Dramatica Dictionary - Written by Melanie Anne Phillips and Chris Huntley

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Dramatica Dictionary                              ®

                            Written by Melanie Anne Phillips
                                   and Chris Huntley

                                      www.dramatica.com
                                      www.screenplay.com

               The Dramatica Theory was developed by Melanie Anne Phillips and Chris
               Huntley and was not researched nor based upon any other theories of
               story design or analysis.

                                                Copyright Notice
               Copyright © 1993, 1994, 1996, 2001 by Screenplay Systems Incorporated. ALL RIGHTS
               RESERVED. Screenplay Systems Incorporated, 150 East Olive Avenue, Suite 203,
               Burbank California 91502, United States of America. Phone: (818) 843-6557. Internet
               Electronic Mail Address: DRAMATICA@SCREENPLAY.COM

                                                   Trademarks
               Dramatica is a registered trademark of Screenplay Systems Incorporated.

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                1.
Vocabulary
                                 Grammar
Vocabulary Grammar                                                  items:
        Dramatica's terminology has its
    own grammar with structures, desig-
                                                                  [Classes]
    nations, and usages which are re-                                   The 4 basic areas a story can
    flected in the vocabulary listings. The                         affect (Universe, Physics, Psychology,
    individual Vocabulary listings are                              Mind).
    constructed as follows:
                                                                  [Types]
Vocabulary Item -- [the type of item] -- if a Vocabulary               The 16 basic categories of what
   term is a semantic item, the term's Dynamic Pair                 can be seen from a specific point of
   (dyn.pr. ) will be noted -- short definition -- long defini-     view or Class.
   tion -- synonyms (syn.)

                                                                  [Variations]
        Example:
                                                                       The 64 terms which describe the
Chaos -- [Element] -- dyn.pr. OrderChaos -- random
                                                                    thematic message and its develop-
   change or a lack of order -- Chaos is disorder, random-
   ness, anarchy. The Chaos characteristic is brilliant at          ment within a story as well as the
   cutting through a Gordian knot. But then it just keeps           ways of evaluating this message
   cutting every rope it sees until the chandelier falls on its     (semantic items).
   head. It "stirs the pot" just to see what will bubble up to
   the top -- syn. randomness, anarchy, disorder, form-
   lessness, noncohesion
                                                                  [Elements]
                                                                        The 64 descriptions which repre-
                                                                    sent the highest resolutions of ap-
        The types of items which will be
                                                                    proaches and attitudes required to
    noted in the Vocabulary references
                                                                    solve a story's problem (semantic
    include:
                                                                    items).
Structural Semantic

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                        2.
Story Points items:
                                                          [Storyform]
[Overview Appreciations]
                                                                   The skeletal blue print of apprecia-
       Items relating to the widest appre-                    tions that are at work in any single
   ciation of your entire story, including                    story. It contains the appreciations at
   the Character and Plot Dynamics                            work in the story which are indepen-
   which describe its dramatic mecha-                         dent of how an author chooses to
   nism and basic feel.                                       illustrate them.

[Character Dynamics]                                      [Throughlines]
       Items relating to your Main                                The story appreciations that are
   Character's essential nature, behav-                       developed from the four distinct per-
   iors, and attitudes.                                       spectives common to all stories (the
                                                              Overall Story, Main vs. Impact Story,
[Plot Dynamics]                                               Main Character, and Impact Character
      Items relating to the entire story                      perspectives) create a line of observa-
   (both Overall Story and Main vs.                           tions, from each of those points of
   Impact Story) in terms of the forces                       view, which can be followed through
   that drive the plot forward and the                        the course of the story. These are
   outcome to which they lead.                                called the throughlines, one
                                                              throughline for each perspective.
[Structural Items]
                                                          [Storyforming]
       Items relating to the thematic
   arenas to be emphasized in a particu-                           Determining the appreciations that
   lar Storyform, focusing on goals,                          will be explored in a story, the per-
   events, and activities.                                    spectives from which they will be
                                                              explored, and the order in which these
[Archetype]                                                   explorations will occur within the world
                                                              of a story is called Storyforming. This
       A specific type of character reflect-                  is independent of any Storytelling and
   ing one of eight quintessential ar-
                                                              instead deals with ordering the pieces
   rangements of 64 Characteristics                           common to all stories.
   required to solve a story's problem.
                                                          [Storytelling]
[Dynamic Pairs]
                                                                  Illustrating a storyform with the
        Implied by every term is a specific                   cultural signs and artistry that an
   term that is its reciprocal. Together                      author feels are appropriate to his
   they create a paired unit where the                        story.
   presence or absence of one affects
   the presence or absence of the other.
                                                          [Storyweaving]
   Every term that is a structural seman-
   tic item is part of a dynamic pair.                           Combining the Storytelling of a
                                                              story with its Storyform.

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                     3.
Dramatica
                               Vocabulary
Ability -- Most terms in Dramatica are unique, however,               limitations or is mostly or often true, it can still provide a
    four items have two uses, serving both as Variation and           useful way of looking at the broad issues. The more
    Element. This is a result of the fundamental impor-               accurate an understanding, the more specifically one
    tance of the concepts represented by these four items:            can apply it with certainty. The character possessing
    Thought, Knowledge, Ability, and Desire.                          the Accurate characteristic will accept rough approxi-
              [Variation] -- dyn.pr. DesireAbility -- being       mations and will make judgments and perform activities
    suited to handle a task; the innate capacity to do or be -        that are "within tolerance" or "good enough" for the
    - Ability describes the actual capacity to accomplish             purpose at hand. The advantage is that little energy is
    something. However, even the greatest Ability may                 wasted on "the law of diminishing returns." The
    need experience to become practical. Also, Ability may            disadvantage is that appraising things as Accurate can
    be hindered by limitations placed on a character and/or           lead to gross generalizations. If the character contain-
    limitations imposed by the character upon himself. --             ing Accurate is not careful it may assume that an
    syn. talent, knack, capability, capacity, faculty                 understanding applies to every instance all the time --
                                                                      syn. within tolerance, sufficient, adequate, acceptable,
              [Element] -- dyn.pr. DesireAbility -- being         passable
    suited to handle a task; the innate capacity to do or be -
    - An aspect of the Ability element is an innate capacity      Act -- [Structural Term] -- The largest sequential increments
    to do or to be. Although all characters will have abilities       by which the progress of a story is measured -- an Act
    of one sort or another, only the character containing the         is a noticeable shift or division in the dramatic flow of a
    Ability characteristic will seem to have them all. This           story which is created by the convergence of dynamics
    does not mean he have developed any of his Abilities,             pertaining to Character, Theme, and Plot. These
    but just that he has the capacity to do so. The positive          dynamics are represented in Dramatica by a sequential
    side is that the character containing the Ability Charac-         progression through different categories of subject
    teristic can develop any skill he may need. The nega-             matter called Types. Each of the four throughlines has
    tive side is that just because something can be done              four different Types of subject matter. For example,
    does not mean it should be done. In other words,                  one throughline's Types might be Learning, Under-
    sometimes Ability is more a curse than a blessing                 standing, Doing, and Obtaining. If we look at each
    because it can motivate a character to exercise capaci-           Type as a signpost along a road, then Learning would
    ties that may be negative -- syn. innate capacity,                describe where that throughline's story began and
    capability, talent for, inherent proficiency                      Obtaining where it ended. Between the four signposts
                                                                      are three journeys. In our example, a journey from
Acceptance -- [Element] -- dyn.pr. Non-acceptanceAcceptance -- a decision not to oppose -- When a                  and Doing to Obtaining. In a story, an author usually
   character represents Acceptance, it simply adapts to               designs the structure by setting up the signposts. An
   whatever comes its way without opposition. Of course,              audience experiences the story by taking the journey.
   this can eliminate many potential conflicts by refusing            So, in a sense, and author works with a four act (four
   to stand against inequity. On the other hand, if the               signpost) structure, and an audience perceives a three
   source of the inequity keeps churning out trouble                  act (three journey) structure. Since both co-exist, the
   Acceptance will allow that negative process to continue            meaning of the term "Act" changes depending upon
   unencumbered -- syn. acquiescence, tolerance,                      how one is coming to a story.
   allowance for, consent, submission
                                                                  Action -- [Plot Dynamic] -- in terms of the objective plot,
Accurate -- [Element] -- dyn.pr. Non-accurateAccu-                actions force decisions -- All stories have both Action
   rate -- being within tolerances -- Not all concepts work           and Decision, however one will take precedence over
   all the time. When an understanding has uses within

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                                           4.
the other. Typically, one defines an Action story as              is often surprised when the undefined or unformed
    having more Action or more intense Action than a                  turns out to be very real -- syn. the true state of things,
    Decision story. This view is overly influenced by how             objective reality, factuality, demonstrable existence,
    the story is told rather than what it represents. Dra-            demonstrable reality
    matica takes a different view of Action and Decision.         Analysis -- [Variation] -- dyn.pr. StrategyAnalysis --
    Either Actions force the need for Decisions or Deci-             evaluation of the situation and/or circumstances --
    sions force the need for Actions in order to advance the         Analysis sits on one side of planning and strategy sits
    plot. Over the course of the story as a whole (indepen-          on the other. Analysis is the interpretation of available
    dent of the nature of the Main Character), if Actions            data in order to establish the approach most likely
    precipitate the progression of the plot, it is an Action         succeed. If the Analysis is faulty, it limits the potential
    story. The question to ask in regards to any particular          of a Strategy. If a Strategy is faulty, it limits the effec-
    story is which comes first to move the story along?—             tiveness of Analysis -- syn. evaluation, examination,
    not which is there more of. Action stories will begin            breakdown of situation, close investigation,
    with an Action, be marked at the beginning and end of            scrutinization
    every Act by an Action, and will end with a climactic
    Action. If it were not for unforced Actions taking place      Antagonist -- [Archetype] -- An archetypal character who is
    in an Action story, the story would dwindle until another        in every way opposed to the Protagonist -- Antagonist
    Action occurred.                                                 and Protagonist are diametrically opposed. What the
                                                                     Protagonist pursues, the Antagonist seeks to avoid or
Activity (a.k.a. Physics) -- [Class] -- dyn.pr. Manipula-            prevent. Together, Antagonist and Protagonist form a
    tionActivity -- an external activity -- The Activity         Dynamic Pair centered around the story's Goal. In
    Class is one of action. Whereas the Situation Class              order for one to succeed the other MUST fail.
    describes a fixed situation, Activity is a Class of dynam-
    ics. Situations evolve, develop, and change. Activities       Apparent Dilemma -- [Overview Appreciation] -- The Main
    are engaged in and endeavors undertaken. -- syn. an              Character's decision to change results in failure --
    activity, an enterprise, an initiative, an endeavor, an          Apparent Dilemma describes a story where the Main
    operation                                                        Character mistakenly believes he is on the wrong path.
                                                                     An Actual Dilemma story, by contrast, is one in which
Actual Dilemma -- [Overview Appreciation] -- The Main                the Main Character's original path cannot lead to
   Character's decision to change results in success -- In           success. If the Main Character Changes when only
   an Actual Dilemma, the Main Character cannot suc-                 Remaining Steadfast would have led to success, he is
   ceed if he keeps to the path he began on. Unless he               said to have been in an Apparent Dilemma.
   changes, he is doomed to failure. Of course, the Main
   Character cannot see the future and therefore can              Apparent Work -- [Overview Appreciation] -- The Main
   never be absolutely sure if he should change or not.              Character's decision to remain steadfast results in
   That is why Main Characters must often make a "leap               failure -- Apparent Work describes a story where the
   of faith" at the moment of climax and decide to Change            Main Character mistakenly believes he is on the proper
   or Remain Steadfast. Other times, the Main Character              path. An Actual Work story is one in which Remaining
   is slowly drawn towards his Resolve of Changing or                Steadfast is the path to success. If the Main Character
   Remaining Steadfast, however it is still clear which way          maintains his course when indeed he needs to
   he's gone by the end of the story. In stories where the           Change, he is said to have been in an Apparent Work
   Main Character Changes and, succeeds as a result, he              story.
   is said to have been in an Actual Dilemma.                     Appraisal -- [Variation] -- dyn.pr. ReappraisalAp-
Actual Work -- [Overview Appreciation] -- The Main                   praisal -- an initial understanding -- When determining
   Character's decision to remain steadfast results in               which parts of evidence he should investigate and
   success -- A Work story is one in which remaining                 which parts he doubts and therefore chooses to ignore,
   steadfast is the path to success. When the Main                   a character makes an initial Appraisal of where the
   Character's appraisal matches the reality of the situa-           evidence seems to be leading. Although there is not
   tion, his assessment of the Work required is said to be           enough evidence to really draw a conclusion, there is
   Actual.                                                           enough to indicate the direction evidence seems to be
                                                                     leading. That which is not in line is doubted, and the
Actuality -- [Element] -- dyn.pr. PerceptionActuality --         more out of line, the more doubt. That which is in line
   an objective reality -- the way things are -- Actuality           is investigated. Of course, since this Appraisal is
   refers to the true state of things. A character who               based on insufficient evidence, the big picture can
   represents Actuality sees right through image and                 change dramatically over the course of investigation.
   pretense, preferring to get to the heart of the matter. It        Yet, like everyday people, a character is strongly
   also will not accept foregone conclusions until they              influenced by first impressions and can become
   have materialized. It feels that without substance there          attached to an Appraisal and fail to see that the
   is no meaning. The problem is that anything that does             direction of evidence has changed -- syn. first impres-
   not meet its strict definitions is ignored as irrelevant. It

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                                          5.
sion, preliminary understanding, initial approach, initial       progression of logistic (dispassionate) and emotional
    assimilation.                                                    (passionate) meanings which are created by the
Appreciations -- Commonly shared dramatic concepts --                interactions of Character, Plot, Theme, and Genre. The
   Appreciations are items of dramatic meaning that are              dispassionate argument is the story's contention that a
   common to all stories. When a person attempts to deal             particular approach is the most appropriate one to
   with troubles, certain considerations and perspectives            solve a particular problem or achieve a goal in a given
   are commonly adopted; "goals," for example, "require-             context. The passionate argument is the story's
   ments," and "consequences." Stories, which represent              contention that one world view is better than another in
   analogies to this problem solving process, also incorpo-          terms of leading to personal fulfillment. An author can
   rate these aspects. In Dramatica, these shared                    use his story's argument to convey his message
   considerations are referred to as "appreciations."                directly, indirectly by inference, or by making an exag-
                                                                     gerated argument supporting what he is against. (Also
Approach -- [Character Dynamic] -- The Main Character's              see Grand Argument Story.)
   preferred method of general problem solving -- By
   temperament, Main Characters (like each of us) have a         Attempt -- [Variation] -- dyn.pr. WorkAttempt --
   preferential method of approaching problems. Some                 applying oneself to something not known to be within
   would rather adapt their environment to themselves,               one's ability -- When there is a question as to the
   others would rather adapt themselves to their environ-            match-up of one's abilities to the demands of a task,
   ment. There is nothing intrinsically right or wrong with          one may still elect to attempt to complete the task.
   either approach, yet it does affect how one will respond          However, sometimes a character has lost sight of the
   to problems. Choosing "Do-er" or "Be-er" does not                 purpose of the task or underestimated his progress and
   prevent a Main Character from using either approach,              has actually done the work while continuing to try
   but merely defines the way he is likely to first approach         beyond the point originally aimed at. Why does one
   a problem, using the other method only if the first one           beat a dead horse? Why does a billionaire struggle to
   fails.                                                            earn one more million? -- syn. try, uncertain undertak-
                                                                     ing, speculative endeavor, dubious effort, endeavor,
Approach -- [Variation] -- dyn.pr. AttitudeApproach --           unlikely venture
   one's methodology of doing or being -- Approach is the
   manner in which a character chooses to seek the               Attitude -- [Variation] -- dyn.pr. ApproachAttitude --
   solution to a problem. This might be a specific method            one's demeanor while doing or being -- Attitude de-
   or just a general set of tools or guidelines that is              scribes the manner in which a character proceeds with
   deemed appropriate for the job. These tools can be                an approach. One character might be hard-driven,
   physical or mental ones, depending upon the nature of             another laid back. One may be willing to sacrifice
   the problem and the determined solution -- syn.                   efficiency for the sake of a pleasant approach. Another
   method, procedure, style, manner, manner of doing,                might sacrifice pleasure in order to make the approach
   one's own way.                                                    most efficient. Sometimes an approach can be pushed
                                                                     too hard or not hard enough. It requires not only the
Archetypal Characters -- The eight simple Overall Char-              proper approach but the appropriate attitude to arrive at
   acters that can be employed in a story's thematic                 the solution to a problem. -- syn. demeanor, manner of
   arguments -- Of all the ways the 64 Overall Character             approach, countenance, behavioral outlook, perspec-
   elements of Dramatica might be grouped, there is one              tive on doing
   arrangement that is akin to an alignment of the planets.
   When all elements from one "family" of like elements          Attraction -- [Variation] -- dyn.pr. RepulsionAttraction
   are placed in each character, eight Archetypal Charac-            -- drawing or being drawn to something -- How hard
   ters are created. They are Archetypal because their               should one try? How much work should one do? This
   homogeneous nature accommodates all levels a                      is modulated by the Attraction of what one is trying to
   character must have to be fully dimensional, yet line up          achieve. Attraction is a directional factor that indicates
   by content so well there is little internal dissonance.           what lies ahead is a positive reward. When a character
   Archetypal Characters are useful in stories that seek to          strives toward a goal, he passes many veils along the
   concentrate on plot, action, or external themes. This is          way. Each one is a curtain to the future that must be
   because they do not "get in the way" or clutter the               ripped away to see what lies beyond. Attraction
   Author's purpose. However, because they are so                    describes the nature of the curtain itself. Can you
   predictable, Archetypal Characters are not easily used            judge the pleasure of a book by the art on its cover? In
   to explore the human psyche and are most readily                  the parable of the carrot and the stick, Attraction is the
   employed in stories designed more for entertainment               carrot. -- syn. allure, enticement, charm, captivate,
   than message.                                                     appeal, draw, lure

Argument -- [Dramatica Term] -- the progression of               Author's Proof -- [Storytelling] -- The epilogue or follow-up
   logistic and emotional meanings that combine to prove            to a story that proves the "outcome" of the story is real
   a story's message -- A story's message is proven by a            or imagined, good or bad -- Technically speaking, the
                                                                    moment of climax in a story is the intersecting point

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where the nature of the Main Character crosses paths              smoothly and seamlessly segue. More often,
    with the nature of the Overall (Objective) story. It is           Backstory is explored episodically in Flashbacks or
    here that the course of one, both or neither of them              through other forms of revelation. Sometimes the
    may be altered by the interaction. The only way an                focus of the Storytelling is on the Backstory itself and
    audience can be sure what, if anything, has changed               the story is told episodically through flashforwards.
    course is to plot one more dramatic point past the                Even more complex implementations not only present
    climax, as part of Act 4 to illustrate the new direction of       Backstory episodically but also out of order, leaving it to
    the Overall (Objective) story and Main Character. This            the audience to ultimately put the pieces together and
    might be the "?" after the words "The End" in a monster           thereby solve a riddle necessary to solving the problem
    story or a formerly mean man sharing his sandwich                 of the story itself.
    with a stray dog on the way home. The purpose is              Bad -- [Plot Dynamic] -- The Main Character ultimately
    simply to illustrate that the suspected effect of the            fails in resolving his personal problems -- If at the end
    climax has or has not truly resulted in a change in              of the story the Main character is still nagged by his
    course. As such, it functions as the Author's Proof and          personal problem, then the judgment of the story can
    is a key component of the denouement.                            be considered bad. Even though the effort to achieve
Avoid• [Element] -- dyn.pr. PursuitAvoid -- stepping             the story's goal may result in success, this is not
   around, preventing or escaping from a problem rather              necessarily a good thing for the Main Character. In fact
   than solving it -- Like its counterpart Pursue, the Avoid         success might be obtained in the objective story even
   characteristic causes a character to be a real self-              though the Main Character fails to resolve his personal
   starter. The difference is that just as strongly as Pursuit       problems. Conversely, the effort to achieve the story
   tries to close in on the something, Avoid tries to escape         goal might end in failure, yet with the Main Character
   it. Avoid can take the forms "escape" or "prevent"                ultimately overcoming his personal problems. Regard-
   depending upon whether the focus of the effort is an              less of whether the objective story ends in Success or
   object or a process. Avoid might be seen as running               Failure, if the Main Character fails to resolve his
   away, but that has its place. And certainly, when seen            personal problems, the outcome is deemed Bad.
   as "prevent" it might be applied to stopping something         Be-er -- [Character Dynamic] -- The Main Character
   very negative from happening. Of course, it could also            prefers to adapt himself to his environment -- Every
   prevent something positive or really just be running              Main Character will have a preference to deal with
   away from something that should be faced. Pursue                  problems by either physical effort or by mental/emo-
   and Avoid are not value judgments but directions. --              tional effort. When a Main Character prefers adapting
   syn. evade, dodge, elude, escape, steer clear of,                 himself to the environment over working directly in the
   prevent                                                           external environment to resolve problems, he is a Be-
Aware -- [Element] -- dyn.pr. AwareSelf-Aware --                 er.
   being conscious of things outside oneself -- A charac-         Becoming (a.k.a. Changing One's Nature) -- [Type] --
   ter that represents Awareness misses nothing that                 dyn.pr. BeingBecoming -- transforming one's
   happens around him. A drawback is he may forget to                nature -- Becoming means achieving an identity with
   figure himself into the equation. -- syn. outward                 something. This is different from "being" which merely
   perceptiveness, external sensitivity, consciousness of            requires posing as something. To become, one must
   the external, responsive                                          do more than just pretend to be by mimicking all the
Backstory -- [Storytelling] -- Although often embellished            traits of what one wants to become. Rather, one must
   greatly in the Storytelling, Backstory is nothing more            also lose all those parts of oneself that are inconsistent
   than a description of how a Main Character's justifica-           with what one wants to become. "Giving up" a part of
   tion built up over time, leading him to intersect with the        oneself is always the hardest part of becoming and the
   story's problem, or how a story problem developed over            reason so many characters spend a lot of time "being"
   time, leading it to intersect with the Main Character.            without ever becoming -- syn. embodying, manifesting,
   Backstory outlines the sequence of events and the                 personifying, incarnating, transforming
   combination of forces that make the Main Character             Being (a.k.a. Playing a Role) -- [Type] -- dyn.pr. Becom-
   the central connecting point between the Main vs.                 ingBeing -- temporarily adopting a lifestyle --
   Impact story problem and Overall (Objective) story                "Being" is an elusive word, subject to inconsistent
   problem. Backstory need not be presented to the                   common usage. For purposes of story, Being is meant
   audience as it is not essential to the story's argument           to describe the condition of existing in a certain man-
   about how to or how not to solve a problem. However,              ner. This does not mean that whomever or whatever is
   inclusion of Backstory can offer the additional benefits          being a particular way is truly of that nature to the core.
   of showing the audience how to avoid the problem                  In fact, it may be put on, as an act or to deceive.
   before it becomes a problem. Sometimes Backstory is               However, as long as there is nothing more or less to
   presented at the beginning of the work, making it                 the functioning of person or thing, it can be said to "be"
   appear to be part of the story itself into which it can           what it appears to be. Stories often focus on someone

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                                        7.
who wants to "be" something without actually "becom-             accelerate the throughline it is affecting. In both the
    ing" it. The important difference is that to "be" requires       Overall and Main vs. Impact Stories there occur
    that all the elements of what one wants to be are                dramatic "log-jams" when things seem to be approach-
    present in oneself. To "become" requires that there are          ing a halt. This is when the Catalyst is necessary, for
    no elements in oneself that are not in what one wants            its introduction will either solve the puzzle that's holding
    to become -- syn. pretending, appearing, acting like,            things up or else make the puzzle seem suddenly
    seeming as, fulfilling a role                                    unimportant so the story can continue.
Benchmark -- [Type] -- The indicator of growth, progress,        Cause -- [Element] -- dyn.pr. EffectCause -- the
   or degree or concern -- The Benchmark is a measur-               specific circumstances that lead to an effect -- The
   ing stick which is used to judge progress in whichever           character containing the Cause characteristic is
   throughline it is operating in. In the Overall Story, it is      concerned with what is behind a situation or its circum-
   used to see how close the Overall Story Characters               stances. This can lead it right to the source of trouble,
   think they are to solving their problems. It describes           the source of control. However, sometimes many
   where they apply their efforts, and thus is where they           things came together to create a particular effect. In
   look to see how everything is coming along.                      that case, the Cause characteristic may fail by either
Blind Spot -- [Character Appreciation] -- The motivations           looking for a single source or trying to address them all
    of the Main vs. Impact Characters which they are                while ignoring the option of simply dealing with the
    unable to see about themselves -- Both the Main                 effect. -- syn. reason for, effector, source, agent,
    Character and the Impact Character (who stands in the           antecedent
    Main Character's path) are driven by their particular        Certainty -- [Element] -- dyn.pr. PotentialityCertainty -
    motivations. In a story, each has a prime motivation            - a conclusion that something is absolutely true -- The
    that describes the one issue in each that they cannot           character representing the Certainty characteristic is
    see in themselves. It is because they cannot see it in          not a risk taker. It must be completely sure before it
    themselves that it works below the level of their con-          takes action or accepts information as true. The
    sciousness to motivate them. Because they cannot                slightest potential for error or change will stop it in its
    see it, it is called a Blind Spot. In a change character,       tracks. On the plus side, it never goes out on a limb far
    the Blind Spot is the actual source of the problem              enough to break it; on the minus side, it might never
    common to both the Overall and Main vs. Impact                  get out far enough to get the fruit either. Many opportu-
    stories. In a steadfast character, the Blind Spot repre-        nities are lost to it because it hesitates until it is too
    sents what drives him to become the agent of the                late. -- syn. sureness, definiteness, having no doubts,
    common solution to both the Overall and Main vs.                total reliability, indisputability, irrefutability,
    Impact stories. In either case, although other charac-          unmistakability, certitude, conviction
    ters may see it quite clearly in the Main and Impact         Change Character -- [Character Appreciation] -- The
    Characters, neither Main nor Impact can see the Blind           Main vs. Impact character who changes his approach
    Spot in themselves.                                             or attitude in a story -- The Change Character is the
Both -- [Overview Appreciation] -- both women and men               single character who does change in a story in an
   will tend to empathize with the main character in this           attempt to resolve his personal problem. The Change
   story -- Although there is much common ground in a               Character must be either the Main Character or the
   story that is appreciated equally by women and men,              Impact Character but cannot be both. A Change
   some dramatic messages speak to one group more                   Character cannot tell until the end of the story whether
   profoundly than the other. One particular area of                or not he will change, and even then, a Change Char-
   difference is the relationship of female and male                acter has no way of knowing whether or not changing
   audience members to the Main Character. In some                  will lead to success or to resolving his personal prob-
   stories an audience member will feel Empathy with the            lem. However, in every story, either the Main Character
   Main Character, as if he/she were standing in the Main           or the Impact Character will Change in response to the
   Character's shoes. In other stories, an audience                 other's Steadfastness and become that story's Change
   member will feel Sympathy, a less intense emotional              Character.
   attachment, for the Main Character as if the Main             Change -- [Character Dynamic] -- The Main Character
   Character is a close acquaintance. The dynamics that             changes his essential nature while attempting to solve
   control this for women and men are quite different.              his problems -- Every Main Character represents one
   "Both" indicates that, as a result of this storyform's           special character element. This element is either the
   dynamics, both male and female audience members                  cause of the story's problem or its solution. The Main
   will tend to empathize with the Main Character. Neither          Character cannot be sure which it represents since it is
   will sympathize.                                                 too close to home. Near the climax of the story, the
Catalyst -- [Variation] -- The item whose presence always           Main Character must demonstrate whether he is going
   pushes the story forward toward the climax -- The                to stick with his original approach in the belief that it is
   Catalyst is what creates breakthroughs and seems to              the solution or jump to the opposite trait in the belief he

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has been wrong. In "Leap of Faith" stories this will              In books, this provides the audience a convenient
    occur during a "moment of truth." In "Non-Leap of                 pause point with an accompanying sense of closure
    Faith" stories this will occur over the course of the story       when reading intermittently.
    and be assessed for Change or Steadfastness in the            Character -- [Dramatica Definition] -- In Dramatica, there
    end of the story. When a Main Character abandons his             are two major divisions of Characters: the Main vs.
    original story-long approach for its counterpart, he is          Impact Characters and the Overall Characters. In the
    said to Change.                                                  most frequently told kinds of stories, Main vs. Impact
Change -- [Element] -- dyn. pr. InertiaChange -- an              Characters are the smaller group, consisting of only
   alteration of a state or process -- Change is the force           the Main Character and the Impact Character. Both of
   that alters. A characteristic representing change is              these are concerned with providing the audience with a
   quick to adapt but also cannot leave well enough alone.           Main vs. Impact view of the story. There can be, and
   It feels that if things have been one way long enough to          frequently are, many more Overall than Main vs.
   establish a pattern, it is time to change it. -- syn.             Impact Characters. An Overall Character is defined as
   altering, altering force, modify, reshape, adjust, adapt          a specific collection of dramatic Elements or character-
Changing One's Nature (a.k.a. Becoming) -- [Type] --                 istics that remains consistent for the entire story. There
   dyn.pr. Playing A RoleChanging One's Nature --                are sixty four elements in the Dramatica Structure
   transforming one's nature -- Changing One's Nature                which represent the building blocks of Characters. All
   means achieving an identity with something. This is               sixty four elements must be used to fully develop the
   different from "playing a role" which merely requires             story's argument. To have meaning to an audience, the
   posing as something. To change one's nature, one                  group of elements that makes up each Overall (Objec-
   must do more than just pretend to be by mimicking all             tive) character must present a consistent viewpoint
   the traits of what one wants to become. Rather, one               (with regards to the story goal/problem) during the
   must also lose all those parts of oneself that are                course of the story. In this way the relative attributes of
   inconsistent with what one wants to become. "Giving               each of these elemental approaches can be clearly
   up" a part of oneself is always the hardest part of               explored during the course of the story. Sixty four
   changing one's nature and the reason so many charac-              elements may at first sound too limited to create
   ters spend a lot of time "playing a role" without ever            interesting characters, but when you consider that the
   changing their nature -- syn. embodying, manifesting,             number of arrangements of the elements is multiplied
   personifying, incarnating, transforming                           by the way the might be grouped, the total number of
                                                                     characters that can be created is in the millions. The
Chaos -- [Element] -- dyn.pr. OrderChaos -- random               Overall Characters present the story to the audience
   change or a lack of order -- Chaos is disorder, random-           and the Main vs. Impact Characters allow the audience
   ness, anarchy. The Chaos characteristic is brilliant at           to participate in the story. Because of this, Main vs.
   cutting through a Gordian knot. But then it just keeps            Impact Characters are unique in that they do double
   cutting every rope it sees until the chandelier falls on its      duty by having a special relationship with the audience
   head. It "stirs the pot" just to see what will bubble up to       and pulling their weight as Overall Characters as well.
   the top. -- syn. randomness, anarchy, disorder, form-             This is because they are concerned both with the Main
   lessness, noncohesion                                             Character's personal problem and also the Overall
Chapter -- [Storytelling] -- A temporal unit of dramatic             Story problem.
   construction usually employed in books -- Stories              Character Dynamics -- [Dramatica Definition] -- Dramatic
   contain too much information to be grasped in a single            potentials which determine a Main Character's Re-
   moment. As a result, the information is doled out over            solve, Growth, Approach, and Problem Solving Style. --
   time in segments. Each medium gravitates toward its               Some characters are used for entertainment purposes
   own kind of segments. Books, especially novels,                   only. Others have dramatic functions they fulfill. Of
   usually employ Chapters. Chapters may represent                   those that have functions, the Main Character is the
   complete dramatic explorations of one aspect of the               most important for it represents the audience position
   overall story or they may be more arbitrary divisions,            in the story. As a result, the audience sees more of the
   determined by changes in location, changes in central             forces that drive the Main Character than of any other.
   characters, or changes in storytelling mood or style. In          These forces are the Character Dynamics. There are
   fact, the Chapters in a single book may vary in what              four primary Main Character Dynamics, each of which
   defines each one. The principal use of Chapters is to             provides the audience with a different kind of informa-
   break the unfolding of a story into portions of a like            tion about how it relates to that character. Main
   nature which are small enough to be considered at one             Character Resolve determines if the Main Character
   time by the audience. In this way, the audience is able           will ultimately Change or Remain Steadfast in regard to
   to arrive at an understanding of parts of a story along           the central issue of the story. Main Character Growth
   the way, rather than waiting until the end of the whole.          determines if the audience will, in regard to the Main
   In a practical sense, Chapters allow the audience to              Character, be waiting for something to Start or Stop in
   digest a complete thought before moving on to another.

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the story. Main Character Approach determines if the            Classes. The Classes are separated by distinctions
    Main Character is a Do-er or Be-er by preference. And           between inner and outer states and processes. Situa-
    Main Character Problem Solving Style determines if the          tion (Universe) and Activities (Physics) represent
    Main Character uses Logical (Male Mental Sex) or                external states and processes respectively, and Fixed
    Intuitive (Female Mental Sex) problem solving tech-             Attitudes (Mind) and Manipulation (Psychology) repre-
    niques.                                                         sent internal states and processes respectively.
Charge -- [Dynamic Term] -- Since there are two of each             Though Classes have the same names as
   kind of pair in a quad (Dynamic, Dependent and                   Throughlines, they represent only a structural ordering
   Companion), it is useful to have a way of identifying            of semantic terms and are not the same as
   each one by its position in the quad. Dramatica uses             Throughlines which are more dynamic story points
   the concept of a dramatic CHARGE to accomplish this.             created by matching a Class with one of the four
   As with electrical charges, positive or negative does not        throughlines.
   mean one is good and the other bad but simply that           Closure -- [Variation] -- dyn.pr. DenialClosure --
   they have opposite attributes. So in a quad the Dy-             bringing something to an end -- Closure can be seen in
   namic (diagonal) pair that is negatively charged simply         two ways. One, it can be an ending. In this sense, it
   means that it runs from the upper right item in the quad        prevents what has happened from being changed; it
   to the lower left unit of the quad. The other Dynamic           protects a memory or a situation because the window
   pair is referred to as positively charged. The top              of opportunity for change has ended. In the other
   Companion (horizontal) pair is positive; the bottom             sense, Closure can be seen as a continuance. This is
   Companion pair is negative. The left Dependent                  because a process made into a closed loop will just go
   (vertical) pair is positive; the right Dependent pair is        on forever, repeating the same course. In some stories
   negative. By using the CHARGE method, any pair in               Closure settles all the dramatic potentials to show that
   any quad can be directly and specifically referred to.          the issue of the story has been resolved. In other
Choice -- [Variation] -- dyn.pr. DelayChoice -- making         stories, Closure is used to show that even though the
   a decision -- Choice is simply a decision as to which is        immediate problem has been resolved, the volatile
   the best path toward resolving a problem. A character           relationships among the characters is never-ending.
   will ponder all the information and factor in all his           Closure is useful in letting one know when the job is
   feelings and arrive at a decision. Sometimes a charac-          done. Negatively, Closure tries to bring everything to a
   ter will choose before all the information is in. This can      conclusion even if it is a continuously growing process
   lead him to take steps that may ultimately prove to be          that is completely open-ended. The attempt to stop
   counter-productive or even self-destructive. On the             such an evolution would be either fruitless or disas-
   other hand, such intuitive leaps can bypass a number            trous. But is a process closed or not? When is a
   of obstacles on the way to a story's conclusion. Still,         career at an end? -- syn. finishing, completion, resolu-
   "snap judgments often lead to regrets for those whose           tion, recursive
   only exercise is jumping to conclusions." -- Dramatica       Co-Dynamic Pair -- [Structural Term] -- When one of the
   fortune cookie -- syn. decision, selection, determina-          two dynamic pairs in a quad is selected as the "Refer-
   tion, pick                                                      ence Pair," the remaining dynamic pair is referred to as
Circumstances -- [Variation] -- dyn.pr. SituationCircumstances -- the relationship of oneself to the        Commitment -- [Variation] -- dyn.pr. ResponsibilityCommitment -- a decision to stick with something
    character feels about his environment. Whereas                 regardless of the consequences -- A commitment forms
    Situation is rated in terms of satisfaction, Circum-           the essence of the steadfast character. When a
    stances are rated in terms of fulfillment. Emotion,            character makes a commitment, it is a decision not to
    therefore, is the standard of measurement a character          quit regardless of the obstacles that may come. This
    uses to evaluate his Circumstances. Often a character          allows the character to accept much higher costs on
    must accept unfulfilling Circumstances because he              the way to a goal than he would if he re-evaluated
    needs the benefits of the Situation. Or a character may        every time something went wrong. A problem arises,
    accept an unsatisfying Situation because it comes with         however, when one of those obstacles turns out to be
    fulfilling Circumstances. Over the course of a story, the      impassable. If a character reaches this point, he
    balance between the two measurements can vary                  cannot achieve the goal. But since he is Committed,
    greatly. -- syn. how things stand emotionally, emo-            he does not re-evaluate and instead continues to beat
    tional evaluation of the environment, value of existing        his head against a brick wall. -- syn. dedication,
    conditions, relationship to others                             devotion, steadfastness, zeal
Class -- [Structural Term] -- The broadest, most genre-like     Companion Pair -- [Structural Term] -- In any given quad,
   classification of a story's structural nature -- The            the two top items share a relationship between them in
   possible places where problems can exist can be                 the same way the bottom two share a relationship.
   divided into four areas, and we call these areas the four       What separates the two pairs is what dramatic focus

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                                   10.
they create. Each pair in each quad will be focused in             ing a Plan clarifies the answer -- syn. originating,
    a slightly different place, creating a gradual shift in the        inventing, devising, engendering, hatch ideas
    model from one point of view to its opposite. In many          Conceptualizing (a.k.a. Developing A Plan) -- [Type] --
    quads, the top pair will appear to be more oriented               dyn.pr. ConceivingConceptualizing -- visualizing
    toward the environment in comparison to the bottom                how an idea might be implemented -- Conceptualizing
    pair which is more oriented toward the mind. Either the           means coming up with a practical implementation of an
    top or bottom pair can be referred to as a Companion              idea. It is not enough to simply have the idea. To
    Pair, meaning that the two items that make up the pair            conceptualize, one must develop an actual mental
    are companion rather than in conflict.                            model of how such an idea might be made manifest. In
Complex Characters -- Whenever even a single element                  other words, one might have an idea to build a spa-
   is added or removed or swapped in an Archetypal                    cious house. But to conceptualize the house one must
   character, that character becomes Complex. The more                imagine everything that makes up the house -- the
   elements that differ from the Archetypal, the more                 design, the layout, the colors and textures, everything
   complex the character becomes. Characters in a story               that is essential to understanding what that specific
   need not all be Archetypal or all be complex. Making               house is. A character that deals with conceptualizing
   some characters more complex than others is a                      would be well aware of the kind of solution that will
   valuable storytelling tool that allows for more explora-           eliminate the problem but spend his time trying to
   tion of certain areas of the story while underplaying              devise a specific way of achieving that solution -- syn.
   others.                                                            visualizing, imagining, envisioning, visualizing imple-
Conceiving (a.k.a. Conceiving An Idea) -- [Type] -- dyn.pr.           mentation
   ConceptualizingConceiving -- coming up with an              Concern -- [Type] -- The principal area of concern in a
   idea -- Conceiving is the process of arriving at an idea.          throughline -- The category or nature of that for which
   If there were no artificial light in the world, one might          the characters in a given throughline are most anxious,
   conceive the need for some form of electric torch. That            eager, or which they hope to protect or affect.
   would be conceiving. But the design of an actual                Conditioning -- [Variation] -- dyn.pr. InstinctCondi-
   incandescent bulb versus a fluorescent one would                   tioning -- responses based on experience or training --
   require conceptualizing a specific implementation of the           Conditioning describes learned responses to various
   idea one has conceived. Conceiving need not come                   stimuli. Similar to Instinct in that the Consciousness in
   before conceptualizing. For example, a common                      not involved until after the fact, Conditioning differs
   dramatic technique is to give a character a very clear             insofar as it was not inherent in the basic nature of a
   mental image of an object or arrangement that holds                character but acquired though training or familiarity to
   the solution to the story's problem. But the character             impose its triggers on the mind. Since Instincts are
   does not know the solution lies in the                             intrinsic and Conditioning is learned, they frequently
   conceptualization. It is only when he finally conceives            come in conflict over how to respond. This concept
   of the need for a particular kind of solution that he              alone has provided the theme for many intriguing
   realizes he had the answer all along. Simply put,                  stories. -- syn. habituation, trained response, accus-
   Conceiving defines the question, Conceptualizing                   tomed response, adaptive adjustments
   clarifies the answer -- syn. originating, inventing,
   devising, engendering, hatch ideas                              Confidence -- [Variation] -- dyn.pr. WorryConfidence -
                                                                      - belief in the accuracy of an expectation -- Confidence
Conceiving An Idea (a.k.a. Conceiving) -- [Type] -- dyn.pr.           points to the future. It is not a rating of the present
   Developing A PlanConceiving An Idea -- coming                  situation but a positive evaluation of how things will turn
   up with an idea -- Conceiving An Idea is the process of            out. Confidence, therefore, is a great motivator in
   arriving at an idea. If there were no artificial light in the      unknown situations. This is because Confidence is not
   world, one might conceive the need for some form of                based on predicting a situation but on the experience of
   electric torch. That would be conceiving. But the                  past situations. The downside is that Confidence
   design of an actual incandescent bulb versus a fluores-            erodes the motivation to prepare for the unexpected. If
   cent one would require developing a plan for a specific            past experience has always shown that even the most
   implementation of the idea one has conceived. Con-                 threatening disasters have worked themselves out,
   ceiving An Idea need not come before developing a                  then one will ignore potential danger that may turn out
   plan. For example, a common dramatic technique is to               to be real. We see this in history time and time again,
   give a character a very clear mental image of an object            such as the way the people of Pompeii remained in
   or arrangement that holds the solution to the story's              their homes while Vesuvius bellowed smoke for the
   problem. But the character does not know the solution              umpteenth time. -- syn. hopeful prospects, positive
   lies in the conceptualization. It is only when he finally          expectations, faithful anticipation, optimism
   conceives of the need for a particular kind of solution
   that he realizes he had the answer all along. Simply            Conscience -- [Element] -- dyn.pr. TemptationCon-
   put, Conceiving An Idea defines the question, Develop-             science -- forgoing an immediate benefit because of

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future consequences -- Conscience is the motivation                has a negative effect upon the Protagonist's quest, it is
    that negative consequences are unavoidable if a                    often mistakenly thought to be the Antagonist. In truth,
    present desire is acted upon. Conscience can serve a               the Contagonist only serves to hinder the Protagonist in
    character well in overcoming strong transient desires              his quest, throwing obstacles in front of his as an
    that would bring disasters upon him. If the negative               excuse to lure him away from the road he must take in
    consequences are purely imaginary, however, Con-                   order to achieve success. The Antagonist is a com-
    science constricts the free expression of one's heart .--          pletely different character, diametrically opposed to the
    syn. forgoing for fear of consequences, forgo, forbear-            Protagonist's successful achievement of the goal
    ance, temperance, abstinence, restraining oneself              Contemplation (a.k.a. Conscious) -- [Type] -- dyn.pr.
Conscious (a.k.a. Contemplation) -- [Type] -- dyn.pr.                 MemoriesContemplation -- considerations -- When
   MemoryConscious -- considerations -- When one                  one has all the facts, knows all the impact -- both
   has all the facts, knows all the impact -- both positive           positive and negative; when one is fully aware of
   and negative; when one is fully aware of detrimental               detrimental consequences and still decides on the
   consequences and still decides on the poor course of               poor course of action, there is something wrong with
   action, there is something wrong with the way one                  the way one arrives at conclusions. This is the subject
   arrives at conclusions. This is the subject of stories             of stories focusing on Contemplation. The key here is
   focusing on the Conscious. The key here is not to                  not to redefine who a character is but to lead him to
   redefine who a character is but to lead him to relearn             relearn how to weigh an issue so his conclusions are
   how to weigh an issue so his conclusions are less                  less destructive to himself and/or others. -- syn. con-
   destructive to himself and/or others. -- syn. consider-            siderations, sensibilities, cognizant, ability to consider,
   ations, sensibilities, cognizant, ability to consider,             sensible, informed contemplation, contemplation
   sensible, informed contemplation, contemplation                 Control -- [Element] -- dyn.pr. UncontrolledControl --
Consequence -- [Type] -- The result of failing to achieve             a method based on organization and constraint -- The
   the goal -- For every goal there is a consequence.                 Control characteristic causes a character to methodi-
   Consequence describes the results of failing to achieve            cally direct its actions and deliberations to the specific
   the goal. This predisposes the goal to be something                purpose at hand. This leads to a great degree of focus.
   desirable but this is not necessarily true. Sometimes              The drawback is that when one focuses, one loses
   the difference between goal and consequence can be                 peripheral vision. The purpose can become so all
   one of choosing the lesser of two evils. More optimisti-           consuming that many peripheral yet essential parts of
   cally put, goal and consequence might be measures of               the equation are ignored until it is too late to save the
   magnitude of two favorable outcomes. Sometimes the                 whole project -- syn. regulate, organized manage-
   Consequence will occur if the goal is not met, other               ment, steer, conduct, guide, manipulate, focused
   times the consequence already exists and can only be               organization
   eliminated by meeting the goal. So if they are close in         Cost -- [Type] -- the price that must be paid while meeting
   their negative or positive value, it may be difficult to be        the requirements of the goal -- Requirements are not
   sure which is the consequence and which is the goal.               always met just by applying effort. Sometimes they
   An easy way to be certain is to see which one the                  involve trade-offs necessitating the acceptance of loss
   protagonist hopes to achieve.                                      in another area in order to meet the requirement. The
Consider -- [Element] -- dyn.pr. ReconsiderConsider -             damages sustained in the process of meeting the
   - weighing pros and cons -- A Consideration is the act             requirement are the Cost of achieving the goal. Cost
   of deliberation. A character possessing the Consider-              should not be confused with Consequence. Conse-
   ation characteristic keeps pondering an issue, running             quence is a state of things that either exists and will be
   it over in his mind. Once he has latched onto a topic,             vanquished by the goal or will come to exist unless the
   he refuses to let it go until it is resolved. This trait aids      goal is achieved. In contrast, Cost builds over the
   in keeping one's motivations impervious to erosion. On             course of the story all the way to the climax. Some-
   the other hand, the Consideration characteristic may               times by the end of the story, the consequence of not
   not let sleeping dogs lie. Therefore it can lead to                achieving the goal is far less than the cumulative cost
   stirring up all kinds of negative reactions. -- syn.               of achieving it. If there is a single large cost to be paid
   deliberate, contemplate, ponder, weigh in the mind,                right at the moment of the climax, the Main Character
   mull                                                               may decide he has paid enough already and determine
Contagonist -- [Archetype] -- An Archetype representing               the goal is just not worth it, electing to stop trying. If
   the motivations of temptation and hinder -- A concept              there is no large cost at the end, the Main Character
   unique to Dramatica, the Contagonist is the character              may decide to keep on going for an insignificant goal
   that balances the Guardian. If Protagonist and Antago-             motivated by the thought of how much they already
   nist can archetypically be thought of as "Good" versus             invested. In the words of the songwriter/singer Don
   "Evil," the Contagonist is "Temptation" to the                     McLean, "The more you pay, the more it's worth."
   Guardian's "Conscience." Because the Contagonist                Critical Flaw -- [Variation] -- The Main vs. Impact Charac-

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                                        12.
ter trait that inhibits or undermines the effectiveness of          than what it represents. Dramatica takes a different
    that Main vs. Impact Character's Unique Ability -- To               view of Action and Decision. Either Actions force the
    balance the Main Character's extraordinary status                   need for Decisions or Decisions force the need for
    conveyed by his Unique Ability, he must also be shown               Actions in order to advance the plot. Over the course
    to be especially vulnerable in one area as well. This               of the story as a whole (independent of the nature of
    vulnerability is called his Critical Flaw. The Main                 the Main Character) if Decisions precipitate the pro-
    Character's Critical Flaw is his Achilles heel that                 gression of the plot, it is a Decision story.
    prevents him from being too one-sided. Just as with             Deduction -- [Element] -- dyn.pr. InductionDeduction
    Unique Ability, the Critical Flaw can be quite mundane             -- a process of thought that determines certainty --
    as long as it can threaten him with failure from an                Deduction is the process of thought that arrives at a
    unprotected direction. The specific Critical Flaw must             determination of what is by limiting out all that cannot
    be unique to the Main Character in the story. However,             be. It has been said, "When you have ruled out the
    the more common the Critical Flaw is to the audience,              impossible, whatever is left, no matter how improbable,
    the more it will identify with the Main Character's                must be true." The characteristic representing Deduc-
    predicament. In Start stories, the Critical Flaw inhibits          tion will arrive at conclusions by eliminating all compet-
    the Main Character from using his Unique Ability. In               ing theories that have holes until only one remains.
    Stop stories, the Critical Flaw undoes the work done by            This is fine for cutting away the nonsense and discov-
    the Unique Ability after the fact. Only when the Main              ering understanding, unless the competing theories
    Character learns to either Start or Stop as required by            were not all the available theories and the real answer
    the story can the Critical Flaw be avoided, allowing his           was never even considered. Also, Deduction often fails
    Unique Ability to solve the problem. The Impact                    to look for situations in which alternative truths exist. A
    Character in any story also has a Unique Ability which             famous story had a detective narrowing down murder
    makes him uniquely qualified to thwart the Main                    suspects only to discover that they all did it! -- syn.
    Character. But in his character as well is a Critical              drawing a conclusion, process of elimination, demon-
    Flaw which prevents him from just totally overwhelming             strative reasoning, narrowing to a single point
    the Main Character. This is again a trait which is
    unique to this particular character, but its effects are felt   Deficiency -- [Variation] -- dyn.pr. PermissionDefi-
    in a different area than the Main Character Critical Flaw           ciency -- motivation based on lack -- When a character
    because of the Impact Character's different purposes.               lacks something in the sense of having Deficiency, he
                                                                        may not even comprehend what he lacks. But this lack
Crucial Element -- [Element] -- The single dramatic                     drives him and fulfilling the lack would end the drive
   element that links the Overall and Main vs. Impact                   caused by the Deficiency. Deficiency is closely related
   stories together. The Main Character's decision                      to Need, but where Needs are always defined by their
   regarding the Crucial Element ultimately leads to an                 context and the purpose which makes them seem
   Outcome of Success or Failure and a Judgment of                      necessary, Deficiency does not require a purpose.
   Good or Bad.                                                         When a character lacks, he is NOT content with what
Current -- [Dynamic Term] -- The flow of a process -- One               he has and REQUIRES something more in order to
   way to measure the relationship of items in a quad is to             become content. Fulfilling a lack may appear to be the
   classify them as Potential, Resistance, Current, and                 last thing a character Needs because it does not lead
   Outcome (or Power). In this manner, we can see how                   to his purpose, but once the lack has been taken care
   dramatic components operate on each other over the                   of, a character may find his purpose has changed and
   course of the story. Current simply means the flow of a              his Need has been eliminated. -- syn. inadequacy,
   process. When a dramatic current exists it does not                  insufficiency, deficit, unfulfilled need
   necessarily create change. Rather, until it is directed to       Delay -- [Variation] -- dyn.pr. ChoiceDelay -- putting
   a specific purpose as Power, the current will have no               off until later -- Delay is the decision not to make a
   impact at all. So in a quad, assigning one of the items             decision. Whenever the options are too closely bal-
   as the current does not mean it will alter the course of            anced to see a clear path, whenever there is not
   the story. Instead, it might function to encourage                  enough information to be confident of an outcome, a
   purpose by providing a ready motivation. This is a                  character will Delay. The purpose is to wait until one
   useful tool for Authors since it allows for the subtle              gathers more information or until the situation changes
   relationship of unused, inferred, threatened, or antici-            to present a clear best course. But how long does one
   pated dramatic interactions that shape the fabric of a              wait? And what if something distracts the character
   story in ways other than conflict.                                  and he forgets to check and see if things have
Decision -- [Plot Dynamic] -- in terms of the objective plot,          changed? Now the character has left a problem
   decisions force actions -- All stories have both Action             unresolved, and unless it intrudes upon his thinking, it
   and Decision. Typically, one defines a Decision story               will never be thought of again. Yet deep within him, he
   as having more intense Deliberation than Action. This               will be influenced to avoid what created that problem or
   view is overly influenced by how the story is told rather           to take steps to protect against its recurrence. Until the

Copyright (c) 2001 Screenplay Systems Inc. -- www.dramatica.com -- www.screenplay.com                                        13.
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