How to Use
This Book
“Life consists of small things, just your ego goes on saying these are small things. You would like some great thing to do—a great poetry. You would like to become Shakespeare or Kalidas or Milton. It is your ego that is creating the trouble. Drop the ego and everything is creative.”
–OSHO
Within these pages you will find 5 Dramatic Throughlines, 6 Conflict Types, 21 Genres, 11 Master Plot Structures, 55 Master Dramatic Situations, and several Research guidelines. In short, you will find all the assistance you need to be the architect of a wonderful yet unique story.
Throughout these chapters you will also find many questions to answer when developing your story. I present a lot of information in the form of questions to allow you the creative room to make your story unique, to make it from who you are as you answer these questions. Questions make you think, after all, and they get the creative juices flowing as you explore possibilities. I find this to be a much more effective teaching tool than espousing rules to be memorized and followed.
There are also sections on anti-structure stories such as Metafiction and Slice of Life. These sections may be challenging for some. I strongly encourage those who judge these types of stories as “wrong” or “lacking” to watch the film examples given.
When you grow up in a westernized culture, the traditional plot structure becomes so embedded in your subconscious that you may have to work hard to create a plot structure that deviates from it. Sometimes just watching a film created in another culture can be tough for westerners because it usually deviates from the traditional westernized Aristotelian structure.
Understand this and keep your mind open when reading these sections. Just because a piece doesn’t conform to the model you are used to does not make it bad or wrong.
Plot Driven vs. Character Driven
Since many new writers have a hard time understanding the difference between plot-driven and character-driven pieces, I want to go over it here before we get started since I use these terms many times throughout this book.
PLOT DRIVEN
In a plot-driven story the events of the story move the story forward and cause the character to react to those events. Characters are secondary to the plot. They act in accordance with the plot and do not create events or situations on their own.
In a sense, the plot takes over like a tornado. If a tornado suddenly comes through a town out of nowhere, the characters can’t stop it; they have to brace themselves and react to what ever happens around them. They don’t cause the tornado—the tornado causes them to react to it.
CHARACTER DRIVEN
In a character-driven story the character moves the story forward through action and choices. She initiates the events of the story and causes the events to happen. Each scene is instigated by the characters within it.
If a character chooses to stay home one day and work in her garden, no event or situation will stop her from doing so, but another character may try to make her feel guilty for it. This may cause her to decide not to garden, but it is totally her choice even if it seems like someone else is manipulating her.
If a tornado comes through town, the characters will always have the time needed to decide what to do. The focus is on the characters and how and why they make their decisions to stay or leave. These decisions have the power to move the plot in different directions. The characters have options and choices that affect the outcome.
INDEPENDENCE DAY VS. SIGNS
Think of the films Independence Day and Signs. Both are about aliens coming to take over Earth. At first glance this type of story may seem like a plot-driven story, pure and simple. It’s very high-concept.
But while the characters in Independence Day react to the events around them (plot driven), the characters in Signs create the events around them and are the main focus of the story (character driven). They even have issues and problems to deal with outside of the aliens coming to visit. They learn lessons from their experience and grow stronger as a family. The faith of Mel Gibson’s character plays a huge role in the film, and all characters are asked to confront deep issues about what is happening around them. I encourage you to rent both films to really understand the difference between plot-and character-driven stories.
Using This Book
Within this book are six decisions for you to make to create a wonderfully well-developed structure for your story. These six decisions are ones you have probably made before when writing a story but just weren’t conscious you were making them at the time. Now that you will be conscious of them, you can make more informed decisions and perhaps flesh out your story much more quickly when you know the right questions to ask yourself:
1. What Dramatic Throughline should I use?
2. What type of Conflict works best for my story?
3. Which Genre should I select?
4. What Structure Model works best?
5. How many Situations will I use?
6. How much Research should I conduct?
Selecting a Dramatic Throughline
A Dramatic Throughline is the main direction of the story. It is not the goal, story, or theme but the basic thrust of the plot. It asks the central question that keeps the reader reading.
Every time you come up with a story idea you already have decided on a Dramatic Throughline. You know if you want the main character to be successful or not; you just may not have known this was called a Dramatic Throughline or that there were other options available. Although most stories are about happy, successful characters, you can choose to have your characters fail in the end.
There are five types of Dramatic Throughlines:
1. The main character succeeds.
2. The main character is defeated.
3. The main character abandons his goal.
4. The main character’s goal is undefined.
5. The reader creates the goal.
Even if the story you are working on is plot driven, the Dramatic Throughline is still all about the character and his goal.
Jurassic Park is very plot driven, yet it is the characters’ goal of surviving that keeps the story alive.
There would be no story at all without characters. The character’s goal is in direct relationship to the plot. The goal is either conceived by the character (character driven) or the goal is pushed upon the character by the plot (plot driven), but either way it is still the character’s goal.
Selecting a Conflict
Once you know your Dramatic Throughline you can then select the Conflict you would like to predominately use throughout your story.
Conflicts sustain and reinforce the theme. There are six Conflicts:
1. Relational Conflict
2. Situational Conflict
3. Inner Conflict
4. Paranormal Conflict
5. Cosmic Conflict
6. Social Conflict
Conflict, at its core, is the opposition of forces that serve to advance the plot. It can be between people, about ideas, or from natural or man-made circumstances. In some stories and even individual scenes, several different types of Conflict are present at the same time:
Perhaps a young man wants to move away from his family and they are very upset with him about it (Relational Conflict). He is torn by feelings of guilt about his decision (Inner Conflict). He wants to move in with his girlfriend but the society he lives within shuns such a thing (Societal Conflict) and so does his religion (Cosmic Conflict).
Selecting a Genre
Twenty-one Genres are listed, beginning on page twenty, to help you decide what type of Genre, or combination thereof, would be best for your story. Perhaps you have had one type of Genre in mind and now find a different one more suited to your story. The choice of Genre will greatly influence your story. Think of dark comedies, for example: When a serious, often morbid horror story is treated like a comedy, the whole feel and subtext of the story changes.
Selecting a Structure
Eleven Master Structures are outlined in detail for you to explore. The first six structures—Roller Coaster, Replay, Fate, Parallel, Episodic, and Melodrama—are more traditional in nature, closely following Aristotle’s three-act structure design.
The next two—Romance and Journey—are based on structure content rather than structure design. The beginning, middle, and end are there, but how they develop is the “content” difference.
The final three—Interactive Fiction, Metafiction, and Slice of Life—are somewhat anti-structure in design.
Selecting a Situation
Next you will find chapters on the 55 Dramatic Situations. As you will see in the introduction to this section, these are based on Georges Polti’s work, where he found thirty-six dramatic situations to use in plotting. An explanation on how I developed the additional nineteen situations will be found there.
These situations are used to add drama and spice to the often-lagging second act. They can be used as a story, subplot, or incident—whatever you need at the time.
Conducting Research
Finally you will see a section on Research that will help you make the most of the story you have created. Punching up the setting, tone, and character to full effect is what will make your story stand out from all the rest.
For example, instead of writing about a young man in a suit just starting his career, Research can lead you to write about a more specific type of character whose father grew up during the Great Depression and instilled a deep mistrust of financial institutions and the government into his son. Now we have some conflict brewing. Perhaps this mistrust comes into direct conflict with something his boss is asking him to do.
Together these six decisions will help you find new and interesting elements to add to your story.