Category Archives: Dramatica

Dramatica is a theory of narrative structure that became the basis for Dramatica story development software. This category covers all things Dramatica from the practical to the science behind it.

Browse through the articles or use the search box at the top of the page to find just what you are looking for, and may the Muse be with you!

Your Main Character – Do Be Do Be Do…

By Melanie Anne Phillips

This article is excerpted from some text I wrote in the Dramatica Story Structure Software.  It describes an important difference between Main Characters who try to solve problems by doing things vs. those who are more internal and attempt to resolve difficulties by being a certain way.

to-do-is-to-be-nietzsche-kant-sinatra-quote-funny-poster

EXPLANATION:  Some of the characters you create as an author will be Do-ers who try to accomplish their purposes through activities (by doing things).  Other characters are Be-ers who try to accomplish their purposes by working it out internally (by being a certain way).  When it comes to the Main Character, this choice of Do-er or Be-er will have a large impact on how he approaches the Story’s problem.  If you want your Main Character to prefer to solve problems externally, choose Do-er.  If you want your Main Character to prefer to solve problems through internal work, choose Be-er.

THEORY:  By temperament, Main Characters (like each of us) have a preferential method of approaching Problems.  Some would rather adapt their environment to themselves through action, others would rather adapt their environment to themselves through strength of character, charisma, and influence.

There is nothing intrinsically right or wrong with either Approach, yet it does affect how one will respond to Problems.

Choosing “Do-er” or “Be-er” does not prevent a Main Character from using either Approach, but merely defines the way he is likely to first Approach a Problem, using the other method only if the first one fails.

USAGE:  Do-er and Be-er should not be confused with active and passive.  If a Do-er is seen as active physically, a Be-er should be seen as active mentally.  While the Do-er jumps in and tackles the problem by physical maneuverings, the Be-er jumps in and tackles the problem with mental deliberations.

The point is not which one is more motivated to hold his ground but how he tries to hold it.

A Do-er would build a business by the sweat of his brow.

A Be-er would build a business by attention to the needs of his clients.

Obviously both Approaches are important, but Main Characters, just like the real people they represent, will have a preference.  Having a preference does not mean being less able in the other area.

A martial artist might choose to avoid conflict first as a Be-er character, yet be quite capable of beating the tar out of an opponent if avoiding conflict proved impossible.

Similarly, a school teacher might stress exercises and homework as a Do-er character, yet open his heart to a student who needs moral support.

When creating your Main Character, you may want someone who acts first and asks questions later, or you may prefer someone who avoids conflict if possible, then lays waste the opponent if they won’t compromise.

A Do-er deals in competition, a Be-er in collaboration.

The Main Character’s affect on the story is both one of rearranging the dramatic potentials of the story, and also one of reordering the sequence of dramatic events.

By choosing Do-er or Be-er you instruct Dramatica to establish one method as the Main Character’s approach and the other as the result of his efforts.

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The Primary Colors of Story Structure

By Melanie Anne Phillips

rgb-cmyk1The primary colors enable you to create the whole range of shading and tonalities you are trying to achieve in a picture.

Similarly, the primary colors of story structure enable you to create the specific mood and experience you are trying to instill in your readers or audience.

 

In color theory there are two principal models: RGB (generally used for self-illuminating displays such as computer screens) and CMYK (generally used for print media).

As with colors, narrative structure can be approached both from a three-base system and a four-base system to achieve different dramatic purposes.

Readers or Audience sees in threes – the subjective experience of three acts or of a beginning a middle and an end.  But an author sees in fours – the objective experience of seeing time as an element of the story, rather as the order in which events are presented to us.

At the end of a story, the reader or audience assembles the pieces that were doled out over time as if building jigsaw puzzle, and are finally able to join the author in seeing in all four dimensions – the finished product in which the outcome is visible in one glance that also includes the inception.

To create a story that satisfies both in how it unfolds and also makes sense when seen in its totality, each step must make sense and feel right as a progression, and collectively they must add up to a larger message in which each step is also a cog in the greater machine of the story’s structure.

The Dramatica theory of Narrative and the Dramatica software work to ensure that the primary colors of story, both in threes and fours, are present and working together toward the same purpose – your overall purpose as an author to tell this particular story in this particular manner.

Need personalized story development help?

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Using Dramatica for Interactive Fiction (IF)

My response to a Dramatica user who asked about the applicability of the theory for creative interactive fiction narratives:

Here’s the gist of using Dramatica for IF (we have made a number of presentations on this to various companies over the years, but never resulting in a contract for consulting, as of yet).

At the most basic level, consider how a story appears to an audience after it is completed. It ceases to be a linear experience and becomes a networked experience in which all dramatic elements of the storyform are appreciated at once, rather than revealed over time. Further, when you separate the storytelling sequence of linearity from the story structural temporal progressions of growth, for example, you can appreciate that growth in all its stages at once, after the story has been experienced.

Once an audience leaves a story, though they may replay certain sequences in their minds, they tend to consider the story as a whole – a world in which things happened rather than a pathway that was followed.

Consider, then, the first-person player perspective in a game is not necessarily to provide experiences in a sequence that will bring the MC to the point of potential change, but rather to explore all corners of the Story World until the nature of how all the elements and dynamics at work in that particular storyform are identified and understood.

Also consider just because the player is in first person in the game does not require that the player be the main character. In many stories there is a narrator. Narrators can be passive or active. The player, by choosing in what order to explore the world is much better put in the position of narrator, the interlocutor who determines for himself or herself the order in which the components of the story world are to be explored – much as one might make multiple trips to a buffet table or select items in dim sum and choose the order in which to consume them.

Sure, if one insisted the player were the MC, then you would be locked into a linear experience of being impacted by events and by the Influence Character in a particular order. But an IF in which the player is actually the narrator, then the MC appears from time to time in the story world, having experienced things in the proper order for him to make a choice, but likely in a different order than the player. For example, the MC in the story world shows up and the player says – “Let’s work together and head up to the badlands.” The MC replies, “Already been there, just before the big explosion. Change me in ways I’d rather not talk about, but it made me realize there may be another way of looking at the morality of this whole conflict.” And then he disappears back into the battle.

In this manner, the MC is separated from the Player and can go about his journey of discovery in the proper order.

So, while eliminating the MC may be a technique (as described in some of the propaganda entries in your message thread), I feel that for IF you simply don’t want your player as the MC but definitely want him in the game with the player as self determining narrator.

But, your questions go beyond this in two specific areas: One, how does one handle multiple narratives (storyforms) within the same narrative space and, Two, what about open-system IF worlds in which there is no fixed narrative, just a fixed subject matter story world in which the narrative is either open-ended (never-ending) or is closed but constantly reorganizing itself into a different form.

As for the first question, narratives are fractal by nature (see my articles and videos on narrative psychology). Even within a single narrative there are two fractal dimensions – that of the group mind and that of the individuals within the group mind. As you know, story structure came to be because storytellers were trying to document what goes on in our heads and hearts and also how we relate to one another. Each of us has certain built-in attributes such as Reason and Skepticism (as seen in the Reason and Skeptic archetypes). We use the full complement of these to solve our individual problems. But when we come together in a group to solve or explore an issue of common interest or concern, we immediately begin to specialize so that the individual best at reasoning becomes the Voice of Reason for the group. The most skeptical becomes the group’s resident Skeptic. In this manner, all the fundamental attributes of any individual mind are replicated and represented by individuals in the group mind. In this manner, group issues are explored from all essential sides and in greater depth by the specialists than could be achieved by a group of general practitioners who are all trying to do all the jobs at the same time.

This tendency to form group minds made up of specialists is what was observed by storytellers and documented in the conventions of story structure and is also what forms the basis for the fabric and framework of social interactions.

So, the first fractal dimension is the mind of the individual that is then replicated in the second fractal dimension of the group mind. But, one is not solely a member of a single group. We have one narrative role in our business, another perhaps as a parent, or in our political party, a proud resident of a state, of the nation, or even just as a fan of a particular television program or of a rock star.

Within the narrative space of our lives, we may belong to more than one group mind and these group minds may occupy completely different areas of the narrative space, may move through the narrative space gradually shifting the subject matter with which they deal, may share a sub set of content that is affected by both, may move through each other like galaxies colliding, may pass each other close enough to alter the storyform of each almost gravitationally (dynamically) even though they never actually share the same space, and some narratives may be satellites of other narratives or may be connected in additional levels of fractal association.

On that last point, for example, one may may be a member of a clique that is part of a club that is part of a movement that is part of political organization within a state that is in a collective effort within a country. Like nested dolls, all of what is at the top is determined by all that is at the lower fractal levels, but the top also defines the largest parameters of the group identity and therefore the personal identity of all individual members at the bottom of the fractal hierarchy, while each lower dimension contributes more refined subordinate traits to the lowest level individuals, defining them but also identifying them as different in some ways than other branches within the same general organization.

And so, people become groups and act as archetypes within them, then several groups band together within a larger group mind in which the smaller groups act as archetypes and so on, in a fractal manner, until the group reaches the maximum membership and number of levels it can sustain before collapsing from beneath due to the intrinsic differences of the lowest level members in which personal needs may outweigh allegiance and conformity to group ideals.

As for your second inferred question, storyforms can alter in an unlimited manner due to forces external to the storyform but in the same narrative space. And so, if you begin with a structure and that defines the nature and extent of the narrative, it provides an initial psychological matrix in which the player of an IF might come to be drawn into a game. But even after exploring a small portion of the initial storyform, you can provide choices to your player that would alter the storyform to create a new complete narrative that invalidates the old one. In the real world, we are always tearing down narratives and replacing them with new ones that better fit changing situations in a chaotic world. We may hold onto certain structural relationships in all of our narratives because we have found by experience that there are truisms worth maintaining. But much of what we hold as the principal driving stories of different aspects of our lives (and with different group minds) can be altered by brute force from the outside by a hostile take over, a powerful sub-group that rises to a position of leverage, or even by a change in circumstances such as an earthquake that destroys the power grid.

By nature, we try to maintain as much of the previous narrative as we can, for that is our experience base, but new rules come into play. And so, we accept the new that cannot be changed, then using that as a seed, go on to build a new narrative beginning with the elements from the old that are still possible within the new reality and that are most important to us. We add in as many of our most important narrative pieces as we can within the constraints of the new elements that have been imposed, and then make the best possible remaining new choices to create a new narrative. For without a narrative, we have no framework by which to evaluate our lives and ourselves or even to measure if things are getting better or worse.

So in conclusion (for now) consider that narratives are constantly creating new fractal dimensions at both the top when they form a new larger group mind and at the bottom when an individual department has grown so large it must cease to be an individual and become a group mind by sub-dividing into smaller departments. In addition, they are constantly affect by other narratives in the same narrative space, even to the point of having some of their elements and relationships altered so that the narrative must reform in a new form. And so, the ongoing expansion and contraction of fractals and cascading reformation through forces outside the limits of the closed system of individual narratives creates a vibrant and energetic dynamic environment in which IF can flourish.

Thanks for asking some interesting questions and pointing to an interesting message thread.

Melanie
Storymind

How do you import a Word document into Dramatica?

Quick answer:

You can copy and paste text from any Word document into any question in Dramatica.

But, having said that, there is no reason to import a complete story or Word document into Dramatica.

Dramatica is not a word processor and it doesn’t “read” your story.  In fact, you aren’t supposed to write creatively in Dramatica.  So what does it do?

1.  Dramatica finds holes and inconsistencies in your story’s structure.

2.  Dramatica makes suggestions for how to fill and fix them.

In short, Dramatic ensure perfect story structure.

How does it do this?

Dramatica is built around the world’s first and only patented Story Engine.  It is a model of story, similar to how the double-helix is a model of DNA.

Simply put, Dramatica’s model of story contains all the elements necessary in a complete narrative and also has built-in “rules” on how these pieces can go together so that your story both makes sense and feels right to your audience.

These rules weren’t artificially created and imposed on your story, but were derived from narrative itself – what it is, how it works, how it affects readers or audiences.

So how do you use it?

Functionally, Dramatica is a series of questions about your underlying structure that are connected to the Story Engine. Every time you answer a question by making a choice about how your structure is or how you want it to be, the Story Engine cross references that choice with all the other choices you have made to do three things: One, ensure you aren’t working against your own structure and Two, points out where you have holes and inconsistencies in your story’s structure and Three, makes suggestions for how to fill the holes and fix the inconsistencies by using the rules of narrative to project the direction your narrative needs to take to most strongly support the story your answers have shown you wish to tell.

So, in Dramatica you are not working with the text you wrote for your story, but are answering questions about the reasons behind why characters do things and feel as they do, how that relates to the events in your plot, your them and the structural demands of your genre.

When you are finished, you will have a full understanding of all the dramatic elements in your story, how they work together, and how to unfold them so they make sense to your reader or audience. To help you with this, after you have completed your structure, Dramatica generates about 100 pages of explanatory reports about many different aspects of your story that you use as reference while you write and make revisions on your story in your word processor.

Melanie Anne Phillips
Co-creator, Dramatica

Dramatica – Part 1

Introduction

To understand story structure we must understand writers, for it is they who created it.

Story structure represents our quest for truth and meaning. In this regard, it reflects the structure of music and art as well. What’s more, as story structure transcends language and culture, it illuminates the mental processes involved in that quest that are common to us all. And as a result, as we shall see, story structure provides a schematic of the operating system of our own minds.

But that concept is a long way from here. And to fully embrace it, we must start at its beginnings.

To be continued in Part 2:

The Origin of Story Structure

Learn all about Dramatica’s StoryGuide feature…

Click on the links to see streaming video demonstrations of the StoryGuide:

The Story Guide

Part 1 – Introduction

Part 2 – Navigation

Part 3 – The HelpView System

Part 4 – Answering Questions

Part 5 – HelpView in Action

Part 6 – Answering Structural Questions

Part 7 – Answering Storytelling Questions

Part 8 – Creating Scenes or Chapters

Part 9 – Avoiding Story Holes

Dramatica Theory vs. Practical Application

My response to a Dramatica consultant who lamented the gap between the theoretical concepts of our narrative model and its practical application:

Yeah, its tough to get a handle on this stuff, mainly because there’s a big difference between the model and the results it produces. The model is as far away from narrative or even psychology as you can get. It’s physics, really. That’s pretty far afield from writing story. The next level down from understanding how and why the model works is to understand how to use it and its results for narrative (or real world) analysis. That is the realm of the Dramatica consultant. Why it works isn’t important and how it was created is even less important than that. But, to know what each of the story points really means, how it differs from its brothers, and how to apply it in a practical way in the construction and deconstruction of stories is where the value is for almost everyone except those few nerds who must know the why and wherefore, including myself in that socially inept, detail worshiping gang of misfits.