers or an audience. In short, there is a maximum depth of detail one can perceive while still holding the “big picture” in one’s mind at the very same time.
Ability – right….
Ability is not what you can do. It is what you are “able” to do. What’s the difference? What you “can” do is essentially your ability limited by your desire. Ability describes the maximum potential that might be accomplished. But people are limited by what they should do, what they feel obligated to do, and what they want to do. If you take all that into consideration, what’s left is what a person actually “can” do.
In fact, if we start adding on limitations you move from Ability to Can and up to even higher levels of “justification” in which the essential qualities of our minds, “Knowledge, Thought, Ability and Desire” are held in check by extended considerations about the impact or ramifications of acting to our full potential.
One quad greater in justification you find “Can, Need, Want, and Should” in Dramatica’s story mind chart. Then it gets even more limited by Responsibility, Obligation, Commitment and Rationalization. Finally we end up “justifying” so much that we are no longer thinking about Ability (or Knowledge or Thought or Desire) but about our “Situation, Circumstance, Sense of Self and State of Being”. That’s about as far away as you can get from the basic elements of the human mind and is the starting point of where stories begin when they are fully wound up. (You’ll find all of these at the Variation Level in the “Psychology” class in the Dramatica chart, for they are the kinds of issues that most directly affect each of our own unique brands of our common human psychology.
A story begins when the Main Character is stuck up in that highest level of justification. Nobody gets there because they are stupid or mean. They get there because their unique life experience has brought them repeated exposures to what appear to be real connections between things like, “One bad apple spoils the bunch” or “Where there’s smoke , there’s fire.”
These connections, such things as – that one needs to adopt a certain attitude to succeed or that a certain kind of person is always lazy or dishonest – these things are not always universally true, but may have been universally true in the Main Character’s experience. Really, its how we all build up our personalities. We all share the same basic psychology but how it gets “wound up” by experience determines how we see the world. When we get wound up all the way, we’ve had enough experience to reach a conclusion that things are always “that way” and to stop considering the issue. And that is how everything from “winning drive” to “prejudice” is formed – not by ill intents or a dull mind but by the fact that no two life experiences are the same.
The conclusions we come to, based on our justifications, free out minds to not have to reconsider every connection we see. If we had to, we’d become bogged down in endlessly reconsidering everything, and that just isn’t a good survival trait if you have to make a quick decision for fight or flight.
So, we come to certain justification and build upon those with others until we have established a series of mental dependencies and assumptions that runs so deep we can’t see the bottom of it – the one bad brick that screwed up the foundation to begin with. And that’s why psychotherapy takes twenty years to reach the point a Main Character can reach in a two-hour movie or a two hundred-page book.
Now we see how Ability (and all the other Dramatica terms) fit into story and into psychology. Each is just another brick in the wall. And each can be at any level of the mind and at any level of justification. So, Ability might be the problem in one story (the character has too much or too little of it) or it might be the solution in another (by discovering an ability or coming to accept one lacks a certain ability the story’s problem – or at least the Main Character’s personal problem – can be solved). Ability might be the thematic topic of one story and the thematic counterpoint of another (more on this in other articles).
Ability might crop up in all kinds of ways, but the important thing to remember is that wherever you find it, however you use it, it represents the maximum potential, not necessarily the practical limit that can be actually applied.
Well, enough of this. To close things off, here’s the Dramatica Dictionary description of the world Ability that Chris and I worked out some twenty years ago, straight out of the Dramatica dictionary (available online at http://storymind.com/dramatica/dictionary/index.htm :
Ability • Most terms in Dramatica are used to mean only one thing. Thought, Knowledge, Ability, and Desire, however, have two uses each, serving both as Variations and Elements. This is a result of their role as central considerations in both Theme and Character
[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, innate capacity, faculty, inherent proficiency
[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. This means that some Abilities pertain to what can affect physically and also what one can rearrange mentally. The positive side of Ability is that things can be done or experienced that would otherwise be impossible. The negative side is that just because something can be done does not mean it should be done. And, just because one can be a certain way does not mean it is beneficial to self or others. In other words, sometimes Ability is more a curse than a blessing because it can lead to the exercise of capacities that may be negative • syn. talent, knack, capability, innate capacity, faculty, inherent proficiency
Write Your Novel Step by Step (4)
The Creativity Two-Step
In Step 3, we described methods for boiling your initial story concepts down into a log line: a single sentence that expresses the essence of what your story is about.
In this step, we’ll use your log line as a creative core in a method that will generate an expanding sphere of new ideas for your story. In following this step, also draw upon the original story ideas you jotted down in Step 2.
The concept behind this method of finding inspiration is quite simple, really: It is easier to come up with many ideas than it is to come up with one idea.
Now that may sound counter-intuitive, but consider this… When you are working on a particular story and you run into a specific structural problem, you are looking for a creative inspiration in a very narrow area. But creativity isn’t something you can control like a power tool or channel onto a task. Rather, it is random, and applies itself to whatever it wants.
Creative inspiration is always running at full tilt within us, coming up with new ideas, thinking new thoughts – just not the thoughts we are looking for. So if we sit and wait for the Muse to shine its light on the exact structural problem we’re stuck on, it might be days before lightning strikes that very spot.
Fortunately, we can trick Creativity into working on our problem by making it think it is being random. As an example, consider this log line for a story: A Marshall in an Old West border town struggles with a cutthroat gang that is bleeding the town dry.
Step One: Asking Questions
Now if you had the assignment to sit down and turn this into a full-blown, interesting, one-of-a-kind story, you might be a bit stuck for what to do next. So, try this. First ask some questions:
1. How old is the Marshall?
2. How much experience does he have?
3. Is he a good shot?
4. How many men has he killed (if any)
5. How many people are in the gang?
6. Does it have a single leader?
7. Is the gang tight-knit?
8. What are they taking from the town?
9. How long have they been doing this?
You could probably go on and on and easily come up with a hundred questions based on that single log line. It might not seem at first that this will help you expand your story, but look at what’s really happened. You have tricked your Muse into coming up with a detailed list of what needs to be developed! And it didn’t even hurt. In fact, it was actually fun.
Step Two: Answering Questions
But that’s just the first step. Next, take each of these questions and come up with as many different answers as you can think of. Let your Muse run wild through your mind. You’ll probably find you get some ordinary answers and some really outlandish ones, but you’ll absolutely get a load of them!
a) How old is the Marshall?
a. 28
b. 56
c. 86
d. 17
e. 07
f. 35
Some of these potential ages are ridiculous – or are they? Every ordinary story based on such a log line would have the Marshall be some common age from our example list, such as 28 or 35: just another dull story, grinding through the mill.
Step One Revisited
But what if your Marshall was 86 or 7 years old? Let’s switch back to Step One and ask some questions about his age.
For example:
c. 86
1. How would an 86 year old become a Marshall?
2. Can he still see okay?
3. What physical maladies plague him?
4. Is he married?
5. What kind of gun does he use?
6. Does he have the respect of the town?
And on and on…
Return to Step Two
As you might expect, now we switch back to Step Two again and answer each question as many different ways as we can.
Example:
5. What kind of gun does he use?
a) He uses an ancient musket, can barely lift it, but is a crack shot and miraculously hits whatever he aims at.
b) He uses an ancient musket and can’t hit the broad side of a barn. But somehow, his oddball shots ricochet off so many things, he gets the job done anyway, just not as he planned.
c) He uses a Mini-Gatling gun attached to his walker.
d) He doesn’t use a gun at all. In 63 years with the Texas Rangers, he never needed one and doesn’t need one now.
e) He uses a sawed off shotgun, but needs his deputy to pull the trigger for him as he aims.
f) He uses a whip.
g) He uses a knife, but can’t throw it past 5 feet anymore.
And on and on again…
Methinks you begin to get the idea. First you ask questions, which trick the Muse into finding fault with your work – an easy thing to do that your Creative Spirit already does on its own – often to your dismay.
Next, you turn the Muse loose to come up with as many answers for each question as you possibly can.
Then, you switch back to question mode and ask as many as you can about each of your answers.
And then you come up with as many answers as possible for those questions.
You can carry this process out for as many generations as you like, but the bulk of story material you develop will grow so quickly, you’ll likely not want to go much further than we went in our example.
Imagine, if you just asked 10 questions about the original log line and responded to each of them with 10 potential answers, you’d have 100 story points to consider.
Then, if you went as far as we just did for each one, you’d ask 10 questions of each answer and end up with 1,000 potential story points. And the final step of 10 answers for each of these would yield 10,000 story points!
Now in the real world, you probably won’t bother answering each question – just those that intrigue you. And, you won’t trouble yourself to ask questions about every answer – just the ones that suggest they have more development to offer and seem to lead in a direction you might like to go with your story.
The key point is that rather than staring at a blank page trying to find that one structural solution that will fill a gap or connect two points, use the Creativity Two-Step to trick your Muse into spewing out the wealth of ideas it naturally wants to provide.
Your goal for this step, then, is to apply the Creativity Two-Step to your original log line and follow your Muse as far as she can take you. More than likely, you’ll end up with something of a mess – a disorganized mash-up of a huge number of story ideas of many different kinds for your novel.
In step 5, we’ll delve into the treasure trove of ideas you’ve generated and begin the process of organizing them into Characters, Plot, Theme, and Genre elements to be further expanded before we move into the Development stage.
This article is drawn from:
Step by Step Story Development Software
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New Google+ Community on Narrative
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Introduction to Archetypes
Archetypes are not inventions, but representations of elemental human qualities. In fact each embodies a family of qualities not unlike families of elements in the periodic table. It is as if we put all the Rare Earth elements into one character and all the Noble Gasses into another.
This means that while each archetype has many component pieces, they all work in harmony to create a character of singular identity that we recognize as a facet of ourselves, made tangible, so that we might understand that aspect of our inner narrative.
Historically, students of story have identified a multitude of characters based on personality types that they have labeled as archetypes. As useful as these are for creating characters based on relationships, or subject matter, true archetypes have no personality. Rather, they are the fundamental processes of our own hearts and minds made manifest, incarnate as functions within a narrative just as they are functions within us.
As an example, there is a Reason archetype to illustrate how our intellect approaches the problem at the core of a story. And in opposition, there is an Emotion archetype to exemplify how our passion comes to bear on the issue at hand. In totality, there are eight archetypes, each composed of eight individual elements, working in concert to illustrate the broad stroke primary colors of our psyches.
Write Your Novel Step by Step (Part 3) – What’s the Big Idea?
In step 2, we explored the purpose of and methods for clearing your mind by jotting down any initial ideas you may have before trying to further develop your novel. In this step, your goal is to be able to write a single sentence that expresses the essence of what your story is about.
Having a core concept will provide you with a creative beacon – a lighthouse by which to navigate your creative efforts so they stay on course to your ultimate purpose: a completed novel.
While this seems fairly simple, it can be a lot harder than it looks. It is the rare writer who has a focused concise story concept right from the beginning. Many discover the essence of their novel during the development process or even as they write.
As described in step 2, most writers fall into two categories: those with a general sense of what they want to write about and those with a collection of story elements they’d like to include. Some writers have both, but still no solid center to it all.
Without a core concept, the first inclination is to try to pull all the good ideas they have for their novel into a single all-encompassing story. Problem is, people think in topics more easily than they think in narratives. And while all the material may belong to the same subject matter category, more often than not it doesn’t really belong in the same story.
Still, no one likes to abandon a good idea – after all, they aren’t that easy to come by. And so, writers stop coming up with new ideas as their attention turns more and more toward figuring out how to connect everything they already have.
This can create an every growing spiral of structural complexity in the attempt to fit every notion and concept into a single unifying whole. And before you know it, your inspiration and enthusiasm have both run dry to be replaced by creative frustration with a candy coating of intellectual effort that is not unlike trying to build a single meaningful picture from the pieces of several different puzzles.
To determine the central vision for your novel try these techniques. First, shift your focus from what your story needs, and ask yourself what you need. More precisely, consider why you want to write this story in the first place. What is it that excites you most about this subject matter? Is it a character, a plot line, a thematic message or topic, or just a genre or setting or timeframe or…?
Refer to the list you created in step 2 of your general concept and/or all the elements you have been pondering to possibly include in your story. Next, consider your own personal interests and prioritize that list, putting the items you most want to include at the top and those less compelling at the bottom.
(Tip: sometimes it is hard to pick the most interesting and it is easier to start at the bottom of the list with the least interesting and work up!)
Now, block the bottom half of the list to see only the top items. These are the aspects of your story that are most inspiring to you and represent the heart of your story. Think about them as a group and see if you can perceive a common thread.
This common thread is called a log line. Log lines are like the short descriptions of a program you see in cable or satellite television listings. As examples, here are the log lines for two stories of my own:
Snow Sharks (Don’t Eat Red Snow) – A group of rich teenage ski-bums are terrorized by escaped sharks that have been genetically altered by the U.S. government to act as mobile land mines in potential arctic wars.
House of W.A.C.S. – In 1942, this cross between Animal House and The Dirty Dozen follows one of the first groups of young women in the newly created Women’s Army Corps as they learn to work together as a team to thwart a Nazi fifth column and protect a crucial war factory.
Using these as a guide, try to write a sentence that describes the core concept you see in your work from step 2.
If your material is too limited or sketchy, just describe the idea that has you excited enough want to write this particular novel, such as:
I’m fascinated with the notion of an archeologist finding a modern device embedded in the ruins of an ancient civilization.
If you have the opposite problem and your wealth of story ideas is so wide-ranging or diffuse to easily see the thread, try writing several log lines, each of which touches on one aspect of what you see in your step 2 work.
Each of these sub-log lines will help focus a different part of what you’d like your story to be. So, rather than trying to find the core directly from your original list, try to see the central concept outlined by your collection of log lines.
Hopefully, by using some or all of these techniques, you’ll be able to answer the question, What’s the Big Idea? But if you can’t, don’t worry. Some writers need to add to their collection of story elements before the big picture emerges.
In step 4, we’ll walk through a really useful method for using your existing concepts as seeds from which to grow new ideas. So, if you don’t yet have a log line, you soon will as you begin to integrate this additional material into your evolving story.
This article is drawn from:
Step by Step Story Development Software
Build your Story’s World, who’s in it, what happens to them and what it all means with StoryWeaver! With over 200 interactive Story Cards, StoryWeaver takes you step by step through the entire process – from concept to completion.
Just $29.95 ~ Click here to learn more or to purchase…
Write Your Novel Step by Step (2) – “Get Out of My Head!”
When beginning a new novel, writers are often faced with one of two initial problems that hinders them right from the get go. One – sometimes you have a story concept but can’t think of what to do with it. In other words, you know what you want to write about, but the characters and plot elude you. Two – sometimes your head is swimming with so many ideas that you haven’t got a clue how to pull them all together into a single unified story.
Fortunately, the solution to both is the same. In each case, you need to clear your mind of what you do know about your story to make room for what you’d like to know.
If your problem is a story concept but no content, writing it down will help focus your thinking. In fact, once your idea for a novel is out of your head and on paper or screen, you begin to see it objectively, not just subjectively.
Often just having an external look at your idea will spur other ideas that were not apparent when you were simply mulling it over. And at the very least, it will clarify what it is you desire to create.
If, on the other hand, your problem is that all the little thoughts, notions or concepts that sparked the idea there might be a book in there somewhere are swirling around in a chaotic maelstrom…. well, then writing them all down will make room in your mind to start organizing that material by topic, category, sequence, or structural element.
For those whose cognitive cup runneth over, the issue is that one is afraid to forget any of these wonderful ideas, or to lose track of any of the tenuous or gossamer connections among them. And so, we keeping stirring them around and around in our minds, refreshing our memory of them, but leaving us running in circles chasing our creative tales.
By writing down everything your are thinking, not as a story per se, but just in the same fragmented glimpses in which they are presenting themselves to you, you’ll be able to let them go, one by one, until your mental processor has retreated from the edge of memory overload and you can begin to pull your material together into the beginnings of a true proto-story.
Whether you are plagued by issue one or two, don’t try to fashion a full-fledged story at this stage while you are jotting down your notions. That would simply add an unnecessary burden to your efforts that would hobble your forward progress and likely leave you frustrated by the daunting process of trying to see your finished story before you’ve even developed it.
Sure, before you write you’re going to need that overview of where you are heading to guide you to “The End”. But that comes later. For now, in this step, just write down your central concept and/or all the transient inspirations you are juggling in your head.
In step 3, we’ll look at what to do with what you’ve written down…
This article is drawn from:
Step by Step Story Development Software
Build your Story’s World, who’s in it, what happens to them and what it all means with StoryWeaver! With over 200 interactive Story Cards, StoryWeaver takes you step by step through the entire process – from concept to completion.
Just $29.95 ~ Click here to learn more or to purchase…
Write Your Novel Step by Step (1) – Stages of Writing a Novel
Writers often begin the novel development process by thinking about what their story needs: a main character/protagonist/hero, a solid theme, a riveting plot and, of course, to meet all the touch points of their genre.
Because this is just the beginning of the process, they usually don’t have much of that worked out yet. And so, they are faced with the daunting task of figuring out their story’s world, who’s in it, what happens to them, and what it all means before they even write a word. This can throw a writer into creative gridlock right out of the gate and can get so frustrating that the Muse completely desserts them.
Fortunately, there’s a better way. Rather than asking what the story needs, we can turn it around and ask what the author needs. What is the most comfortable sequence of activities that will lead a writer from concept to completion of their novel or screenplay?
As varied a lot as we writers are, there are certain fundamental phases we all go through when coming to our stories. In fact, we can arrange the entire creative process into four distinct stages:
1. Inspiration
2. Development
3. Exposition
4. Storytelling
The Inspiration Stage begins the moment we have an idea for a story. This might be an overall concept (computer geeks are transported to the old west), a plot twist (a detective discovers he is investigating his own murder), a character situation (Ponce de Leon still lives today), a thematic topic (fracking), a character study (an aging rock star who is losing his licks) a line of dialog (“Just cuz somthin’s free don’t mean you didn’t buy it.”), a title (Too Old To Die Young) or any other creative notion that makes you think, that’s a good idea for a story!
What gets the hair on your writerly tail to stand up isn’t important. Whatever it is, you are in the Inspiration Stage and it lasts as long as the ideas flow like spring runoff. You might add characters, specific events in your plot or even write a chapter or two. A very lucky writer never gets out of this stage and just keeps on going until the novel is completely written and sent out for publication.
Alas, for most of us, the Muse vanishes somewhere along the line, and we find ourselves staring at the all-too-familiar blank page wondering where to go from here. Where we go is to Stage Two: Development.
In the Development Stage we stand back and take a long critical look at our story. There are likely sections that are ready to write, or perhaps you’ve already written some. Then there are the holes, both small and gaping, where there’s a disconnect from one moment you’ve worked out to the next one, bridging over what you can intuitively feel are several skipped beats along the way. There are also breaks in logic when what happens at the beginning makes no sense in connection to what happens at the end (like the Golden Spike if the tracks were a mile apart). There are characters that don’t ring true, unresolved conflicts, and expressed emotions that seem to come out of nowhere. You may find thematic inconsistency or may even be missing a theme altogether.
And so, the work begins – tackling each and every one of these by itself, even while trying to make them all fit together. By the end of the development stage, you’ll have added detail and richness to your story and gotten all the parts to work in concert like a well-turned machine, but it probably wasn’t easy or pleasant.
Eventually (thank providence) you’ll have all the leaks plugged and a fresh coat of paint on the thing. You now know your story inside and out. But, your readers won’t. In fact, you realize that while you can see your beginning, ending and all that happens in between in a single glance, all at once, your readers or audience will be introduced to the elements of your story in a winding sequential progression of reveals. You also realize you have quite unawares stumbled into Stage Three: Exposition.
You know your story, but how do you unfold it for others? Where do you begin? Do you use flash backs or perhaps flash forwards? Do you mislead them? Do you keep a mystery? Do you spell things out all at once, or do you drop clues along the way?
There are endless techniques for revealing the totality of your story, many can be used simultaneously, and each one adds a different spice to the journey. Like a parade, every float and band has a position designed to create the greatest impact. And when you have all that figured out, you are ready to write as you begin the Storytelling Stage.
Storytelling is all about word play and style. Whether you are writing a novel, a screenplay or a stage play, there are media-specific manners of expression and conventions of communication, but within those there is plenty of room to maneuver artistically.
Before we send it out the door, we writers shift and substitute and polish until (almost regretfully) we let it go, just like a parent bundling up a child for school. In the end, as Da Vinci’s famous saying goes, “Art is never finished, only abandoned.”
So, Inspiration, Development, Exposition and Storytelling are the four stages of story development that nearly every writer travels through on the way from concept to completion.
In Step 2 we’ll explore Stage One: Inspiration to discover tips, tricks and techniques for coming up with ideas for your characters, plot, theme and genre.
This article is drawn from:
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Characters – The Attributes of Age
Introduction
Writers tend to create characters that are more or less the same age as themselves. On the one hand, this follows the old adage that one should write about what one knows. But in real life, we encounter people of all ages in most situations. Of course, we often see stories that pay homage to the necessary younger or older person, but we just as often find gaps of age groups in which there are no characters at all, rather than a smooth spectrum of ages.
In addition, there are many considerations to age other than the superficial appearance, manner of dress, and stereotypical expectations. In this lesson we’re going to uncover a variety of traits that bear on an accurate portrayal of age, and even offer the opportunity to explore seldom-depicted human issues associated with age.
The Attributes of Age
People in general, and writers in particular, tend to stereotype the attributes of age more than just about any other character trait. There are, of course, the physical aspects of age, ranging from size, smoothness of skin, strength, mobility to the various ailments associated with our progress through life. Then there are the mental and emotional qualities that we expect to find at various points in life. But the process of aging involves some far more subtle components to our journey through life.
Anatomical vs. Chronological age
Before examining any specific traits, it is important to note the difference between anatomical and chronological age. Anatomical age is the condition of your body whereas chronological age is the actual number of years you’ve been around. For example, if you are thirty years old, but all worn out and genetically biased to age prematurely, you might look more akin to what people would expect of a fifty year old. Nonetheless, you wouldn’t have the same interests in music or direct knowledge of the popular culture as someone who was actually fifty years old. When describing a character, you might choose to play off your reader expectations by letting them assume the physical condition, based on your description of age. Or, you might wish to create some additional interest in your character by describing it as “A middle-aged man so fit and healthy, he was still “carded” whenever he vacationed in Vegas.” Such a description adds an element of interest and immediately sets your character out at an individual.
Jargon
Far too often, characters are portrayed as speaking in the same generic conversational language we hear on television. The only variance to that is the overlay of ethic buzzwords to our standard sanitized TV through template. In other words, characters act as if they all through alike, even if they had completely different cultural upbringings. But aging is an ongoing evolution of culture, rooting the individual into thought patterns of his or her formative hears, and tempered (to some degree) by the ongoing cultural indoctrination of a social lifestyle.
Characters, therefore, tend to pick up a basic vocabulary reflective of both their ethnicity AND their age. For example, a black man who fought for civil rights along side Dr. Martin Luther King, would not be using the same jargon ad a black man advancing the cause of rights today. And neither of these would use the same vocabulary as a young black man in the center city, trying to find his way out through education. To simply overlay the “black jargon” template on such characters is the same kind of unconscious subtle prejudice promoted by “flesh colored” crayons.
Sure, we all learn to drop some of the more dated terms and expletives of our youth in order to appear “hip” or “with it,” but in the end we either sound silly trying to use the new ones, or avoid them altogether, leaving us bland and un-passionate in our conversation. Both of these approaches can be depicted in your characters as well, and can provide a great deal of information about the kind of mind your character possesses.
Outlook
Speaking of character minds, we all have a culturally created filter that focuses our attention on some things, and blinds us to (or diminishes) others. Sometimes, this is built into the language itself. When it is hot, the Spanish say, “hace calor” (it makes heat). This phrasing is due to the underlying beliefs of the people who developed that language that see every object, even those that are inanimate, as possessing a spirit. So, when it is hot, this is not a mindless state of affairs due to meteorological conditions, but rather to the intent of the spirit of the weather. Of course, if you were to ask a modern Spanish speaking person if they believed in such a thing, you would likely receive a negative reply. And yet, because this concept permeates the language (making everyday items masculine or feminine), it cannot help but alter the way native speakers of the language will frame their thoughts.
As another example, the Japanese population of world war two was indoctrinated in the culture of honor, duty, and putting the needs of society above those of the individual. Although most countries foster this view, in war-time Japan, it was carried to the extreme, resulting in an effective Kamikaze force, and also in whole units that chose a suicidal charge against oncoming forces, rather than to be humiliated by defeat or capture.
Corporate Japan was built around these Samurai ideals, and workers commonly perceived themselves as existing to serve their companies with loyalty and unquestioning obedience. But when the economy faltered, those who expected to remain with their companies for life were laid off, or even permanently fired. This led to a disillusionment of the “group first” mentality, especially among the young, who had not yet become settled in their beliefs. So, today, there is still a gap between the old-guard corporate executives, and the millions of teenagers to whom they market. Age, in this case, creates a significant difference in the way the world looks.
Continuing with the notion of generation gaps, I grew up when the rallying cry was “Don’t trust anyone over 30.” Of course, now we’re all in our fifties or even sixties, so we are forced to admit that we, ourselves, have in fact become “the Establishment.”
But that is what is visible and obvious to us. The real difference between my generation and the post Yuppie, post GenX, GenY, Gen? Generation is far more foundational. In conversations with my daughter I discovered that while I see myself on the other side of the generation gap, she does not perceive one at all! This is due to primarily to the plethora of high-quality recorded media programs, which capture so many fine performances and presentations when the artists and great thinkers were in their prime. We live in a TV Land universe in which no great works ever die; they are just reborn on Cable.
To my daughter’s generation, it is only important whether or not you have something worth saying. How old you are has nothing to do with your importance or relevance. In short, the difference between my generation and the younger generation is that we perceive a difference between the generations and they don’t!
In summary then, the age in which you establish your worldview will determine how you perceive current events for the rest of your life. When creating characters of any particular age, you would do well to consider the cultural landscape that was prevalent when each character was indoctrinated.
Comfort Symbols
We all share the same human emotional needs. And we each experience moments that fulfill those needs. Those experiences become fond memories, and many of the trappings of those experiences become comfort symbols. In later life, we seek out those symbols to trigger the re-experiencing of the cherished moments. Perhaps your family served a particular food in your childhood that you associate with warmth and love. For example, my mother grew up during the Great Depression in the 1930s. Her family was often short of food. So, as a snack, they would give her a piece of bread spread with lard and mustard! Now the thought very nearly sickens me, but she often yearned for that flavor again, as it reminded her of the love she received as a child.
Once we have locked into symbols that we can use to trigger emotional experiences, we seldom need to replace them. They are our comfort symbols upon which we can always rely. This has two effects as we age: One, we latch on to performers and music, as an example, that age along with us. We recall them at their prime when we first encountered them, and also have spent years aging along with them. This leads us to suddenly wake up one day and realize we no longer know who they are referring to in popular culture magazines and entertainment reporting televisions shows. In other words, the popular culture has passed us by. Two, we see many of our symbols (favorite advertising campaigns, a restaurant where we went on our first date, etc.) vanish as they are replaced with new and current concerns. So, the world around us seems less relevant, less familiar, and less comfortable, just as we seem to the world at large.
When creating characters, take into account the potential ongoing and growing sense of loss, sadness, and connection between characters and their environment. And don’t think this is a problem only for the elderly. My 24-year-old son laments that there are kids growing up today who never knew a world without personal computers! He says it makes him feel old.
Physical Attributes
Babies have a soft spot on their heads that doesn’t harden up for quite a while after birth. Cartilage wears out. Teens in puberty have raging hormones. Young kids grow so fast that they don’t have a chance to get used to the size and strength of their bodies before they have changed again, not unlike trying to drive a new and different car every day. I can’t remember the last time I ran full-tilt. I’m not sure it would be safe, today! Point is, our bodies are always changing. Sometimes the state we are in has positive and/or negative qualities – other times the changing itself is positive or negative.
When creating characters, give some thought to the physical attributes and detriments of any given age, and consider how they not only affect the abilities and mannerisms of your characters, but their mental and emotional baselines as well.
Conclusion?
Sure, we could go on and on exploring specifics of age and aging, but since it is a pandemic human condition, it touches virtually every human experience and endeavor. The point here is not to completely cover the subject, but to encourage you to consider it when creating each of your characters. It isn’t enough to simply describe a character as “a middle-aged man,” or “a perky 8 year old boy.” You owe it to your characters and to your readers or audience to incorporate the aging experience into their development, just as it is inexorably integrated into our own.
How to Avoid the “Genre Trap”
A common misconception sees genre as a fixed list of dramatic requirements or a rigid structural template from which there can be no deviation. Writers laboring under these restrictions often find themselves boxed-in creatively. They become snared in the Genre Trap, cranking out stories that are indistinguishable from a whole crop of their contemporaries
In fact, genre should be a fluid and organic entity that grows from each story individually. Such stories are surprising, notable, memorable, and involving. In this article, you’ll learn a new flexible technique for creating stories that are unique within their genres.
How We Fall Into the Genre Trap
The first step in escaping from the Genre Trap is to understand how we fall into it in the first place. Consider how wrapped up you become in the details of your story. You slave over every plot point, struggle to empathize with every one of your characters, and perhaps even grieve over the effort to instill a passionate theme.
The problem is, you become so buried in the elements of your story that you lose sight of what it feels like as a whole. So while every piece may work individually, the overall impact may be fragmented, incomplete, or inconsistent. To avoid this, we fall back on “proven” structures of successful stories in a similar genre. We cut out parts of our story that don’t fit that template, and add new sections to fill the gaps. We snip and hammer until our story follows along the dotted lines.
And lo and behold, we have fallen into the genre trap – taking our original new idea and making it just like somebody else’s old idea. Sure, the trappings are different. Our characters have different names. The big battle between good and evil takes place in a roller rink instead of a submarine. But underneath it all, the mood, timber, and feel of our story is just like the hundred others stamped out in the same genre mold.
A New Definition of Genre
Rather than thinking of your story as a structure, a template, or a genre, stand back a bit and look at your story as it appears to your reader or audience. To them, every story has a personality of its own, almost as if it were a human being. From this perspective, stories fall into personality types, just like real people.
When you meet someone for the first time, you might initially classify them as a Nerd, a Bully, a Wisecracker, a Philanthropist, or a Thinker.
These, of course, are just first impressions, and if you get the chance to spend some time with each person, you begin to discover a number of traits and quirks that set them apart from any other individual in that personality type.
Similarly, when you encounter a story for the first time, you likely classify it as a Western, a Romance, a Space Opera, or a Buddy Picture. Essentially, you see the personality of the story as a Stereotype.
At first, stories are easy to classify because you know nothing about them but the basic broad strokes. But as a story unfolds, it reveals its own unique qualities that transform it from another faceless tale in the crowd to a one-of-a-kind experience with its own identity.
At least, that is what it ought to do. But if you have fallen into the Genre Trap, you actually edit out all the elements that make your story different and add others that make it the same. All in the name of the Almighty Genre Templates.
How to Avoid the Genre Trap
Avoiding the Genre Trap is not only easy, but creatively inspiring as well! The process can begin at the very start of your story’s development (though you can apply this technique for re-writes as well).
Step One – Choosing Genres:
Make a list of all the Stereotypical Genres that have elements you might want to include in the story you are currently developing. For example, you might want to consider aspects of a Western, a Space Opera, a Romance, and a Horror Story.
Step Two – Listing Genre Elements:
List all the elements of each of these genres that intrigue you in general. For example:
Western – Brawl in the Saloon, Showdown Gunfight, Chase on Horseback, Lost Gold Mine, Desert, Indians.
Space Opera – Time Warp, Laser Battle, Exploding Planet, Alien Race, Spaceship Battle, Ancient Ruins.
Romance – Boy Meets Girl, Boy Loses Girl, Boy Gets Girl, Misunderstanding alienates Boy and Girl, Rival for Girl throws out Misinformation, Last Minute Reveal of the Truth leading to Joyful Reunion.
Horror Story – Series of Grizzly and Inventive Murders, The Evil Gradually Closes in on the Heroes, Scary Isolated Location, Massive Rainstorm with Lightning and Thunder.
(Note that some genre elements are about setting, some about action, and some about character relationships. That’s why it is so hard to say what genre is. And it is also why looking at genre, as a story’s Personality Type is so useful.
Step Three – Selecting Genre Elements:
From the lists of elements you have created, pick and choose elements from each of the genres that you might like to actually include in your story.
For example, from Western you might want Lost Gold Mine, Desert, and Indians. From Space Opera you might choose Spaceship Battle, Exploding Planet and Alien Race. Romance would offer up all the elements you had listed: Boy Meets Girl, Boy Loses Girl, Boy Gets Girl, Misunderstanding alienates Boy and Girl, Rival for Girl throws our Misinformation, Last Minute Reveal of the Truth leading to Joyful Reunion. And finally, from Horror Story you might select Scary Isolated Location, Massive Rainstorm with Lightning and Thunder.
Step Four – Cross Pollinating Genres:
From this Master List of Genre Elements that you might like to include in your story, see if any of the elements from one genre have a tie-in with those from another genre.
For example, Indians from the Western and Alien Race from the Space Opera could become a race of aliens on a planet that share many of the qualities of the American Indian. And, the relationship between the boy and the girl easily becomes a Romeo and Juliet saga of a human boy colonizing the planet who falls in love with an alien girl.
Step Five – Peppering Your Story with Genre Elements:
Once you’ve chosen your elements and cross-pollinated others, you need to determine where in your story to place them. If you are stuck in a Genre Trap, there is a tendency to try and get all the genre elements working right up front so that the genre is clear to the reader/audience.
This is like trying to know everything there is to discover about a person as soon as you meet him or her. It is more like a resume than an introduction. The effect is to overload the front end of the story with more information than can be assimilated, and have nowhere left to go when the reader/audience wants to get to know the story’s personality better as the story unfolds.
So, make a timeline of the key story points in your plot. Add in any principal character moments of growth, discovery, or conflict. Now, into that timeline pepper the genre elements you have developed for your story.
For example, you might decide to end with a massive spaceship battle, or you could choose to open with one. The information about the Alien Race being like the America Indians might be right up front in the Teaser, or you could choose to reveal it in the middle of the second act as a pivotal turning point in the story.
Because genre elements are often atmospheric in nature, they can frequently be placed just about anywhere without greatly affecting the essential flow of the plot or the pace of character growth.
As you look at your timeline, you can see and control the reader’s first impressions of the story genre. And you can anticipate the ongoing mood changes in your story’s feel as additional elements in its personality are revealed, scene-by-scene or chapter-by-chapter.
What about Re-writes?
Not everyone wants to start a story with genre development. In fact, you might want to go through an entire draft and then determine what genre elements you’d like to add to what you already have.
The process is the same. Just list the genres that have elements you might wish to include. List the elements in each that intrigue you. Select the ones that would fit nicely into your story. Cross-Pollinate where you can. Pepper them into your existing timeline to fill gaps where the story bogs down and to reveal your story as a unique personality.
Summing Up the Sum of the Parts
Genre is part setting, part action, part character, and part story-telling style. Trying to follow a fixed template turns your story into just another clone. But by recognizing that genre is really a story’s personality type, you can make it as individual as you like. And by peppering your elements throughout your story’s timeline, you will create first impressions that will capture your reader or audience and then hold their interest as your story’s one-of-a-kind personality reveals itself.


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