Method and apparatus for identifying, predicting, and reporting object relationships6105046Abstract A method and apparatus for identifying, predicting and reporting relationships. The present invention uses a quad structure to describe relationships between dramatic units. Story elements, characters and appreciations are mapped onto the quad structure to reveal and constrain relationships. A storyform whose structure is described by the quad structure configuration and choices is identified and provided to a user. Claims We claim: Description This application includes a microfiche appendix which has a total of 12 microfiche having 780 frames.
TABLE
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Domains (Classes)
Universe: a situation
Physics: an activity
Psychology: a manner of thinking
Mind: a fixed attitude
Concerns (Types)
Becoming: transforming one's nature
Being: temporarily adopting a lifestyle
Conceiving: coming up with an idea
Conceptualizing: visualizing how an idea might be implemented
The Conscious: considerations
Doing: engaging in a physical activity
The Future: what will happen or what will be
Learning: gathering information or experience
Memory: recollections
Obtaining: achieving or possessing something
The Past: what has already happened
The Preconscious: immediate responses
The Present: the current situation and circumstances
Progress: the way things are going
The Subconscious: basic drives and desires
Understanding: appreciating the meaning of something
Themes (Variations)
Ability: being suited to handle a task; the innate capacity to do or be
Analysis: evaluation of the situation and/or circumstances
Appraisal: an initial understanding
Approach: one's methodology of doing or being
Attempt: applying oneself to something not known to be within one's
ability
Attitude: one's demeanor while doing or being
Attraction: drawing or being drawn to something
Choice: making a decision
Circumstances: the relationship of oneself to the environment
Closure: bringing something to an end
Commitment: a decision to stick with something regardless of the
consequences
Conditioning: responses based on experience or training
Confidence: belief in the accuracy of an expectation
Deficiency: motivation based on lack
Delay: putting off until later
Denial: the refusal to let something go
Desire: the motivation to change one's situation or circumstances
Destiny: the future path an individual will take
Doubt: questioning validity without investigating to be sure
Dream: a desired future that requires unexpected developments
Enlightenment: an understanding that transcends knowledge
Evidence: information supporting a belief
Expediency: most efficient course considering repercussions
Experience: the gaining of familiarity
Fact: belief in something real
Falsehood: that which has been shown to be erroneous
Fantasy: belief in something unreal
Fate: a future situation that will befall an individual
Hope: a desired future if things go as expected
Instinct: intrinsic unconditioned responses
Interdiction: an effort to change a pre-determined course
Interpretation: determination of possible meaning
Investigation: gathering evidence to resolve questions of validity
Knowledge: that which one holds to be true
Morality: doing or being based on what is best for others
Need: that which is required
Obligation: accepting a task or situation in exchange for someone's
potential favors
Openness: willingness to re-evaluate
Permission: one's ability based on what is allowed
Preconception: unwillingness to re-evaluate
Preconditions: limitations tacked on to an effort
Prediction: a determination of a future state of affairs
Prerequisites: preliminary steps that must be met
Rationalization: a logical altemative used to mask the real reason
Reappraisal: a reconsiderafion of a conclusion
Repulsion: pushing or being pushed away from
Responsibility: the belief that one is best suited to accomplish a task
Security: an evaluation of one's protections
Self-Interest: doing or being based on what is best for oneself
Sense-of-Self: one's perception of oneself
Senses: sensory observations
Situation: the arrangement of one's environment
Skill: practiced ability
State-of-Being: one's true self
Strategy: a plan to achieve one's purpose or a plan of response
Suspicion: questioning a belief based on evidence
Thought: the process of consideration
Threat: an evaluation of one's vulnerabilities
Truth: that which has been proven correct
Value: the objective usefulness of something in general
Wisdom: understanding how to apply Knowledge
Work: applying oneself to something known to be within one's ability
Worry: concern for the future
Worth: a rating of usefulness or desirability to oneself
Elements
Ability: being suited to handle a task; the innate capacity to do or be
Acceptance: a decision not to oppose
Accurate: being within tolerances
Actuality: an objective reality--the way things are
Avoidance: stepping around, preventing or escaping from a problem rather
than solving it
Aware: being conscious of things outside oneself
Cause: the specific circumstances that lead to an effect
Certainty: a conclusion that something is absolutely true
Change: an alteration of a state or process
Chaos: random change or a lack of order
Conscience: foregoing an immediate benefit because of future
consequences
Consider: weighing pros and cons
Control: a method based on organization and constraint
Deduction: a process of thought that determines certainty
Desire: the motivation to change one's situation or circumstances
Determination: a conclusion as to the cause behind a particular effect
Disbelief: the belief that something is untrue
Effect: the specific outcome forced by a cause
Ending: coming to a conclusion
Equity: a balance, fairness, or stability
Evaluation: an appraisal of a situation and/or circumstances
Expectation: a conclusion as to the eventual effect of a particular
cause
Faith: accepting something as certain without proof
Feeling: an emotional sense of how things are going
Help: a direct assistance to another's effort to achieve their goal
Hinder: a direct detraction from another's effort to achieve their goal
Hunch: a conclusion based on intuition
Inaction: taking no action as a means of response
Induction: a means of determining possibility
Inequity: an unbalance, unfairness, or lack or stability
Inertia: a continuation of a state or process
Knowledge: that which one holds to be true
Logic: a rational sense of how things are related
Non-acceptance: a decision to oppose
Non-Accurate: not within tolerances
Oppose: an indirect detraction from another's effort
Order: an arrangement in which patterns are seen
Perception: the way things seem to be
Possibility: a determination that something might be true
Potentiality: a determination that something has the capacity to become
true
Proaction: taking initiative action to achieve one's goals
Probability: a determination of likelihood
Process: the mechanism through which a cause leads to an effect
Production: a process of thought that determines potential
Projection: an extension of probability into the future
Protection: an effort to prevent one's concerns from being vulnerable to
interference
Proven: a rating of knowledge based on corroboration
Pursuit: a directed effort to resolve a problem
Re-evaluation: a reappraisal of a situation or circumstances
Reaction: actions made in response
Reconsider: questioning a conclusion based on additional information
Reduction: a process of thought that determines probability
Result: the ramifications of a specific effect
Self-Aware: being conscious of one's own existence
Speculation: an extension of possibility into the future
Support: an indirect assistance given to anotherts efforts
Temptation: the urge to embrace immediate benefits despite possible
consequences
Test: a trial to determine somethingts validity
Theory: an unbroken chain of relationships leading from a premise to a
conclusion
Thought: the process of consideration
Trust: an acceptance of knowledge as proven without first testing its
validity
Un-Ending: a continuance without cessation
Uncontrolled: a disorganized response
Unproven: a rating of knowledge that has not been tested
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Appreciations As noted above, there are certain commonly shared dramatic concepts that are present in a story. In the present invention, these shared considerations are referred to as "appreciations." These appreciations are used to determine the mapping of characters, thematics, and plot on the quad structure, leading to the creation or selection of a storyform. Appreciations are best understood by describing the appreciations used in the present invention. In the preferred embodiment of the present invention, appreciations can be categorized as character dynamics appreciations, plot dynamics appreciations, objective story appreciations, additional objective story appreciations, subjective story appreciations, main character appreciations, and obstacle character appreciations. A number of appreciations in these categories are described below: Character Dynamics Resolve: Change or Steadfast? Topic: At the moment of truth, every Main Character must determine whether to hold on to their resolve or to change in the hope of succeeding. Main Character Background: There are two ways in which an author can illustrate the best way to solve the problem explored in a story: One is to show the proper way of going about solving the problem, the other is to show the wrong way to solve the problem. To illustrate the proper way, the Main Character must hold on to their resolve and remain steadfast if they are to succeed, because they truly are on the right path. To illustrate the improper way of dealing with a problem, the Main Character must change to succeed, for they are going about it the wrong way. Of course, success is not the only outcome that can befall a Main Character. A way to illustrate that a way of dealing with a problem is improper would be to have the Main Character change their way of going about it and fail. Similarly, the improper way can be illustrated by a Main Character that remains steadfast and fails. So, choosing Change or Steadfast really has nothing directly to do with being correct or incorrect; it just describes whether the Main Character's ultimate resolve is to stay the course or try a different tack. Storytelling Usage: Just because a Main Character should remain steadfast does not mean they don't consider changing. In fact, that is the temptation with which they are constantly faced: to give up or alter their approach in the face of ever-increasing opposition. Action oriented Steadfast stories throw physical hurdles at a Steadfast Main Character (e.g. James Bond as portrayed in most of the Bond films), whereas Decision oriented Steadfast stories throw mental or emotional hurdles at a Steadfast Main Character (e.g. Job in the Old Testament of the Bible). If, in spite of the difficulties or suffering, the Steadfast Main Character remains steadfast, the audience still may not want them to ultimately succeed. This occurs because simply being steadfast does not mean one is correct. If the audience is shown that a character is misguided yet remains steadfast, the audience will hope for their ultimate failure. Similarly, a Change Main Character does not mean they are changing all the time. In fact, in most cases, the Change Main Character will resist change, all the way to the moment of truth where they must choose once and for all to continue down the wrong path, or to jump to the right path by accepting change in themselves or their outlook. Action oriented Change stories offer aids and benefits to assist the Main Character in continuing down the wrong path. Decision oriented Change stories provide mental or emotional gratification to the Main Character, again tempting them not to change. Regardless of the benefits to be had by remaining steadfast, the audience will want the Change Main Character ultimately to succeed if they are on the wrong path and change. However, if they do not change, the audience will want them to lose all the benefits they thought they had gained. Impact: The selection of Change or Steadfast has wide ranging effects on the dynamics of the story. Such things as the relationship between the Objective and Subjective story lines and the order of exploration of the thematic points is adjusted in the model to create and support the ultimate decision of the Main Character to either change or remain steadfast. Direction: Stop or Start? Topic: Sometimes a problem is made worse by having too much of something, other times by having too little. In the "too much" scenario, the source of the trouble needs to Stop. In the "too little" scenario the remedy to existing trouble must Start. A Change Main Character must either grow into a new way of being (Start) or grow out of an old way of being (Stop). A Steadfast Main Character must grow to hold out until something good can Start or hold on until something bad Stops. Background: Whether or not a Main Character eventually changes their nature or remains steadfast, they will still grow over the course of the story, as they develop new skills and understanding. This growth has a direction. Either they will grow into something (Start) or grow out of something (Stop). A Change Main Character grows either by adding a characteristic they lack (Start) or by dropping a characteristic they already have (Stop). Either way, their make up is changed in nature. As an example we can look to Scrooge. Does Scrooge need to change because he is mean or because he lacks kindness? Scrooge's problems stem not from his active meanness, but his passive lack of kindness. It is not that he is on the attack, but that he does not proactively seek to help others. So Scrooge needs to Start, rather than stop. This difference is important during storytelling to place the focus of conflict so as to support the argument of the story. With Steadfast Main Characters they will not add nor delete a characteristic, but will grow either by more strongly holding on against something bad, waiting for it to Stop, or by more strongly holding out until something good can Start. For a Steadfast Character, growth is not a matter of change, but a matter of degree. The change appears not in themselves but in their environment. Change Characters actually alter their being, under the influence of environmental considerations. This illustrates both why it is often falsely thought that a Main Character MUST change, and also why steadfast characters are thought not to grow. To see growth in a Main Character one must look at both whether they are Change or Steadfast and also at the direction of the growth. Storytelling Usage: A good way to get a feel for this dynamic in Change Characters is to picture the Stop character as having a chip on their shoulder and the Start character as having a hole in their heart. If the actions or decisions taken by the character are what make the problem worse, then they need to stop. If the problem worsens because the character fails to take certain "obvious" actions or decisions, then they need to start. Of course, to the character, neither of these problems is "obvious," as they must grow and learn to see it. Yet, the audience can empathize with the character's failure to see themselves as the source of the problem because the audience is afforded by the author another view the character does not get: the objective view. It is here that start and stop register with the audience as being obvious. Essentially, if you want to tell a story about someone who learns they have actually been making the problem worse, choose Stop. If you want to tell a story about someone who has allowed a problem to become worse, choose Start. For a Steadfast Main Character it will seem that their resolve needs to grow regardless of Start of Stop. But if they are a Start Character, they will be tempted by indications that the desired outcome is not going to happen or is unattainable. If they are a Stop Character, they will find themselves pressured to "give in." Remember that direction of growth in a Steadfast Character is largely seen in their environment. Their personal growth is seen as a matter of degree. A Change story has a problem and its related solution. A Steadfast story has a Focus and Direction. By choosing Start or Stop, you tell the invention to shift the focus of the story to one over the other. This is accomplished by controlling the nature of the Character's concerns in relationship to the concerns of the Story and also by setting the relationship between theme and plot. Approach: Do-er or Be-er? Topic: In the attempt to solve problems, there are two places a Main Character might try to make progress: internally or externally. Some Main Characters prefer to take action first, and only try to adapt to the problem if action fails. We call this kind of Main Character a "Do-er." The other kind of Main Character prefers to work things out internally if they can, and only take action if deliberation fails. We call this kind of Main Character a "Be-er." Background: By temperament, Main Characters (like each of us) have a preferential method of approaching problems. Some would rather adapt their environment to themselves, others would rather adapt themselves to their environment. 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 they are likely to first approach a problem, using the other method only if the first one fails. Storytelling 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 an 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 their ground but how they try to hold it. A do-er would build a business by the sweat of their brow, a be-er would build a business by attention to the needs of their 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 her heart to a student who needs moral support. When creating the 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. Impact: 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 the invention to establish one method as the Main Characters intent and the other as the result of her efforts. Mental Sex: Male or Female? Topic: Every Main Character has a Mental Sex. Even if the Main Character is physically sexless, such as a tree or a rock, It will possess a female or male mind. All minds evaluate their environments in terms of both space and time. A primary difference between male and female minds is which is evaluated first. This does not prevent either mind from looking at any issue from both perspectives, but does affect the order in which they are considered. Background: Much of what we are as individuals is learned behavior. Yet the basic operating system of the mind is cast biologically before birth. Talents, intellectual capacity, instincts--all of these are not learned, but inherited. Among these traits are those specific to females and others specific to males. To be sure, we can go a long way toward balancing out those traits, yet that does not eliminate them nor diminish their impact. In dealing with the psychology of a Main Character, it is essential to understand upon which foundation their experience rests. Storytelling Usage: A choice of male or female determines the manner in which the Main Character evaluates the problem, not the conclusions they come to. Typically, the choice is as simple as deciding if you want to tell a story about a man or a woman. But there is another consideration that is being employed with growing frequency in modern stories: putting the psyche of one sex into the skin of another. This does not refer only to the "sex change" comedies, but to action stories with female Main Characters (Ripley in "Alien") and decision stories with male Main Characters (Tom Wingo in "Prince of Tides"). Female or male does not in and of itself determine do-er or be-er nor action or decision. Rather, female or male describes an intrinsic perception of the meaning of life, a perception underlying the actual traits of the character. When an author writes a part for a man, they would intuitively create a male psyche for that character. Yet, by simply changing the name of the character from Joe to Mary and shifting the appropriate gender terms, the character would ostensibly become a woman. But that woman would not seem like a woman Even if all the specific masculine dialog were changed, even if all the culturally dictated manifestations were altered, the underlying psyche of the character would have a male bias, rather than a female bias. Sometimes stereotypes are propagated by what an audience expects to see, which filters the message and dilutes the truth. By placing a female psyche in a male character or a male psyche in a female character, preconceptions no longer prevent the message from being heard. The word of warning is that this technique can make a Main Character seem "odd" in some hard to define way to the audience. So although the message may fare better, empathy between the audience and the Main Character may not. Impact: All minds evaluate in terms of arrangement and in terms of sequence. By selecting female or male, you instruct the invention to order the arrangement and sequence of the Main Character's evaluations in an appropriate relationship. Plot Dynamics Work: Action or Decision? Topic: A story might lean toward action or focus on deliberation (decision). This is independent of the nature of the Main Character. For example, in an action story, the Main Character may be more of a deliberator than a person of action. Therefore, it is important for an author to separate the nature of the Main Character from that of the story as a whole. Background: Action or Decision describes how the story is driven forward. The question is: Do Actions precipitate Decisions or vice versa? At the end of a story there will be an essential need for an action to be taken and a decision to be made. However, one of them will be the roadblock that must be removed first in order to enable the other. This causal relationship is felt throughout the story where either actions would never happen on their own, except that decisions keep forcing them, or decisions would never be made except that actions leave no other choice than to decide. Storytelling Usage: Stories contain both action and decision. Choosing one does not exclude the other. Rather it merely gives preference to one over the other. This preference can be enhanced or nearly balanced out by other dynamic questions you answer about the story. It's really a matter of the background against which you want the Main Character to operate. The choice of background does not have to reflect the nature of the Main Character. In fact, some very interesting dramatic potentials can be created when they do not match. For example, a Main Character of action (called a Do-er) forced by circumstance to handle a deliberation-type problem would find themselves at a loss for the experience and tools they need to do the job. Similarly, a deliberating Main Character (called a Be-er) would find themselves whipped into a turmoil if forced to resolve a problem requiring action. These mixed stories appear everywhere from tragedy to comedy and can add an extra dimension to an otherwise one sided argument. Impact: Do Actions precipitate Decisions, or do Decisions precipitate Actions. Since a story has both, it is really a question of which came first: chicken or egg? By selecting one over the other, you instruct the invention to establish a causal order between dynamic movements in the Action line and the Decision line. Limit: Timelock or Optionlock? Topic: Every story would go on forever unless the Main Character reached a point where they are forced by circumstance to make a decision to change or remain steadfast in a "leap of faith." To reach this point, the Main Character must "run out of something." In a Timelock, the Main Character runs out of time. In an Optionlock, the Main Character runs out of options. Background: No one can be sure of the future, including Main Characters. One of the functions of a story is to give the audience the value of experiences they have not had themselves by living through the Main Character. As such, the audience would have to take the story's message on faith to make use of it. To help with this, the Main Character must also make their decision based on faith. They decide and hope for the best, and we learn from their accomplishments or disappointments. Yet, even a Main Character would not jump into the void and commit to a course of action or decision unless forced into it. To force the Main Character to decide, the story provides all the necessary information to make an educated guess while progressively closing in on the Main Character until they have no alternative but to choose. This closing in can be accomplished in either of two ways. Either they run out of places to look for the solution or they run out of time to work one out. Running out of options is accomplished by an Optionlock. A deadline is accomplished by a Timelock. Both of these means of limiting the story and forcing the Main Character to decide are felt from early on in the story and get stronger until the moment of truth. Optionlocks need not be claustrophobic so much as they only provide limited pieces with which to solve the problem. Timelocks need not be hurried so much as limiting the interval during which something can happen. Storytelling Usage: Choosing a Timelock or an Optionlock has a tremendous impact on the nature of the tension the audience will feel as the story progresses toward its climax. A timelock tends to take a single point of view and slowly fragment it until many things are going on at once. An optionlock tends to take many pieces of the puzzle and bring them all together at the end. So a timelock raises tension by dividing attention, and an optionlock raises tension by focusing it. Timelocks increase tension by bringing a single thing closer to being an immediate problem, optionlocks increase tension by building a single thing that becomes a functioning problem. One cannot look just to the climax to determine if a Timelock or Optionlock is working. Indeed, both Time and Option locks work from the beginning of the story. A better way to gauge which is at work is to look at the nature of the obstacles thrown in the path of the Protagonist or Main Character. If the obstacles are primarily delays, a timelock is in effect if the obstacles are caused by missing essential parts, an optionlock is in effect. An author may feel more comfortable building tension by delays or building tension by missing pieces. Choose the kind of lock most meaningful for you. Impact: A dramatic structure has both spatial and temporal frameworks adjusting themselves in arrangement or sequence appropriate to the author's message during the course of the story. Consistently throughout the story either a change in arrangement will force a change in sequence or a change in sequence will force a change in arrangement of dramatic potentials. Which one causes the other is controlled by the choice of Timelock or Optionlock. Outcome: Success or Failure? Topic: Success or Failure is determined by whether or not the Objective Characters achieve their original purpose in regard to the story problem. Background: Although it can be tempered by degree, Success or Failure is easily determined by seeing if the Objective Characters have achieved what they set out to achieve at the beginning of the story. Certainly, they may learn that they really don't want what they thought they did and in the end not go for it. Even though they have grown, this is considered a failure--they did not achieve what they originally intended. Similarly, the Objective Characters may actually achieve what they wanted, and even though they find it unfulfilling or unsatisfying, it must be said they succeeded. The point here is not to pass a value judgment on the worth of their success or failure, but simply to determine if they actually did succeed or fail to achieve what they set out to achieve at the beginning of the story. Storytelling Usage: For certain stories, it may be desired to have a very positive feel to the outcome by having success matched with a positive judgment of that success. Other times, it may be desired to have a very negative feel to the outcome by matching failure with a negative judgment of that failure. In the first case, we create a "feel good" story, as they say in the ads. In the second, we create a tragedy. But all stories do not fall at one pole or the other. Frequently, authors choose to have "bad" characters succeed, and show the regrettable result of that success, or to have "good" characters fail, but show how that failure was really positive for them or others. When deciding if you want Character to succeed, think not only of the stories where the winner takes all, but of those stories where a valiant effort fails, yet the Characters learn an important lesson about life. When deciding if you want the Characters to fail, think not only of someone getting their just deserts, but of those stories where a misguided success leads to a result opposite what the Characters had hoped to achieve by the success. In short, either success or failure can be seen as an "upper" or a "downer" by the audience, and the approach you take to the message should consider that. Impact: Achieving something requires accomplishing the right steps in the right order to get from where the Characters start to where they want to be. When you choose success or failure, the invention alters the kind of steps the Character will need to take, and determines the appropriate order to bring them to the desired outcome. Judgment: Good or Bad? Topic: Even though the effort to achieve the story's goal may result in success, this is not necessarily a good thing for the Main Character. In fact, success might be obtained in the objective story even though the Main Character fails to resolve their personal problems. Similarly, the effort to achieve the story goal might end in failure, yet the Main Character ends up overcoming their personal problems. Just as Success and Failure evaluate the positive or negative nature of the objective story's outcome, Good and Bad indicate whether or not the Main Character resolves their personal problems. Background: The notion that the good guys win and the bad guys lose is not always true. In stories, as in lifer we often see very bad people doing very well for themselves (if not for others). And even more often, we see very good people striking out. If we only judged things by success and failure, it wouldn't matter if the outcome was good or bad, as long as it was accomplished. The choice of Good or Bad, places the author's moralistic judgment on the value of the Main Character's success or failure in resolving their personal problems. It is an opportunity not only to address good guys that win and bad guys that fail, as well as good guys that fail and the bad guys that win, but to comment on the success or failure of their growth as human beings. Storytelling Usage: The rational argument of a story deals with practicality: does the kind of approach taken lead to success or failure in the endeavor. In contrast, the passionate argument of a story deals with fulfillment: does the Main Character find peace at the end of their journey? If you want an "upper" story, you will want success in the objective story and a judgment of "good" in the objective story. If you want a tragedy, you will want the objective effort to fail, and the subjective journey to end badly as well. However, life is often made of trade-offs, compromises, sacrifices, and re-evaluations, and so should be stories. Choosing Success/Bad stories or Failure/Good stories opens the door to all these alternatives. If we choose a Failure/Good story, we can imagine a Main Character who realizes they had been fooled into trying to achieve a goal, or a Main Character who discovers something more important to them personally in the course of trying to achieve the goal. A Success/Bad story might end with a Main Character achieving their dreams only to find they are meaningless, or Main Character who makes a sacrifice for the success of others but ends up bitter and vindictive. Impact: Because success & failure are measurements of how well specific requirements have been met, they are by nature Objective. In contrast, Good and Bad are Subjective value judgments based on an appreciation of the Main Character's peace and fulfillment. When you select Good or Bad, the invention adjusts the "phasing" between the Objective and Subjective storylines to create an interference pattern that support the appropriate value judgment. The Objective Story Objective Story Domains: Which Class? Topic: Every story is built around the difficulties created by something that is out of balance. There are four broad areas that define the "classes" of inequities that can occur. These are described by the four Domains. Background: An author cannot successfully make an argument promoting a solution until she has identified the problem. In stories, problems can be identified as falling into four broad categories: Situations, Activities, States of Mind, and Manners of Thinking. These categories are named by the four Domains, Universe (a situation), Physics (an activity), Mind (a state of mind) and Psychology (a manner of thinking). Universe represents an External State, Physics an External Process. Mind is an Internal State and Psychology an Internal Process. Since they are related, all four of these Domains will figure in every story as the problem works its influence into all areas of consideration. However, only one Domain will ultimately prove to be both the source of the problem's roots and therefore the place it must ultimately be solved. Storytelling Usage: By choosing the Domain, the author sets the background against which the story will be told. Therefore, its influence is gently felt throughout the story. A Universe story deals with an unacceptable situation--one in which the external environment is seen as problematic. This could be a job situation with poor working conditions, being trapped in a sunken ship, waking up as someone else, living next to an orphanage that keeps you awake at night with its screaming waifs or any other intolerable state of affairs. A Physics story employs an activity that needs to arrive at a solution. This might be the effort to steal the crown Jewels, win the love of the heart's desire, make the Olympic team, or raise the money to buy the orphanage and evict all the screaming waifs. Note that if the existence of the orphanage is the focus of the story, it is a Universe (situation) Domain. However, if the effort to buy it is the focus, it is a Physics (activity) Domain. In a like manner, Mind Domain reflects a state of mind and Psychology Domain describes a mental activity (or manner of thinking). Mind Domain stories might be about prejudice, a lack of self-worth (if it is a fixed view), or a refusal to see the value of someone's desires. Psychology Domain supports stories where one takes too many risks, is egocentric, or makes light of serious situations. As a final note, it is important to keep in mind that stories are often not about a problem that exists but a desire to be fulfilled. Stories of this nature can create a much more positive feel as exemplified in a Universe story in which an heiress must spend a million dollars in 24 hours to inherit 30 million more, a Physics story where a mountaineer hopes to be the first to scale a mountain on Mars, a Mind story of unconditional love, or a Psychology story about overcoming a dependence on sedatives. Impact: The choice of Domain narrows the playing field of a story. Without actually putting up walls, choosing a Domain shifts the focus of audience attention by establishing the center around which broad scale dynamics will revolve. The invention engine is calibrated to this center. Objective Story Concerns: Which Type? Topic: The story's concern describes the area in which the effects of the problem are principally felt. By defining the nature of what must be "fixed," the concern represents the goal or purpose sought in the story. Background: Problems can manifest themselves in several ways. Therefore, simply defining the nature of a problem does not necessarily predict its effect. For example, if the problem is not enough money to pay the rent, it might motivate one person to take to drink but another to take a second job. The effects of a problem are not necessarily bad things, but simply things that would not have happened quite that way without the existence of the problem. So it is with Concerns. The choice of Concern determines the principal area affected by the story's problem and serves as a broad indicator of what the story is about. Storytelling Usage: The Concern of a story tends to revolve around a definable area of activity or exploration. This central hub may be internal such as Memory or Conceiving (coming up with an idea). Or, it may be external such as Obtaining or Progress. When choosing a Concern it is often useful to ask, "Which of these items is what I want the characters in my story to examine?" Keep in mind that the Concern only describes WHAT is being looked at. HOW to look at it is determined by choosing the Range. Impact: The choice of Concern sets limits on how much dramatic ground the Theme can potentially encompass and therefore includes some kinds of considerations and excludes others. Objective Story Ranges: Which Variation? Topic: An author must not only choose the nature of the problem in her story, but also in what light she wishes to present it. The choice of Range determines the yardstick by which the audience will be urged to measure the problem. Background: In stories, it is not only important what you wish the audience to look at but also in what light you want them to see it. The point of view from which the audience evaluates the meaning of the story is crucial to supporting the conclusion to a given argument. Range helps select a filter through which the author can control the shading of the events that unfold. In a sense, Range provides the audience with a yardstick and tells them, "measure what you see to this scale." Storytelling Usage: For any given issue there can be many points of view. To make a successful argument an author must address them all, yet select one as the standard perspective. If an author wishes to explore a concept rather than argue it, she must still touch all perspectives and select one as the view from which all the others are measured. If this yardstick is not provided, the audience is free to judge anything from any point of view and will simply adopt the one they are familiar with out of habit. As a result, they will gain no new understanding and the story will have no purpose other than to reiterate what the audience already knew. Conversely, if an author wishes to make a point or deliver a message or even document the similarities and differences between dramatic incidents, then the events of the story must be measured against something. Choosing the Range tells an audience by what standard the author intends them to evaluate what they experience in the story. Impact: By placing the story's problem in context, the choice of Range determines the thematic progression that supports that desired point of view on the events in the story. Objective Story Problem: Which Element? Topic: At the heart of every story is an item that is out of balance with its surroundings. Choosing the story's Problem defines the nature of that imbalance. Background: When everything in a potential story is in harmony, there is no conflict, no message, no progression. It is like a deck of cards sitting solidly on a table. However, if we use that deck to build a house of cards, we have created potential. No matter how well we construct it, gravity is always waiting to pull it down beginning at the first weak point that occurs. The invention Engine is like the deck of cards. When we answer the first eight Essential Questions, we build a card house of dramatics. Still, it is balanced, although potential exists. The choice of Domain, Concern and Range establish weaknesses in the structure. The choice of Problem picks the card that starts to buckle threatening to bring the whole house down. Storytelling Usage: Problems are at the heart of a story's troubles. Sometimes a problem is shown as the central cause of a number of troubles. Other times problems are shown as the imbalance that triggers a domino effect. If a number of seemingly unrelated items all go sour, the common connection will turn out to be the problem. If a chain of events results in disaster, the problem can be seen as the force that started it all. When telling a story, an author has a choice of focusing on the problem or its effects. In the first case, where the problem is at the center of troubles, the storytelling might begin with the problem and then show how its ripples impact everything they touch as they grow around it. Conversely, the storytelling might first explore the seemingly unrelated troubles, slowly spiraling in on the source, which is only discovered at the end. In a more linear story, an author might begin with the problem and follow its impact step by step to its ultimate effect. Or, working backwards, the author might begin at the effect, and trace its roots back until the original problem is identified. Impact: Once the story's problem is chosen, the invention Engine arranges all the other dramatic choices the author has made around the problem so the story's dynamics are both dependent upon it, and derivative of it. Objective Story Goal: Which Type? Topic: Traditionally, Goal has been seen as the specific item the characters in a story are hoping to achieve the invention is more interested in the kind of goal than the goal itself. Choosing the Objective Story Goal determines the Purpose to which the characters aspire, rather than the particular achievement they hope will meet that Purpose. Background: Some stories have a single item everyone in the story is trying to achieve, such as obtaining a priceless diamond. Other stories have the characters all seeking different goals, but of the same type, such as becoming content in their various intimate relationships. In the first example, the invention Goal would be Obtaining. In the second example, the invention Goal would be Becoming. In both cases, everyone is concerned with the same Purpose to which they aspire, even though they are all after the same diamond but are involved in different relationships. This allows an author to explore the different approaches that can be taken in the effort to arrive at the same purpose and argue the point that some are appropriate and others are not. Storytelling Usage: Some stories have a single item everyone in the story is trying to achieve, such as obtaining a priceless diamond. Other stories have the characters all seeking different goals, but of the same type, such as becoming content in their various intimate relationships. In the first example, the invention Goal would be Obtaining. In the second example, the invention Goal would be Becoming. In both cases, everyone is concerned with the same Purpose to which they aspire, even though they are all after the same diamond but are involved in different relationships. This allows an author to explore the different approaches that can be taken in the effort to arrive at the same purpose and argue the point that some are appropriate and others are not. Impact: The Choice of Goal picks a focal point in the plot around which the order and nature of events must revolve. The invention engine applies the story's dynamics to this focal point in order to determine an appropriate Consequence should the Goal fail to be achieved, appropriate Requirements necessary to achieve the Goal and a number of other related dramatic Appreciations. Objective Story Dividend: Which Type? Topic: On the path toward achieving the goal, unexpected items or perks are collected that make the effort itself worthwhile, independent of the Goal. Background: Each obstacle that is overcome on the way toward the Goal illustrates another aspect of the problem and the "proper" or "improper" means of solving it. However, the Costs incurred in the endeavor would quickly deplete the characters' resolve to the point that the Goal was no longer worth the effort. To motivate the characters toward the goal, the Costs must be balanced by Dividends that either undo the negative effects of the Costs or have benefits elsewhere that make the price acceptable. Storytelling Usage: Renegades trying to escape to the Badlands may come across a farmer's daughter to rape. Joan of Arc, on her way to be burned at the stake may see the clouds part and rays of sunshine beckon to her. Depending upon the characters and their Goal, certain items, events or experiences will occur that make the journey more worthwhile. If it were not for these Dividends the arduous endeavor would become too Costly to warrant continuing. Characters do not simply add up the Costs, but they average them with the Dividends to determine the overall propriety in continuing on their quest. Dividends do not need to be tangible, but may be personally fulfilling such as visiting a foreign city, helping a child to read or the opportunity to get the personal dossiers of co-employees one is romantically interested in. If we look at the effort to achieve the goal as going to work to get a paycheck, then the Costs of having to live by the rules under someone else's authority might be balanced out by the personal friendships one has established. Then it comes back to a choice between staying on and achieving the Goal of a paycheck or quitting and facing the Consequence of a foreclosure. That is the purpose of Dividends: to balance out the Costs so that it all comes back to a decision regarding the Goal vs. the Consequence. Impact: Choosing the Dividend determines the category of benefit that the characters will accrue on the way toward the Goal. Dividend helps to select comparable Costs and limits the choices of appropriate Goal and Consequence. Objective Story Cost: Which Type? Topic: During the attempt to achieve the story's Goal there is a price that must be paid. Cost determines the nature of the negatives attached to the effort. Background: There's no such thing as a free lunch. There's also no such thing as achieving a Goal without paying a price. Every Goal is separated from instant achievement by a number of obstacles. If it were not so, a story would end as soon as it began. For each obstacle that must be overcome, effort must be expended. This results in a net loss to the character, who hopes to more than justify the expense by achieving the Goal. The kind of Cost incurred in a given story depends upon the nature of the Goal and the Requirements for its achievement. Storytelling Usage: Cost describes the area in which negative impact is felt as a result of the effort to overcome obstacles on the way to the Goal. This is not unlike a Role Playing game where the Warrior loses "life points" or expends "magic" as she does battle with the evil elves. Fighting demons takes its toll, and so does trying to get an "A" in math. Whatever the Goal, there are certain steps that must be taken or obstacles that must be surmounted. Each effort made will deplete the reserves of the character or negatively impact the character in obscure ways that make them question the worth of continuing on the journey. This is as true of the effort to save a marriage as it is of the struggle to blow up the Orange Claw's munitions dump. The toll adds up, the cost begins to come close to outweighing the benefits of achieving the Goal. In fact, it may even appear prudent to cut one's losses and accept the Consequences, rather than continue to throw good effort after bad. This is how the tension builds that makes a Main Character's leap of faith so powerful. At the moment of climax, the Cost balances out the Goal and there is no clear right or wrong of it. It's just a throw of the dice for the character as to whether it's better to hold on to the end or toss in the towel. Some stories slowly build the Cost so that it reaches that balance gradually. This makes the character feel as if the weight dragging them back is slowing increasing until they are dead in the water. Other stories keep the costs low and balance it out right before the climax with one huge cost that must be paid all at once. Again, this is a matter of intensity and completely open to manipulation. However, the kind of Cost incurred is dependent upon Goal, Consequence, and Requirements, so that it might fully illustrate the debits against the Story Mind as it grapples with a particular nature of problem. Impact: There is an attrition that will occur in all interactions in a story, even if they are minor events. A choice of Cost determines the nature of this drain, and therefore impacts both Plot and Theme as well. Objective Story Consequence: Which Type? Topic: The Consequence describes the negative aspects of a failure to achieve the Goal. Background: Every Silver Lining has a cloud around it. The Silver Lining is the Goal, the cloud is the Consequence. There is no reason to strive for a Goal unless failure to achieve it has negative Consequences. Sometimes the Consequences are relatively minor, such as having to do extra chores or just the disappointment of not getting the ice cream. But, of course, Consequences can range all the way up to unthinkable horrors. The Intensity of the Consequence modulates the importance of the goal, but is completely arbitrary as long as the Consequence is appropriate to the Goal. Since they are both parts of the same Silver Lined Cloud, Goal and Consequence are intimately related to each other by story dynamics (even if the Silver Lining is on the outside and the Cloud is hiding in the middle). Storytelling Usage: Often the Consequence is seen as something bad that will happen if the Goal is not achieved. However, it is just as functional to have a negative situation already existing that the characters hope to stop by achieving the Goal. In fact, if a villain is the Main Character, the Goal may be the negative item and the Consequence positive, as in "How The Grinch Stole Christmas." Goal, therefore does not have to be good and the Consequence does not have to be bad. Rather, Consequence is the alternative to what will happen if the Goal is not achieved. Goal, therefore is a state of things that does not yet exist. It is Purpose of the plot. It is what all the effort is trying to achieve. But WHY? Because of what will happen if it is not achieved: the Consequence. The wider the gap between the alternatives, the greater the dramatic tension. Still, intense dramatic tension is not always to be desired. In a story intended to be a playful romp, the discrepancy between Goal and Consequence might be intentionally kept to a minimum. This way, although there is not much to gain, there is also not much to lose and everyone is still friends at the end. In the opposite extreme, simply selecting death as a Consequence fails to describe how that relates to whatever the Goal is. What does that death mean? Is it a failure to Learn that resulted in death? A failure to truly Become something? In respect to Goal, the invention is concerned with the Purpose of the plot. In respect to Consequence, the invention is concerned with how the plot should be Evaluated. What does it mean to achieve the Goal? What does it mean to fail. This context is provided by the selection of Consequence. Impact: The choice of Consequence helps select the appropriate category of Goal, Requirement, and Forewarning in the context of a story's dynamics. The Main Character Identifying the Main Character Topic: The Main Character is not necessarily the Protagonist of a story. While the Protagonist may be the prime mover of the Objective Story, the Main Character is the focus of the Subjective Story. Choosing the Main Character determines through whom the audience will experience the feel of the story. Background: Every story provides the audience with an Objective view OF the struggle to resolve the story's problems and a Subjective view FROM INSIDE the struggle itself. The Objective view forms a dispassionate argument, where the audience observes and analyzes the effects of the characters' different approaches and motivations. It is this Objective view that speaks to the intellect. In contrast, the Subjective view speaks to the heart. It provides an audience with the experience of feeling the story as if it were happening to them. This view is provided through the eyes of the Main Character. Sometimes an author will assign the role of Main Character to a Protagonist, which creates the commonly understood "hero." However, it is just as appropriate to assign this most personal viewpoint to any other character is a story instead. In this manner, the intellect and the heart can take different view of the story's problem and even arrive at different conclusions. Bitter-sweet stories, child's-eye views, and stories of self-sacrifice are easily told when the Main Character stands near the side of the effort to achieve the goal, rather than right in the heart of the fray. Storytelling Usage: A Protagonist is an objective archetype. This means that they play a role in the Objective (dispassionate) argument of the story and also that they represent a very specific arrangement of characteristics. Because they contain all the elements needed to build a fully functional character, archetypal Protagonists are an efficient way to illustrate the effect of the characteristics they represent. In fact, there are eight archetypes that represent a total of 64 different elements. However, archetypes are but one way to illustrate those qualities. The individual elements can be swapped between archetypes or spread among several. Archetypes can be broken up and reassembled. Characters can even be built from the ground up assembling the elements in many different arrangements. All this goes on independently of who the Main Character is. The Main Character does not represent a function, but rather a point of view. It is through the Main Character's eyes that the audience experiences what it would be like if the story's problems happened to them. In real life we may be at the heart of the effort to resolve various problems, near the edge, or only peripherally involved in the effort, even though we are aware of and affected by it. It is the same with stories. By selecting any one of the objective characters (archetype or not) as the Main Character, you can select the angle from which the audience will experience the story at a personal level. And, if you really want, you can even make the Main Character the Protagonist! Impact: Choosing a Main Character is perhaps the most important decision in storyforming. When you determine the angle from which the audience will experience the story, the invention winds up all the dramatic potentials around that axis. The Choice of Main Character affects all levels and natures of what will follow. Still, all we ask here is for their name. But before you answer, think about how the decision will effect the direction from which the audience will experience the story. Main Character Domains: Which Class? Topic: This choice determines the nature of what drives the Main Character. For example, they might be driven by an attitude they need to change or by a conviction they need to maintain. Either way, their drive has a source. There are four areas in which drive can be created. These are represented by the four Domains. Background: Without drive, there is no force to propel the Main Character through the story. Just putting the character in a tough or unpleasant situation is not enough unless they have the motivation to do something about it. This internal drive is one of the focal points of a story's dynamics, and is therefore an important consideration. Choosing the Main Character Domain selects the overall nature of what is driving the Main Character. In the invention, there are four Domains in the Storyform: Universe, Mind, Physics and Psychology. A Universe Domain Main Character is one with a steady body state. We see this kind of character in "The Elephant Man," "My Left Foot," "Ghost" or "Dumbo." In the Mind Domain, the Main Character has a fixed attitude such as a prejudice or a refusal to accept something as in "Unforgiven," "Aladdin" and "A Christmas Carol." A Physics Domain Main Character is physically active, such as in "Rambo : First Blood," "Flashdance" or "Robin Hood." The Psychology Main Character struggles with a manner of thinking, as seen in "The Prince of Tides," "The World According to Garp" and "Howard's End." Storytelling Usage: Because the Main Character stands at the root of both the Objective and Subjective problems, choosing the Main Character's Domain has a huge impact on the relationship between the two problems, and therefore on the feel of the story as a whole. Of the four Domains, Universe and Physics describe External problems whereas Mind and Psychology illustrate Internal problems. As a result, the Objective Story Domain and the Main Character Domain might be in the same general area or on opposite sides of the tracks. When both Domains are either Internal or External we say they are a Companion Pair. Stories with External Companion Domains tend to focus on action since the dissonance (conflict) created in the story is between an external state (Universe) and an external process (Physics). Similarly, stories with Internal Companion Domains tend to focus on deliberation since the dissonance is between an internal state (Mind) and an internal process (Psychology). In contrast, stories where one Domain is External and the other Internal strike more of a balance between action and deliberation. As a result of this division, the progress of the story depends on the shifting balance between Internal and External forces. This is why Internal/External pairings of Objective Story Domain and Main Character Domain are called Dependent Pairs. In Companion Pair stories, the Main Character is dealing with the issues on their own turf. In Dependent Pair stories, the Main Character is something of a fish out of water, trying to deal with difficulties they are not really equipped to handle, such as "Romancing the Stone" and "Three Men and a Baby." When choosing the Main Character Domain, keep in mind the choice for Objective Story Domain in order to create the feel you want in the story's dissonance. Impact: The choice of Main Character Domain not only determines something about the Main Character's personal drive but in conjunction with the choice of Objective Story Domain and other Essential Questions creates patterns for the dissonance and conflict that will occur as the story progresses. Main Character Ranges: Which Variation? Topic: Judgmental appreciations made by the Main Character in the course of a story are described by their Range or Thematic Focus. Background: Main Characters are not only concerned with problem solving or dealing with difficulties, but also have a point of view toward the world around them. This point of view is described by their Thematic Focus. Unlike the Objective Story Thematic Focus, the Main Character is not judging from the perspective of Universal Truth but as a discovery of Personal Truth. Storytelling Usage: In order to make an Objective Thematic statement, the case for an inequity must be made consistently. However, this tends to create a heavy-handed message that is likely to appear one-sided and obvious. Fortunately, an opportunity exists to temper this message through the Main Character's Thematic Focus. In the midst of a battlefield our Main Character notices a single flower growing up through the rubble. At the frenetic High School dance, a girl sits all alone, unnoticed. How can she be unnoticed if we noticed her? Because "objectively" no one sees her--they are "all" concerned with dancing. But the Main Character looks across the room and observes the discrepancy. In both these cases, the Objective Theme is the initial condition which is then "shaded" in light of the Main Character's Theme. Conversely, the Main Character might be walking down the street, self-consciously trying to hide a zit on the tip of their nose, when they turn a corner just in time to see the "Burn Victim Support Group" marching in a parade. In this case, the Main Character's Theme is the initial condition, which is modulated by the Objective Theme. Because these kinds of contrasts and/or reinforcements offer such fertile material for storytelling, authors often employ these techniques in a random fashion, hoping to move the audience. Unfortunately, without a pattern to these counterpoints, after a while they begin to bog down a story since they do not truly advance it. By choosing the Main Character's Thematic Focus, one is able to select a central topic that serves to unify these Personal Truths into a bonded statement. Impact: The choice of Main Character's Thematic Focus selects the central hub around which the Subjective Thematic progression will revolve. Other dynamics determine the direction and meaning of this progression, creating a map of Thematic Sequences that allow an author to make personal commentaries that support the overall message of a story. Main Character Problem: Which Element? Topic: This choice determines the nature of what is behind the Main Character's drive. For example, the Main Character might be driven to do or be something, but why? The Main Character's problem is not necessarily a bad thing. In fact, it is the source of their motivation and therefore represents the part of themselves that is dissatisfied with their lot. Background: Without motivation--without a problem--there is no inequity that spurs the Main Character to better their lot. Sometimes it may seem that problems exist in our environment. Other times, we may perceive a problem with ourselves: the way we act or feel. In truth, problems really exist between ourselves and our environment as an inequity between the two. As example, we may hang on to our desires, even though it causes trouble around us. Conversely, a whole situation might be faltering because of one stubborn individual. These are really two ways of looking at the same inequity. One casts the problem in the environment, the other places it in the person. So when we look at the Main Character's Problem, we are really looking at the inequity of the story at large as it is reflected in the Main Character. Storytelling Usage: The term Main Character's "problem" is something of a misnomer. Even though the problem is what is "wrong" with the Main Character according to the outside world, if the Main Character is actually correct in their motives and the world at large is mistaken, then this "problem" is what drives the Main Character to set things right. Of course, they might fail in the attempt, but their heart is in the right place. On the other hand, the Main Character might be mistaken, and their problem is just that: the source of all the story's difficulties. So, there are really two ways to look at the Main Character's problem. Which is right for the story? That is determined by the answers to two of the 12 Essential Questions: Success/Failure and Good/Bad. For the Success/Good and Failure/Bad combinations, the Main Character was on the right track, according to the author. In the first case, it paid off and that was good. In the second it didn't pay off and that was bad. The value judgment of Good/Bad tempers Success or Failure and in these two cases tells us that the Main Character's Problem was really best seen as the source of their drive to set things right. However, in the Success/Bad and Failure/Good stories, the author's message is that the Main Character was actually the cause of everyone's problems and therefore, what drove them was really the source of the inequity. In this case, the Main Character Problem really IS a problem, and needed to be solved. Whether it was or not is determined by Success/Failure. These examples illustrate how the meaning of Main Character Problem changes under different dynamic conditions. Therefore, when answering this question, it helps to know in what dynamic context you want the Main Character to be operating. Impact: The choice of Main Character Problem selects the single point around which the web of the entire Subjective Story is woven. Main Character Solution: Which Element? Topic: This choice determines what is truly needed to satisfy the Main Character. Background: For every Motivation there is a complementary element of Satisfaction that restores a sense of equity and contentment. The Main Character's Solution is this element. If the Main Character were to possess this Solution, their Motivation would wane and their drive disperse. In fact, this is what a Main Character hopes to achieve by the end of the story: a satisfaction that complements their original Motivation, solving their problem and allowing them to hang up their guns and go home. Storytelling Usage: A Main Character's Problem may be the real source of a story's difficulties or may actually be just the source of the Main Character's drive to set things right. As a result, its complementary Solution might be just what the doctor ordered or an Achilles' heel that would satisfy the Main Character into letting the real problem lie. Do you see the Main Character as having the problem or solving the problem? If they have the problem, then arriving at the Main Character's solution is what the story is all about. But if they are solving the problem, the Main Character's Solution is the one thing they must avoid at all costs. Impact: The choice of Main Character's Solution establishes a second "pole" in the dynamics that drive the Main Character, creating dramatic flow between the need that drives them and the quality that will quell that need. Main Character Focus: Which Element? Topic: A Main Character only deals directly with the story's problem at the climax. Until that point, they are wholly occupied dealing with the effects of the problem. The Main Character's Focus determines the nature of these effects. Background: Problems are the source of a story's difficulties, but the difficulties themselves are where the attention is focused. In stories where the Main Character is really the culprit because of some character flaw, it takes them the whole story to stop battling all the effects of their destructiveness and realize all their troubles have a common thread. In stories where the Main Character is on the right track, their attention is distracted by all the immediate obstacles created by the problem. Only at the end climax have they cleared their way through the mine field enough to address the central issue. In both of these examples, the story's difficulties are where the Main Character's attention is drawn, which is described as the Main Character's Focus. Storytelling Usage: Every disease has its symptoms. Story problems operate the same way. Depending upon the nature of the disease and what particular strain is in question, the symptoms may vary widely. In fact, symptoms may vary between individuals. When we choose Main Character Domain, we are saying something about the individual. When we choose Main Character Focus, we are directly selecting the symptoms. The kinds of things the Main Character talks about will center on their Focus. This topic will be at the forefront of their thoughts and actions. If left to their own devices, their conversation will always drift back toward this Focus, as it is their area of greatest attention. Quite simply, it is where the Main Character believes the problem to be. Now, in a Main Character who is actually the real problem themselves, they will not see it, though most everyone else may. How can they be so blind? Because they are focusing all of their attention elsewhere. They have a completely developed alternate explanation of what is behind the story's difficulties and feel that entertaining an alternative is a temptation to veer from the correct path. They aren't stupid, just pre-occupied. In the case of a Main Character who is NOT the problem, but is trying to solve the problem, then the focus really IS where they ought to be looking, and veering from that course WOULD be a temptation that could lead to disaster. The key to having an audience accept a misguided Main Character's apparent refusal to see themselves as the cause of the troubles or a Main Character on the right track who never questions their own motivations, is to give them something else to Focus on. Impact: Selecting Main Character's Focus determines the way in which the difficulties in a story will affect them. Main Character Direction: Which Element? Topic: Before a Main Character can address a story's problem directly, they must first get through the difficulties created by that problem. Main Character's Direction determines how the Main Character tries to approach the problem. Background: Getting to the heart of the story's problem is much like negotiating a maze. The problem generates a myriad of difficulties that obscure its true nature and hinder any attempt to deal with it directly. The Main Character's Direction is something of a battle plan. It describes the tack by which the Main Character hopes to thwart the difficulties and arrive at the seat of the problem itself. Storytelling Usage: When a Main Character is on the right track, they are headed in the right Direction. But when a Main Character is really the cause of a story's troubles, they are headed in the wrong Direction. The things that they do and the things that they consider are responses that all grow out of where they believe the real problem to be. They look at their troubles, then determine what they think is behind them. This becomes their Focus. Accepting this Focus as a given, the best Direction of their efforts becomes clear. So, when they are correct in identifying the problem, they hack away until it appear before them. But when they are incorrect, they may beat all round the issue and miss it entirely. As Focus suggests what a Main Character is likely to fixate on, so Direction determines how they are likely to respond. Impact: Choosing the Main Character's Direction, sets the course for the kind of effort they will make in their quest for a solution to their troubles. Main Character Unique Ability: Which Variation? Topic: The attribute attached to the Main Character that makes them uniquely qualified to solve both the Objective and Subjective Problems is described by their Unique Ability. Background: Every Main Character has a special strength, even if they are not aware of it themselves. Without such a strength, there would be no compelling reason why the story revolved around this particular character as Main instead of any other. With a Unique Ability, the Main Character becomes an essential participant in the story, as well as holding the ultimate key to resolving the story's difficulties. Storytelling Usage: In order to make an Objective Thematic statement, the case for an inequity must be made consistently. However, this tends to create a heavy-handed message that is likely to appear one-sided and obvious. Fortunately, an opportunity exists to temper this message through the Main Character's Thematic Focus. In the midst of a battlefield our Main Character notices a single flower growing up through the rubble. At the frenetic High School dance, a girl sits all alone, unnoticed. How can she be unnoticed if we noticed her? Because "objectively" no one sees her--they are "all" concerned with dancing. But the Main Character looks across the room and observes the discrepancy. In both these cases, the Objective Theme is the initial condition which is then "shaded" in light of the Main Character's Theme. Conversely, the Main Character might be walking down the street, self-consciously trying to hide a zit on the tip of their nose, when they turn a corner just in time to see the "Burn Victim Support Group" marching in a parade. In this case, the Main Character's Theme is the initial condition, which is modulated by the Objective Theme. Because these kinds of contrasts and/or reinforcements offer such fertile material for storytelling, authors often employ these techniques in a random fashion, hoping to move the audience. Unfortunately, without a pattern to these counterpoints, after a while they begin to bog down a story since they do not truly advance it. By choosing the Main Character's Thematic Focus, one is able to select a central topic that serves to unify these Personal Truths into a bonded statement. Impact: Main Character Unique Ability is related to both the story's Problem and the Thematic Focus. Once selected, it establishes a Range in which certain story dynamics may operate. Main Character Critical Flaw: Which Variation? Topic: A Main Character could employ their Unique Ability to resolve the story as soon as it began if it were not for a Critical Flaw that hamstrings its use. Background: Like each of us, Main Characters have attributes that are assets and those that are detractors in our efforts to achieve our purposes. Part of resolving our difficulties is to learn to hold our negative attributes in check when they would be harmful. For Main Characters, a story concentrates on one essential Unique Ability that has the potential to resolve the story's difficulties and the Critical Flaw that prevents its effective employment. Storytelling Usage: A Main Character's Critical Flaw might prevent them from using their Unique Ability or might come into play afterward, undercutting the effectiveness they had just achieved. This has a relationship to the Essential Question that describes the Main Character as needing to grow either by Starting something they haven't been doing or Stopping something they have. If the Critical Flaw prevents the employment of their Unique Ability, they must learn to Start employing their Unique Ability. If the Critical Flaw undoes the work of their Unique Ability, then they must Stop doing that! Either way, the Main Character must learn to overcome their Critical Flaw if they are to ultimately achieve their purpose. We are all familiar with stories where we find ourselves saying, "If you'd just take that step everything would be okay." This is a Start, story in conjunction with a Critical Flaw. The Main Character is inhibited from making the efforts we feel they should. And yet, as frustrating as this is, we accept it because the Critical Flaw has been established as a roadblock they cannot pass and must first grow enough to remove it. When a Main Character lacks a Critical Flaw there is no reason provided as to why they cannot act or decide and therefore they appear ignorant or stupid, leading us to proclaim, "Why didn't they just . . . ? It's so obvious!" In a Stop story, the Main Character's Critical Flaw scuttles their own efforts. In these stories we find ourselves thinking, "Okay, everything is going to work out . . . just don't mess it up . . . " That is where the Main Character gets the urge to sneeze and blows the window display over or stops to tie their shoe and trips someone into the wedding cake. Without a consistent Critical Flaw, all these mishaps would appear coincidental, rather than a direct result of the Main Character's need for growth. Each act, a Main Character is faced with an opportunity to resolve a story's difficulties in a single master stroke. It is the Critical Flaw caused by their own need for growth that inhibits or undercuts that effort until they grow enough to address the source of their drive in the Moment of Truth at the climax. Impact: Choosing a Critical Flaw establishes detractors from the Main Character's efforts that are used to illustrate their personal growth. Main Character The Obstacle Character Topic: When an audience looks through the eyes of the Main Character, they see the Obstacle Character standing squarely in their path. The Obstacle Character provides constant resistance to the direction the Main Character tries to take in the effort to resolve their personal problems. Background: For every notion there is a Pro and a Con. For every plan there are those for it and against it. In the Objective Story these roles are filled by a Protagonist and Antagonist. In the Subjective Story they are filled by the Main and Obstacle Characters. In the Objective Story we watch a Protagonist do battle with an Antagonist as if we were bystanders observing a fight or an argument. But in the Subjective Story, we look through the eyes of the Main Character and see the Obstacle Character in our face. It is as if we had actually become one of the conflicting parties and were sizing up the opposition. Often, and author will elect to make a Protagonist also the Main Character. However, this does not have to be the case. The Main Character can be any of the objective characters, even if they are not central to the conflict of the story. This can provide an audience with all the different relationships to a various problems that we experience in real life. It also goes a long way to determining who would appear to be the biggest obstacle to our personal agenda, as the Main Character. Just as the Objective Story involves disagreements about the best way to achieve the goal, the Subjective Story involves disagreements about the best way to resolve the Main Character's personal problems. Sometimes, the Main Character is right in their approach and must simply develop the resolve to stick it out against the Obstacle Character's opposing opinions until the end. Other times, the Main Character is misguided and will only find personal fulfillment if the Obstacle Character can convince them of the error of their ways. In either case, the Obstacle Character might be a friend or a foe, as they themselves may or may not be misguided. The only sure thing is that whatever approach the Main Character takes, the Obstacle Character will be blocking it. Storytelling Usage: Perhaps the most simple way to populate a story is to create the eight perfectly balanced archetypal characters. Two of these characters are the Protagonist and the Antagonist. The archetypal Protagonist is for the goal, the archetypal Antagonist is against it. Next, just assign the role of Main Character to the Protagonist and the role of Obstacle Character to the Antagonist. You have now created a story in which the audience sees through the eyes of the character who is the prime mover in the attempt to achieve the goal and the prime obstacle in the path to both achieving the goal and resolving their personal problems is the Obstacle Character/Antagonist. Now that we've gotten THAT out of our systems, lets see how creative we can be. How about a story where the ANTAGONIST is the Main Character and the PROTAGONIST is the Obstacle? Suddenly we look through the eyes of the character opposed to the goal and we are trying to stop them from succeeding. In addition, this rather forward person is messing up our effort to arrive at personal fulfillment as well. Get more creative. How about a love triangle, where the Main Character is the Protagonist, the Obstacle Character is their spouse, and the Antagonist is their boss. Suddenly we see an Objective Story and s Subjective Story. In the Objective Story the Protagonist must work late or risk losing their job. In the Objective Story their spouse threatens to leave if they don't get more attention. One plays to the intellect, the other to the heart. One blocks the path to satisfaction, the other to fulfillment. Any objective character can be chosen to carry an additional banner as the Obstacle Character. By making the selection as to who that should be, you set up a lot of the dramatic framework that will determine the kinds of pressure and decisions the Main Character will face. Impact: Selecting the Obstacle Character establishes a relationship between the Objective Story and the Subjective Story that will effect the side of the storyform that will be most exposed to the audience through the storytelling. The following Table summarizes the appreciations used in the preferred embodiment of the invention.
______________________________________
CHARACTER DYNAMICS APPRECIATIONS:
Change or Steadfast
Which best describes what the Main
Character decides?
Do-er or Be-er Which best describes the Main Character's
approach?
Stop or Start Which best describes how the Main
Character needs to grow?
Mental Sex What is the Main Character's Mental Sex?
PLOT DYNAMICS APPRECIATIONS:
Action or Decision Which best describes the feel of the story?
Timelock or Optionlock
What is the type of limit that brings the
story to a resolution?
Success or Failure Which best describes how the efforts in
the story resolve?
Good or Bad What is the story's outcome shown to be?
OBJECTIVE STORY APPRECIATIONS
Obj. Story Domain
C Locate the domain in which the objective
story takes place
Obj. Story Concern
T Locate the area of concern in the objective
story
Obj. Story Range
V Locate the objective story's thematic focus
Obj. Story Problem
E Locate the source of the objective story's
problems
Obj. Story Solution
E Locate the solution to the objective story's
problems
Obj. Story Focus
E Locate where attention is focused in the
objective story
Obj. Story Direction
E Locate the direction of efforts in the
objective story
Obj. Story Catalyst
V Locate the item that acts as the catalyst to
move the objective story forward
Obj. Story Inhibitor
V Locate the item that impedes the objective
story's progress
Obj. Story Stipulation
T Locate the standard by which progress is
measured in the Objective Story
ADDITIONAL OBJECTIVE STORY APPRECIATIONS
Story Goal T Locate the common goal of the objective
characters
Story Consequence
T Locate the area that best describes the
result of failing to achieve the goal
Story Costs T Locate the area that best describes the
costs incurred while trying to achieve the
goal
Story Dividends
T Locate the area that best describes the
dividends accrued while trying to achieve
the goal
Story Requirements
T Locate the area that best describes the
requirements that must be met prior to
achieving the goal
Story Prerequisites
T Locate the area that best describes what is
needed to meet the story requirements
Story Preconditions
T Locate the area that best describes the
conditions imposed on meeting the story's
requirements
Story Forewarnings
T Locate the area that best describes the
imminent approach of the story
consequences
SUBJECTIVE STORY APPRECIATIONS
Subj. Story Domain
C Locate the domain in which the subjective
story takes place
Subj. Story Concern
T Locate the area of concern between the
Main Character and the Obstacle
Character
Subj. Story Range
V Locate the subjective story's thematic
focus
Subj. Story Problem
E Locate the source of the problems between
the Main Character and the Obstacle
Character
Subj. Story Solution
E Locate the solution to the problems
between the Main Character and the
Obstacle Character
Subj. Story Focus
E Locate where attention is focused in the
subjective story
Subj. Story Direction
E Locate the direction of efforts in the
subjective story
Subj. Story Catalyst
V Locate the item that acts as the catalyst
to move the subjective story forward
Subj. Story Inhibitor
V Locate the item that impedes the
subjective story's progress
Subj. Story Stipulation
T Locate the standard by which growth is
measured in the Subjective Story
MAIN CHARACTER APPRECIATIONS
MC Domain C Locate the domain in which the Main
Character operates
MC Concern T Locate the area of the Main Character's
concern
MC Range V Locate the Main Character's thematic
focus
MC Problem E Locate the source of the Main Character's
problems
MC Solution E Locate the solution to the Main
Character's problems
MC Focus E Locate where the Main Character's
attention is focused
MC Direction E Locate the direction of the Main
Character's efforts
MC Unique Ability
V Locate the item that makes the Main
Character uniquely able to achieve the
goal
MC Critical Flaw
V Locate the item that undermines the Main
Character's efforts
MC Stipulation
T Locate the standard by which the Main
Character judges the degree of their
concern
OBSTACLE CHARACTER APPRECIATIONS
OC Domain C Locate the dom | ||||||
