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A Tale Is A Statement

by Melanie Anne Phillips
creator StoryWeaver, co-creator Dramatica

Scroll down for a streaming video on this topic

Imagine the very first storyteller, perhaps a caveman sitting around a campfire. The first communication was not a full-blown story as we know them today. Rather, this caveman may have rubbed his stomach, pointed at his mouth and made a "hungry" sound.

More than likely he was able to communicate. Why? Because his "audience" would see his motions, hear his sounds, and think (conceptually), "If I did that, what would I mean?"

We all have roughly the same physical make-up, we make the assumption that we also think similarly. Therefore when that early man encoded his feelings into sound and motion, the others in his group could decode his symbolism and arrive back at his meaning.

Buoyed by his success in communication, our caveman expands his technique, moving beyond simple expressions of his immediate state to describe a linear series of experiences. For example, he might relate how to get to a place where there are berries or how to avoid a place where there are bears. He would use sign language to outline his journey and to depict the things and events he encountered along the way.

When our storyteller is able to string together a series of events and experiences he has created a tale. And that, simply put, is the definition of a tale: an unbroken linear progression.

We call this kind of tale a "head-line" because it focuses on a chain of logical connections. But you can also have a "heart-line" – an unbroken progression of feelings. For example, our caveman storyteller might have related a series of emotions he had experienced independently of any logistic path.

Tales can be just a head-line or a heart-line, or can be more complex by combining both. In such a case, the tale begins with a particular situation in which the storyteller relates his feelings at the time. Then, he proceeded to the next step which made him feel differently, and so on until he arrives at a final destination and a concluding emotional state.

In a more complex form, emotions and logic drive each other, fully entertwining both the head-line and hear-line. So, starting from a particular place in a particular mood, driven by that mood, the storyteller acted to arrive at a second point, which then made him feel differently.

The tale might be driven by logic with feelings passively responded to each step, or it might be driven completely by feelings in which each logic progression is a result of one’s mood.

And, in the most complex form of all, logic and feelings take turns in driving the other, so that feelings may cause the journey to start, then a logical event causes a feeling to change and also the next step to occur. Then, feelings change again and alter the course of the journey to a completely illogical step.

In this way, our storyteller can "break" logic with a bridge of feeling, or violate a natural progression of feelings with a logical event that alters the mood. Very powerful techniques wrapped up in a very simple form of communication!

We know that the human heart cannot just jump from one emotion to another without going through essential emotional states in between. However, if you start with any given emotion, you might be able to jump to any one of a number of emotions next, and from any of those jump to others. But you can’t jump to all of them. If you could, then we all just be bobbing about from one feeling to another. There would be no growth and no emotional development.

As an analogy, look at Freud’s psycho-sexual stages of development or consider the seven stages of grief. You have to go through them in a particular order. You can’t skip over any. If you do, there’s an emotional mis-step. It has an untrue feeling to the heart.

A story that has a character that skips an emotional step or jumps to a step he couldn’t really get to from his previous mood it will feel wanky to the audience. It will feel as if the character started developing in a manner the audience or readers can follow with their own hearts. It will pop your audience or readers right out of the story and cause them to see the character as someone with home they simply can’t identify.

So the idea is to create a linearity. But doesn’t that linearity create a formula? Well it would if you could only go from a given emotion to just one particular emotion next. But, from any given emotion there are several you might jump to – not all, but several. And from whichever one you select as storyteller, there are several more you might go to next.

Similarly with logic, from any given situation there might be any one of a number of things that would make sense if they happened next. But you couldn’t have anything happen next because some things would simply be impossible to occur if the initial situation had happened first.

Now you can start from any place and eventually get to anywhere else, but you have to go through the in-betweens. So as long as you have a head-line and/or a heart-line and it is an unbroken chain that doesn’t skip any steps, that constitutes a complete tale.

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Highlights from Dramaticapedia
Your Story Structure
Encyclopedia:

Books:

bulletDramatica Theory Book
bulletThe Lost Theory Book
bulletDramatica Dictionary

   Videos:

bulletDramatica Unplugged
bulletStoryWeaving Seminar
bulletDramatica Software Companion

   Audios:

bulletThe Dramatica Theory
bulletOrigins of the Dramatica Theory

   Collections:

bulletStory Development Tips
bulletCharacters
bulletPlot
bulletGenre & Theme
bulletNovel Writing & Screenwriting
bulletCreative Writing
bulletAuthor & Audience
bulletTwelve Essential Questions
bulletStoryforming Newsletter
bulletDramatica Software
bulletDramatica Theory
bulletDramatica Transcripts
bulletWhat Makes Dramatica Work?

   Topics:

bulletAuthor & Audience
bulletCommunication
bulletMessage
bulletPropaganda
bulletReception
bulletThe Story Argument
bulletVoice
bulletCharacters
bulletArchetypes
bulletBuilding Characters
bulletCharacter Dimensions
bulletCharacter Elements
bulletCharacter Growth
bulletCharacter Motivations
bulletComplex Characters
bulletHeroes & Villains
bulletMain Character
bulletObstacle Character
bulletProtagonist & Antagonist
bulletRelationships
bulletCreative Writing
bulletDramatica Software
bulletBrainstorming Features
bulletCharacter Features
bulletGeneral Features
bulletPlot Features
bulletStoryforming Tips
bulletThe Query System
bulletThe Story Engine
bulletTheme Features
bulletDramatica Theory
bulletStory Points
bulletConcepts
bulletUsing Dramatica Concepts
bulletStory Ideas
bulletExample Stories
bulletDefinitions
bulletDramatica Unchained
bulletDramatica's Origins
bulletThe Dramatica Chart
bulletGenre
bulletHow Dramatica Works
bulletNovel Writing
bulletPlot
bulletActs
bulletPlot Dynamics
bulletPlot Points
bulletScenes
bulletSignposts & Journeys
bulletPractical Tips
bulletQuick Tips
bulletScreenwriting
bulletStory Development
bulletAdaptations & Remakes
bulletWriting Synopses
bulletStory Physics
bulletStory Psychology
bulletStory Structure
bulletStorytelling
bulletStoryWeaver Software
bulletThe Story Mind
bulletTheme
bulletPremise
bulletThroughlines
bulletWelcome
bulletWriter's Block
bulletZen of Story Structure

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Copyright Melanie Anne Phillips - Owner, Storymind.com, Creator Storyweaver, Co-creator Dramatica