- Coherence is defined by the presence of certain Elements.
- It is a Quality issue.
- Consistency is defined by the intensity/rhythm at which these Elements are used.
- It is a Quantity issue.
- Coherence & Consistency form a Cohesion.
Summary – 6 steps to a Cohesive Story
- Create the Main Story.
- Write your Ending.
- Create 4 to 12 Characters.
- Link them through Stories.
- Let their Relationships evolve.
- Execute your Ending.
- Coherence should be checked in terms of :
- Character – Character Relationships
- Character – Environment Relationships
- Consistency should be checked in terms of :
- Character Evolution
- World’s Evolution
The Main Story
- 4 Themes
- In order to Create any Story you need 5 Words.
- The 1st Word will become the Title of the Story.
- The other 4 are the transcription of your Story’s Themes.
- They segment your Story in 4 distinct parts.
- The 4 Themes irradiate through your whole Story :
- 4 Characters.
- 4 Organizations.
- 4 Environments.
- 4 Items.
- Main Storyline
- How to make your more Cohesive?
- Start with The End.
- Beginning with the Story’s End give you a Clear trajectory.
- It makes the Story more readable for You, the Public & the Characters.
- It allows you to manage the Rhythm (Consistency) & the Content (Coherence) more easily.
- Then define 4 Phases.
- Having 4 clear phases give you more control over the Elements you’ll include.
- Define the Main Events of each Phase before hand.
- You only need 1 Main Event per Chapter.
- Which will become the Title of the Chapter.
- Once you’ve defined your 4 Main Events make use of the 8 Story types.
- Summarize your Story in 1 Phrase.
- Define the Main Goal of your Story in 1 Phrase.
- And stick to this Phrase.
- It’s the surest way to ensure your Story’s Cohesiveness.
- You will always be able to tell when to stray from this 1 Sentence.
- The End
- The End is what most people will remember.
- In order to make it memorable, make it simple.
- The Following Structure can be applied to any Scene :
- Define the Location.
- Describe the Atmosphere.
- Define which Characters are present.
- Establish the Stakes.
- Present the Issue/Crisis.
- Propose at least 1 mean of Resolution.
- An Outcome.
- And the Aftermath.
Stories | Issue – Discovery | Resolution – Discovery | Outcome – Discovery | I – Development | R – Development | O – Development | I – Conclusion | R – Conclusion | O – Conclusion |
Discovery | |||||||||
Collect | |||||||||
Transport | |||||||||
Defeat | |||||||||
Protect | |||||||||
Escape | |||||||||
Investigate | |||||||||
Negotiate |
If you want to know more about Summarizing Stories.
Main Characters & the Main Story
- Identity
- A Character’s Origin will influence her whole Story.
- By defining the Location she was born in you determine the Character’s Behavior traits.
- The Early Issues she had to face will model her Strengths & Weaknesses.
- The Character’s 1st Crisis should have a repercussion on her Story.
- Her Ideal fate has been imagined by a Relative through her Name & her Goal.
- The Character can choose to follow this Fate or diverge from it.
- Behavior
- The Characters Choices will impact her Strengths & Weaknesses.
- Her Strengths are developed in alignment with her Goal.
- She need skills to reach her Goal.
- Her Weaknesses are generated by the Issues she faced.
- This is truer for Weaknesses than for Strengths.
- Each Behavior trait’s development is a Story.
- Each Scene is an Opportunity for the Character to change.
- The Character’s Behavior will lead her to other Characters.
- Relationships
- Relationships generate Stories.
- It could be The Creation of a Relationship.
- It Evolution.
- Or its End.
- There are 3 Main ways Characters can evolve through their Relationships :
- Strengths attract Allies.
- Weaknesses are compensated by Allies.
- Weaknesses are exploited by Enemies or reinforced/corrected through interaction with them.
- Quirks
- Quirks have 1 Goal : make a Character Memorable.
- They diversify through the Character cast.
- Especially in the main group.
- 1-3 quirks per character should be enough.
- The Characters can Acquire new quirks through Stories.
- In the form of Gifts or Rewards.
- They could be Souvenirs from an enemy.
- They could be
- Or reinforce the symbolic Value of the Quirks
- They can Develop the Attachment to their quirks.
- If the Quirk is a Phrase, its meaning will evolve.
- If it’s a physical object, it can be altered or destroyed.
- Then the object itself can me mourn.
If you want to know more about Characters Balance.
2ndary Characters & the Main Story
- Identity & own Interest
- Every Character, they need Origins & a Goal.
- They should have their Own Issues.
- Which will conduce them to contact the Main Characters.
- Either asking for help.
- Or in order to fight them.
- Behavior & Reaction
- Characters need to Act.
- When they meet other Characters they will React.
- They can either feel Comfortable in their Presence.
- And develop feelings of Attraction, Amity or Admiration.
- They can either feel Uncomfortable.
- Leading to potential Crisis.
- And develop feelings of Repulsion, Disgust or Hatred.
- Each Encounter is a potential Story.
- Relationships
- The Outcome of each encounter depends on each Characters primary needs.
- Characters becomes Allies if they need help.
- They become Opponents if they intend to thwart one another.
- For each Character include 3 personal Relationships:
- The 1st should include a Relative.
- Another a potential Rival.
- And lastly an Enemy.
- Quirks
- Quirks also make Stories memorable.
- Through the Characters bearing them.
- Each Quirk should be linked to their Interest.
- 2ndary character only need 1 quirk each.
- Try to alternate between phrases, equipment & body features.
If you want to know more about 2ndary Characters.
Themes/Characters | Goal | Needs | Behavior | Quirks | Relationships | Role | Function | Class | World | Story 1 | Story 2 | Story 3 |
Character 1 | ||||||||||||
Character 2 | ||||||||||||
Character 3 | ||||||||||||
Character 4 | ||||||||||||
Character 5 | ||||||||||||
Character 6 | ||||||||||||
Character 7 | ||||||||||||
Character 8 | ||||||||||||
Character 9 | ||||||||||||
Character 10 | ||||||||||||
Character 11 | ||||||||||||
Character 12 |
Adapting the Main Story
- Limit the Number of Stories
- You need a Main Story.
- And 2-3 2ndary Stories.
- That’s it.
- If you plan on Twisting the Main Story…
- You need to start with a Simple frame.
- Cohesion is about Rhythm.
- And Rhythm is Contrast.
- All scenes need to follow a recurrent alternation of Strong & Weak elements.
- The Story will test your Characters.
- There will be moments of Silence & Rest.
- Punctuated by Crisis.
- Hidden Characters
- All Characters should be known.
- However, their true Role may remain hidden.
- These hidden Characters can be Helpful.
- They can grant gifts to the Character team.
- A Counterpart may be determined later on.
- Or they can be Hindrances.
- They can assault the Team.
- All of these interactions can be direct or indirect.
- Either way, the Team shouldn’t be able to determine why the hidden Character interacts with them.
- And are likely to conduce an Investigation to discover this One’s identity.
- Some Characters’ role will chance.
- These role Reversal are changes to make the Story evolve faster.
- Most reversals are motivated by Self-Preservation.
- Encounters
- Encounters Rhythm the Story.
- They are Operations performed in a specific order.
- Therefore, Encounters should be Diverse.
- Some Encounters will be peaceful other harmful.
- Encounters are meant to have variations in terms of :
- Intensity
- Difficulty
- Stakes
- Rewards
- Opponent types
- Opportunities
- Mean of Resolution
- Outcomes
- Success
- Loss
- Other?
- Aftermath