The Story Mind concept is a way of visualizing story structure that sees every story as having a mind of its own and the characters within it as facets of that overall mind. So, one character represents the Intellect of the Story Mind and another functions as its Skepticism, for example.
Of course, this is just at a structural level – the mechanics of the story. Naturally, characters also have to be real people in their own right so the readers or audience can identify with them.
But, structurally, the archetypes we see in stories are very like the basic mental attributes we all possess, made tangible as avatars of the Story Mind’s thought processes.
That’s a pretty radical concept. So before asking any writer to invest his or her time in a concept as different as the Story Mind, it is only fair to provide an explanation of why such a thing should exist. To do this, let us look briefly into the nature of communication between an author and an audience and see if there is supporting evidence to suggest that character archetypes are facets of a greater Story Mind.
When an author tells a tale, he simply describes a series of events that both makes sense and feels right. As long as there are no breaks in the logic and no mis-steps in the emotional progression, the structure of the tale is sound.
Now, from a structural standpoint, it really doesn’t matter what the tale is about, who the characters are, or how it turns out. The tale is just a truthful or fictional journey that starts in one situation, travels a straight or twisting path, and ends in another situation.
The meaning of a tale amounts to a statement that if you start from “here,” and take “this” path, you’ll end up “here.” The message of a tale is that a particular path is a good or bad one, depending on whether the ending point is better or worse than the point of departure.
This structure is easily seen in the vast majority of familiar fairy “tales.” Tales have been used since the first storytellers practiced their craft. In fact, many of the best selling novels and most popular motion pictures of our own time are simple tales, expertly told.
In a structural sense, tales have power in that they can encourage or discourage audience members from taking particular actions in real life. The drawback of a tale is that it speaks only in regard to that specific path.
But in fact, there are many paths that might be taken from a given point of departure. Suppose an author wants to address those as well, to cover all the alternatives. What if the author wants to say that rather than being just a good or bad path, a particular course of action the best or worst path of all that might have been taken?
Now the author is no longer making a simple statement, but a “blanket” statement. Such a blanket statement provides no “proof” that the path in question is the best or worst, it simply says so. Of course, an audience is not likely to be moved to accept such a bold claim, regardless of how well the tale is told.
In the early days of storytelling, an author related the tale to his audience in person. Should he aspire to wield more power over his audience and elevate his tale to become a blanket statement, the audience would no doubt cry, “Foul!” and demand that he prove it. Someone in the audience might bring up an alternative path that hadn’t been included in the tale.
The author might then counter that rebuttal to his blanket statement by describing how the path proposed by the audience was either not as good or better (depending on his desired message) than the path he did include.
One by one, he could disperse any challenges to his tale until he either exhausted the opposition or was overcome by an alternative he couldn’t dismiss.
But as soon as stories began to be recorded in media such as song ballads, epic poems, novels, stage plays, screenplays, teleplays, and so on, the author was no longer present to defend his blanket statements.
As a result, some authors opted to stick with simple tales of good and bad, but others pushed the blanket statement tale forward until the art form evolved into the “story.”
A story is a much more sophisticated form of communication than a tale, and is in fact a revolutionary leap forward in the ability of an author to make a point. Simply put, when creating a story, and author starts with a tale of good or bad, expands it to a blanket statement of best or worst, and then includes all the reasonable alternatives to the path he is promoting to preclude any counters to his message. In other words, while a tale is a statement, a story becomes an argument.
Now this puts a huge burden of proof on an author. Not only does he have to make his own point, but he has to prove (within reason) that all opposing points are less valid. Of course, this requires than an author anticipate any objections an audience might raise to his blanket statement. To do this, he must look at the situation described in his story and examine it from every angle anyone might happen to take in regard to that issue.
By incorporating all reasonable (and valid emotional) points of view regarding the story’s message in the structure of the story itself, the author has not only defended his argument, but has also included all the points of view the human mind would normally take in examining that central issue. In effect, the structure of the story now represents the whole range of considerations a person would make if fully exploring that issue.
In essence, the structure of the story as a whole now represents a map of the mind’s problem solving processes, and (without any intent on the part of the author) has become a Story Mind.
And so, the Story Mind concept is not really all that radical. It is simply a short hand way of describing that all sides of a story must be explored to satisfy an audience. And, and if this is done, the structure of the story takes on the nature of a single character.
The Story Mind concept is a way of looking at a story as if all the characters were facets of a larger personality, the mind of the Story itself. It is the central concept in the Dramatica Theory of Narrative Structure.
To illustrate, imagine that you stepped back from your story far enough that you could no longer identify your characters as individuals. Instead, like a general on a hill watching a battle, you could only see each character by his function:
There’s the guy leading the charge – that’s the Protagonist. His opponent is the Antagonist. There’s the strategist, working out the battle plan – he’s the Reason archetype. One soldier is shouting at the pathos and carnage – he’s the Emotion archetype.
The structure of stories deals with what makes sense in the big picture. But characters aren’t aware of that overview. Just like us, they can only see what is around them and try to make the best decisions based on that limited view. And so characters must also be real people as well, with real drives and real concerns.
Characters, therefore, really have two completely different jobs: They must act according to their own drives and desires and also play a part in the larger mosaic of the story as a whole. The trick is to create a story in which these two purposes work together, not against each other.
As individuals, each character must be fully developed as complete human beings. As cogs in the Great Machine, they must each fulfill a function. So, when we develop our characters we need to stand in their shoes, make them real people, and express ourselves passionately through each of their points of view. But when we develop our story’s structure, we must ensure that each character fulfills his, her, or its dramatic purpose in the story at large.
It is that larger purpose that we call the Story Mind. As previously described, the Story Mind is like a Super Character that generates the personality of the overall story itself, as if it were a single, thinking, feeling, person. So, in addition to being complete people, each of our characters also represents a different aspect or facet of a greater character, the Story Mind.
For example, the Reason archetype represents the use of our intellect. The Emotion archetype illustrates the impact of our feelings. Individually as complete characters, they each employ both Reason and Emotion in regard to their own personal issues. But when it comes to the central issue of the story – the message issue that is the essence of what the overall story is about – then one of these two Characters will attempt to deal with that issue solely from a position of Reason and the other solely from the position of Emotion.
This is why we, the audience, see characters simultaneously as real people and also by their dramatic functions, such as Protagonist and Antagonist. Regarding their own concerns, characters are well rounded. Regarding the overall concern of the story as a whole, they are single-minded. Collectively, they describe the conflicting motivations or drives of the Story Mind.
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.
Yet 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 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 you 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 Gattling 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.
We all know that a story needs a sound structure. But no one reads a book or goes to a movie to enjoy a good structure. And no author writes because he or she is driven to create a great structure. Rather, audiences and authors come to opposite sides of a story because of their passions – the author driven to express his or hers, and the audience hoping to ignite its own.
What draws us to a story in the first place is our attraction to the subject matter and the style. As an audience, we might be intrigued by the potential applications of a new discovery of science, the exploration of a newly rediscovered ancient city, or the life of a celebrity. We might love a taut mystery, a fulfilling romance, or a chilling horror story.
As authors what inspires us to write a story may be a bit of dialog we heard in a restaurant, a notion for a character, a setting, time period, or a clever twist of plot we’d like to explore. Or, we might have a deep-seated need to express a childhood experience, work out an irrational fear, or make a public statement about a social injustice.
No matter what our attraction as audience or author, our passions trigger our imaginations. So why should an author worry about structure? Because passion rides on structure, and if the structure is flawed or even broken, then the passionate expression from author to audience will fail.
Structure, when created properly, is invisible, serving only as the carrier wave that delivers the passion to the audience. But when structure is flawed, it adds static to the flow of emotion, breaking up and possibly scrambling the passion so badly that the audience does not “hear” the author’s message.
The attempt to ensure a sound structure is an intellectual pursuit. Questions such as “Who is my Protagonist?” “Where should my story begin?” “What happens in Act Two?” or “What is my message?” force an author to turn away from his or her passion and embrace logistics instead.
As a result, authors often becomes mired in the nuts and bolts of storytelling, staring at a blank page not because of a lack of inspiration, but because they can’t figure out how to make their passions make sense.
Worse, the re-writing process is often grueling and frustrating, forcing the author to accept unwanted changes in the flow of emotion for the sake of logic. So what is an author to do? Is there any way out of this dilemma?
Absolutely! That’s why I created StoryWeaver Software with its Step By Step approach to story development. StoryWeaver focuses on the creative process rather than just the nuts and bolts of structure. In it, you’ll journey through Inspiration, Development, Exposition, and Storytelling. By the end of the path, you’ll have designed your story’s world, who’s in it, what happens to them, and what it all means. Try it for 90 days, risk free!
When Chris Huntley and I created the Dramatica Theory of Narrative Structure back in the early 90’s, we originally envisioned it as the end-all of story models – the one single paradigm that explained it all. In fact, it was – but only in regard to the mechanics of stories.
Although Dramatica proved amazingly popular, and the Dramatica software we designed (along with Steve Greenfield) became the best selling story structure tool ever created, I began to feel there was something missing.
In spite of (or perhaps because of) its power, depth, and accuracy Dramatica required a huge learning curve. What’s more, though writers could intuitively tune in to its truth and vision it somehow left the user cold in a passionate or creative sense.
To compensate for these issues, we eventually carried the software through three complete major versions, each seeking to make the story development process more involving and accessible. After considering the last of these efforts, I came to realize that there was only so far you could go in an attempt to turn a logical model of story structure into a warm fuzzy teddy bear of inspiration.
So began a personal eight-year journey on my part to connect with that other “touchy-feely” side of story development. What I wanted was simple – the passionate counterpart to Dramatica: a simple, easy to follow, step-by-step approach to story development that goosed the Muse and never required an author to deal directly with theory or to drop out of creative mode in order to make logistic choices. In short, I wanted to create a means by which writing would become fun, easy, powerful, and meaningful and still hold true to the structural insights of the Dramatica Theory.
The result was a whole new system of writing which I called “StoryWeaving.” StoryWeaving is just what it sounds like: the process of weaving together a story. Picture an author in front of a loom, drawing on threads of structure and passion, pulling them together into something that will ultimately be both moving and meaningful, that will capture human emotion and present it in a pattern that makes logical sense.
Authors work best not when they simply let themselves go in an aimless fashion, nor when they adhere to a strict framework of structural imperatives, but rather, they maximize the fruits of their talents when they are free to move through both worlds on a whim, drawing on such elements of structure and passion as play across their minds at any given moment.
Having devised a method of assisting authors in embracing this freedom, I designed the StoryWeaver software to transform the concept into a practical tool. Within the first year of its release, StoryWeaver came to outsell Dramatica on my online store by a margin of six to one, and outsold all other products that I carry combined!
Still, as simple and straightforward as StoryWeaver is to use, many authors craved additional details about various StoryWeaving concepts. To include that degree of depth in the software would bog down the process. So, I began a series of StoryWeaving Tips to elucidate on particular areas of interest, and to enhance the StoryWeaving path with small excursions onto creative side-streets.
This web site is a compilation of the complete collection of all of these creative writing tips to date, mixed in with tips for story structure as well.
I leave you to explore these new worlds on your own.
In this article I’m going to talk about how the Dramatica Theory of Narrative Structure 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.
Ability is one of the dramatic elements that the Dramatica software define your story’s message and thematic conflict. There are sixty-four thematic elements in Dramatica – a whole spectrum of human traits and qualities that might be good or bad ones to have, depending upon the story.
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 “ability” in one of the little squares. To locate it, look in the family called the “Physics” class in the upper left-hand corner of the chart and examine the very smallest items listed there. You’ll find it in a group of four dramatic elements, “Knowledge, Thought, Ability and Desire”.
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 which 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 minds 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 get stuck there. 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 lessening? 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 plate. 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 broadstroke 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 envirnoment. 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 describe the structural aspects of “Genre” Genre is the most broadstroke 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 sprectrum 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 psycho-sexual 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 Pyschology. 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 buy 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 diction (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, inherant 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 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
Author’s Note: Once we developed the model of Dramatica, we programmed it in a patented interactive story engine in our Dramatica Story Structure Software. Give it a look…
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