Sunday, June 28, 2009

DO IT

This technique is fully described in the book The Art of Creative Thinking by Robert W. Olson and published by Perennial Library (ISBN 0-06-097051-0) 1980.



The name is based on the following abbreviation:
Define
Open
Identify
Transform
The pattern of the DO IT process emphasises the need to Define problems, Open yourself to many possible solutions, Identify the best solution and then Transform it into action effectively.
The ten DO IT catalysts, designed to help us creatively define, open, identify and transform, are...
  • Define
    • Mind Focus
    • Mind Grip
    • Mind Stretch
  • Open
    • Mind Prompt
    • Mind Surprise
    • Mind Free
    • Mind Synthesise
  • Identify
    • Mind Integrate
    • Mind Strengthen
    • Mind Synergise
  • Transform

The DO IT Process and Catalysts

The DO IT catalysts may be used effectively separately for quick problem solving, or together as a process when very importatn or difficult problems are to be solved. They are designed to accelerate and strengthen your natural creative problem-solving ability and to stimulate a large number of good, diverse ideas for solutions to your problems.

Write down a statement of the problem!

Define the problem carefully to make sure you are solving the real problem and to help engage your unconscius and conscious minds to the problem.
Mind Focus 1) Ask why the problem exists. This may lead to a broader statement of the problem.
2) Try to subdivide the problem into smaller problems. This may lead to a narrower restatement of the problem.
Mind Grip Write down at least three two-word statements of the problem objective. Select the combination of words which best represents the precise problem you want to solve. Use this to write a new, more optimal and effective restatement of the problem.
Mind Stretch List the goals, objectives and/or criteria which the solution of the problem is to satisfy. (Think of the obstacles which must be overcome.) Then stretch each goal, objective or criterion and write down any ideas which are stimulated.

Write down the most optimal statement of the problem

Open yourself to consider many diverse solution ideas. Delay judgment on ideas generated until the Identify step. First, list any ideas which are on your mind. Then....
Mind Prompt Ask other people with diverse backgrounds, knowledge and intelligence for solutions to your problem. Use their solutions as prompters for your own ideas.
Mind Surprise List ridiculous, laughable ideas. Use them to trigger more reasonably, possible usable solutions to your problem.
Mind Free Stimulate fresh ideas by forcing similarities between your problem and things wich aren't logically related to your problem.
1 - Write down the name of a physical object, picture, plant or animal.
2 - List its characteristics in detail
3 - Use the listed characteristics to stimulate insights into and ideas for the solution to your problem.
Mind Synthesise

Circle the best of ideas generated so far during the Define and Open steps

Identify the best solution to your problem and modify it until you are ready to transform your idea into action.
Mind Integrate Review your goals, objectives and/or criteria then trust your own gut-level feeling to select the best idea from the already circled ideas.
Mind Strengthen List the negative aspects of your idea. Be vicious! Try to positive the negatives. Then modify the solution to reduce the negative aspects.
Mind Energise Exaggerate the worst and best potential consequence which might result from the implementation of your solution. Modify your solution to minimise bad consequences and maximise good consequencxes. Proceed to the transformation step if you are sufficiently energised.

Carefully write down a statement of your final solution idea

Transform your solution idea into action. Use the DO IT process and catalysts again to help creatively solve the problem which you now have of "How to transform your solution idea into action."
Important Note: When time allows, take advantage of incubation (unconscious thinking) and research processes (find out what ideas have already been tried).
Most of our everyday personal and professional problems are solved in a few minutes or instantly. Therefore you will probably find it advantageous to use only one or a few of the catalysts at a time.



found here
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Tuesday, June 23, 2009

Archetypes by Tami Cowden

The following was found here

Hero Archetypes



The CHIEF
: a dynamic leader, he has time for nothing but work. He might have been born to lead, or perhaps he conquered his way to the top, but either way, he’s tough, decisive, goal-oriented. That means he is also a bit overbearing and inflexible. Think William Shatner in Star Trek; Harrison Ford in Sabrina, or Marlon Brando in The Godfather.

The BAD BOY: dangerous to know, he walks on the wild side. This is the rebel, or the boy from the wrong side of the tracks. He’s bitter and volatile, a crushed idealist, but he's also charismatic and street smart. Think James Dean in Rebel Without a Cause, Matt Damon in Good Will Hunting, Patrick Swayze in Dirty Dancing.

The BEST FRIEND: sweet and safe, he never lets anyone down. He's kind, responsible, decent, a regular Mr. Nice Guy. This man doesn't enjoy confrontation and can sometimes be unassertive because he doesn't want to hurt anyone's feelings. But he'll always be there. Think Jimmy Stewart in It’s a Wonderful Life, Adam Sandler in The Wedding Singer, Hugh Grant in Four Weddings & a Funeral, Kevin Spacey in American Beauty.

The CHARMER: more than a gigolo, he creates fantasies. He’s fun, irresistible, a smooth operator, yet not too responsible or dependable. He might be a playboy or a rogue, but he's doesn’t commit to a woman easily. Think Leonardo DiCaprio in Titanic, James Garner/Mel Gibson in Maverick, Don Johnson in Nash Bridges, Dustin Hoffman in Midnight Cowboy.

The LOST SOUL: a sensitive being, he understands. Tortured, secretive, brooding, and unforgiving. That’s this man. But he's also vulnerable. He might be a wanderer or an outcast. In work he's creative, but probably also a loner. Think Mel Gibson in Lethal Weapon, David Duchovny in The X-Files, Beast in Beauty and the Beast, Shrek.

The PROFESSOR: coolly analytical, he knows every answer. He’s logical, introverted, and inflexible, but genuine about his feelings. At work, he likes cold, hard facts, thank you very much, but he's also honest and faithful, and won’t let you down. Think Leonard Nimoy in Star Trek, Robin Williams in Flubber, Kelsey Gramner in Frasier, Russell Crowe in A Beautiful Mind.

The SWASHBUCKLER: Mr. Excitement, he’s an adventure. This guy is action, action, and more action. He's physical and daring. Fearless, he’s a daredevil, or an explorer. He needs thrills and chills to keep him happy. Think Antonio Banderas in The Mask of Zorro, Michael Douglas in Romancing the Stone, Harrison Ford in Raiders of the Lost Ark.

The WARRIOR: a noble champion, he acts with honor. This man is the reluctant rescuer or the knight in shining armor. He's noble, tenacious, relentless, and he always sticks up for the underdog. If you need a protector, he’s your guy. He doesn’t buckle under to rules, or and he doesn’t go along just to get along. Think Clint Eastwood in Dirty Harry, Russell Crowe in Gladiator, Mel Gibson in Braveheart.

Heroine Archetypes



The BOSS: a real go-getter, she climbs the ladder of success. This is a “take charge” female, who accepts nothing but respect. Reaching her goal post the most important thing in life to her, and she isn’t bothered by a few ruffled feathers along the way. Think Annette Bening in American Beauty, Candice Bergen in Murphy Brown, Cate Blanchett in Elizabeth.
The Seductress: an enchantress, she gets her way. This is a lady who is long accustomed to sizing up everyone in a room the minute she enters. Mysterious and manipulative, she hides a streak of distrust a mile wide and ten miles deep. Cynicism guides her every action, and her tough sense of survival gives her the means to do whatever is necessary to come out ahead. Think Liz Taylor in Cleopatra, Sharon Stone in Basic Instinct, Vivian Leigh in Gone With the Wind, Madonna in Evita.
The SPUNKY KID: gutsy and true, she is loyal to the end. She is a favorite of many writers, and for good reason. You can’t help but root for her. She’s the girl with moxie. She’s not looking to be at the top of the heap; she just wants to be in her own little niche. She’s the team player, the one who is always ready to lend a hand. Think Meg Ryan in Sleepless in Seattle, Melanie Griffith in Working Girl, Mary Tyler Moore in The Mary Tyler Moore Show, Whoopi Goldberg in Sister Act, Fiona in Shrek.
The FREE SPIRIT: eternal optimist, she dances to unheard tunes. Playful and fun-loving, she travels through life with a hop, skip and a jump, always stopping to smell the flowers and admire the pretty colors. She acts on a whim and follows her heart, not her head. Think Jenna Elfman in Dharma & Greg, Lucille Ball in I Love Lucy, Alicia Silverstone in Clueless.
The WAIF: a distressed damsel, she bends with the wind. She’s the original damsel in distress. Her child-like innocence evokes a protective urge in the beastliest of heroes. But don’t be fooled, because the WAIF has tremendous strength of will. She won’t fight back; she’ll endure. Think Judy Garland in the Wizard of Oz, Marilyn Monroe in The Misfits, Peta Wilson in La Femme Nikita, Demi Moore in Ghost, Halle Barry in Monster’s Ball.
The LIBRARIAN: controlled and clever, she holds back. She’s prim and proper, but underneath that tight bun lurks a passionate woman. Dressed to repress, she might be the know-it-all whose hand is always up in class, or maybe she is the shy mouse hiding in the library. Think Kathleen Turner in Romancing the Stone, Ellen Barkin in The Big Easy, Shelley Long in Cheers, Gillian Anderson in The X-Files.
The CRUSADER: a dedicated fighter, she meets her commitments. No shrinking violet, no distressed damsel, here. This lady is on a mission, and she marches right over anyone in her way. Tenacious and headstrong, she brushes off any opposition to her goal. Think Diana Rigg in The Avengers, Sigourney Weaver in Alien, Sarah Michelle Gellar in Buffy, the Vampire Slayer, Lucy Lawless in Xena, Warrior Princess.
The NURTURER: serene and capable, she nourishes the spirit. Not always Suzy Homemaker, this lady takes care of everyone. She is a wonderful listener, and a joy to have around, this heroine takes care of everyone. She’s serene, capable and optimistic. Think Michelle Pfeiffer in Ladyhawke, Alicia Nash in A Beautiful Mind, Julie Andrews in Mary Poppins.

Villain


The TYRANT: the bullying despot, he wants power at any price. He ruthlessly conquers all he surveys, crushing his enemies beneath his feet. People are but pawns to him, and he holds all the power pieces. Hesitate before getting in this man’s way – he’ll think nothing of destroying you.
The BASTARD: the dispossessed son, he burns with resentment. He can’t have what he wants, so he lashes out to hurt those around him. His deeds are often for effect – he wants to provoke action in others. He proudly announces his rebellious dealings. Don’t be fooled by his boyish demeanor – he’s a bundle of hate.
The DEVIL: the charming fiend, he gives people what he thinks they deserve. Charisma allows him to lure his victims to their own destruction. His ability to discover the moral weaknesses in others serves him well. Close your ears to his cajolery – he’ll tempt you to disaster.
The TRAITOR: the double agent, he betrays those who trust him most. No one suspects the evil that lurks in his heart. Despite supportive smiles and sympathetic ears, he plots the destruction of his friends. Never turn your back on him -- he means you harm.
The OUTCAST: the lonely outsider, he wants desperately to belong. Tortured and unforgiving, he has been set off from others, and usually for good cause. He craves redemption, but is willing to gain it by sacrificing others. Waste no sympathy on him - he’ll have none for you.
The EVIL GENIUS: the malevolent mastermind, he loves to show off his superior intelligence. Intellectual inferiors are contemptible to him and that includes just about everyone. Elaborate puzzles and experiments are his trademark. Don’t let him pull your strings – the game is always rigged in his favor.
The SADIST: the savage predator, he enjoys cruelty for its own sake. Violence and psychological brutality are games to this man; and he plays those games with daring and skill. Run, don’t walk, away from this man – he’ll tear out your heart, and laugh while doing it.
The TERRORIST: the dark knight, he serves a warped code of honor. Self-righteous, he believes in his own virtue, and judges all around him by a strict set of laws. The end will always justify his nefarious means, and no conventional morality will give him pause. Don’t try to appeal to his sense of justice – his does not resemble yours.
The BITCH: the abusive autocrat, she lies, cheats, and steals her way to the top. Her climb to success has left many a heel mark on the backs of others. She doesn’t care about the peons around her – only the achievement of her dreams matters. Forget expecting a helping hand from her – she doesn’t help anyone but herself.
The BLACK WIDOW: the beguiling siren, she lures victims into her web. She goes after anyone who has something she wants, and she wants a lot. But she does her best to make the victim want to be deceived. An expert at seduction of every variety, she uses her charms to get her way. Don’t be fooled by her claims of love – it’s all a lie.
The BACKSTABBER: the two-faced friend, she delights in duping the unsuspecting. Her sympathetic smiles enable her to learn her victims’ secrets, which she then uses to feather her nest. Her seemingly helpful advice is just the thing to hinder. Put no faith in her – she’ll betray you every time.
The LUNATIC: the unbalanced madwoman, she draws others into her crazy environment. The drum to which she marches misses many a beat, but to her, it is the rest of the world that is out of step. Don’t even try to understand her logic – she is unfathomable.
The PARASITE: the poisonous vine, she collaborates for her own comfort. She goes along with any atrocity, so long as her own security is assured. She sees herself as a victim who had no choice, and blames others for her crimes. Expect no mercy from her – she won’t lift a finger to save anyone but herself.
The SCHEMER: the lethal plotter, she devises the ruin of others. Like a cat with a mouse, she plays with lives. Elaborate plans, intricate schemes; nothing pleases her more than to trap the unwary. Watch out for her complex designs – she means you no good.
The FANATIC: the uncompromising extremist, she does wrong in the name of good. She justifies hers action by her intent, and merely shrugs her shoulders at collateral damage. Anyone not an ally is an enemy, and therefore, fair game. Give up any hope of showing her the error of her ways – she firmly believes you are wrong, wrong, wrong.
The MATRIARCH: the motherly oppressor, she smothers her loved ones. She knows what’s best and will do all in her power to controls the lives of those who surround her – all for their own good. A classic enabler, she sees no fault with her darlings, unless they don’t follow her dictates. Don’t be lured into her family nest – you’ll never get out alive.



CHARACTER

Screenplay writing is all about three major components - PLOT, THEME and CHARACTER. The following are notes on writing for CHARACTER and getting the best out of your script.

What makes a good character?


1) DRAMATIC NEED - What does he/she want, is going to get or going to achieve?
2) POINT OF VIEW - Ways the character views the world
3) ATTITUDE - Manner of opinion
4) CHANGE - Characters must change

FILM IS BEHAVIOR

The purpose of dialogue in screenplay writing
-Moves story forward
-Communicates facts and information to the reader
-Reveals character
-Establishes character relationships
-Makes your chracters real, natural and spontaneous
-Reveals the conflicts of the story and characters
-Reveals the emotional states of your characters
-Comments on the action
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The CHARACTERS' EMOTIONS define them as who they are; how they respond to things



EMOTIONS FALL INTO FOUR CATEGORIES
Mad, sad, glad, scared

Make sure to check out WILDsound's Screenplay Festival where you can submit your script and get it read in front of hundreds of industry people.



THE MAIN CHARACTER NEEDS A GOAL



CHARACTERS - need motivation - action - goals - a direction

If you don't know why a character is doing something, then it's tough for the AUDIENCE to get involved in the story and tough for you to sell and produce your screenplay.

IN ORDER FOR A GOAL TO FUNCTION WELL, IT HAS TO HAVE THREE MAIN REQUIREMENTS
1) Something must be at stake that convinces the audience that a great deal will be lost if the main character doesn't obtain the goal. Essential to the character's well-being.
2) Opponent - attaining the goal is not easy because someone else is intent on making sure the protagonist (main character, usually) doesn't achieve it.
3) Goal difficult to achieve so that the character changes while moving towards it. TRANSFORMATION - It will make demands of him. Character allows those changes to happen.


CONFLICTS



Characters FIGHT, SCRAP, ARGUE, PERSAUDE and try to force their point of view, their decisions, their actions on people who don't see things the same way.

INNER CONFLICT - Characters are unsure of themselves, or their actions, or even what they want. Can express through voice-over, and through talking with someone else.

SOCIETAL CONFLICT - Character is against a GROUP of people who represent society (political group, team, town leaders).

SITUATIONAL CONFLICT - Something happens suddenly. How to handle it - panic, become a leader. Could be a personal situation.

COSMIC CONFLICT - The character VS the supernatural force

Conflict is always used. It expresses power plays, disagreements, different points of view, different attitudes and philosophies and different overall objectives

Characters have attitudes about life. They take a stand about things.

ACTION is divided into two parts, the decision to act and the act itself

It is the job of the main character to drive the story forward with her actions.

She can SEARCH, INVESTIGATE, UNCOVER, OUTWIT, PLAN STATEGY, TRANSFORM OTHERS AND THEMSELVES, CREATE NEW ENVIRONMENTS, MANIPULATE, AVENGE THE RIGHT AND WRONG



CHARACTER FUNCTIONS


EVERY CHARACTER MUST HAVE A REASON FOR BEING IN THE SCREENPLAY


MAIN CHARACTER
-Does the ACTION
-Is responsible for moving the story along
-Is the focus of the film
-Is who the story is about - the person we're expected to follow

SUPPORTING ROLES
-Main character always needs help and support in accomplishing his goals
-The characters who stand with or against the main character
-THEY LISTEN, ADVISE, PUSH OR PULL, FORCE TO MAKE DECISIONS, CONFRONT, INVESTIGATE
-A confidante, trustworthy character
-A catalyst figure, to push the story and reveal information
-Sends the main character on the journey
-Every story has a catalyst figure
-Important to make them active so they push the story

CHARACTERS WHO ADD OTHER DIMENSIONS
-The characters who add something to the story
-Funny characters - comic relief
-A contrasting character to the lead
-Helps the viewer see the main character more clearly because of differences between the two

THEMATIC CHARACTERS
-Characters who serve to convey and express the theme of the film
-Convey their ideas through attitude, action and occasionally dialogue
-A writer's POINT OF VIEW character

MASS AND WEIGHT CHARACTERS
-The people who surround the powerful people in the script
-The right hand man to the MAIN CHARACTER
BALANCE - don't add too many, but make sure enough are added

MAKE SURE THAT INDIVIDUAL CHARACTERS ARE NOT PERFORMING THE SAME FUNCTION

ANY CHARACTER CONSISTS OF THREE BASIC FACTS

PHYSICAL MAKEUP - age, sex, appearance, disabilities
PERSONALITY - intelligence, emotional makeup and so on
BACKGROUND - everything that happened to the character prior to her appearance in the screenplay



CHARACTER IDENTIFICATION - AUDIENCE IDENTIFICATION



1. CREATE SYMPATHY FOR THE CHARACTER
-The audience feels sorry for the main character by making him the victim

2. PUT THE CHARACTER IN JEOPARDY
-The audience worries about the character by putting her into jeopardy

3. MAKE THE CHARACTER LIKEABLE
Three ways to do this
-Make the character a good or nice person
-Make the character funny
-Make the character good at what he does
Only when this is established can you can develop flaws in the character

4. INTRODUCE THE CHARACTER AS SOON AS POSSIBLE
-An ongoing THEORY in Hollywood is to introduce your hero within the first 10 pages

5. SHOW THE CHARACTER IN TOUCH WITH HIS OR HER OWN POWER
-Power holds a fascination for the audience
-Creates an identification on an almost fantasy level
-Money power, or power of being a leader
-Power to express her feelings no matter what
-Powers of seduction towards the opposite sex
-Audience loves people they wish they can be

6. GIVE THE CHARACTER FAMILIAR FLAWS AND FOIBLES
-The Woody Allen way

7. THE SUPERHERO
-Identifies with the audience on a fantasy level

8. PLACE THE CHARACTER IN A FAMILIAR SETTING

9. USE THE EYES OF THE AUDIENCE
-Audience only learns information as the hero learns it




A CHARACTER IS NOT A HUMAN BEING - A CHARACTER IS A WORK OF ART

A WRITER SHOULD KNOW HER CHARACTER BETTER THAN SHE KNOWS HER FRIENDS

REMEMBER TO LEAVE ROOM FOR THE ACTOR

FALL IN LOVE WITH YOUR CHARACTERS
-If you can't play them, don't write them

CHARACTER IS SELF KNOWLEDGE
-Look at life and take characters from it

.

SCENE DESIGN

SCENES are unified around DESIRE, ACTION, CONFLICT and CHANGE



Each scene has to be a minor, moderate, or major turning point

The effects of TURNING POINTS are fourfold:
SURPRISE
INCREASED CURIOUSITY
INSIGHT
NEW DIRECTION

You need to lead the audience into EXPECTATION, make them think they understand, then CRACK and open a SURPRISE

SURPRISE and CURIOUSITY always bring the audience into the story

Give the audience the pleasure of discovering life, pains and joys at a level - and in directions - they have never imagined

SETUPS/PAYOFFS
-Setup is layering-in knowledge
-Payoff is closing the gap and delivering the knowledge to the audience

THREE POINTS YOU NEED FOR THE AUDIENCE TO FOLLOW YOUR STORY


1) Empathy with the characters. We don't need to like them, but understand them and feel for them.
2) We must know what the character wants and let the character have it.
3) We must understand the values at stake in the character's life.

The more often the audience experiences something, the less effect it has.

EMOTION peaks and valleys rapidly in a great story. It's the catalyst for the PACE of the story.

THE LAW OF CONFLICT - Nothing moves forward in a story except through conflict.



As long as conflict engages our thoughts and emotions, we travel through the hours unaware of the VOYAGE that is leading us.

KNOW WHAT'S AT STAKE IN THE MOVIE - WHAT IS THE CONFLICT?

1) SURVIVAL - Many good films are about survival - human instinct - do-or-die situations. If you're into Hollywood scripts and stories, think about the top-grossing films of all time. 99 out 100 are stories with characters in DO-or-DIE situations.
2) SAFETY AND SECURITY - Need to find a secure/protected setting once again.
3) LOVE AND BELONGING - Someone longing for connection - wanting to feel LOVED.
4) ESTEEM AND SELF-RESPECT - Wanting to be looked up to, and be recognized for their skills.
5) THE NEED TO KNOW AND UNDERSTAND - Curiousity, and understanding how things happen and what they have to go through to get answers.
6) THE AESTHETIC - Trying to be connected with something greater than themselves - a higher power.
7) SELF-ACTUALIZATION - The characters need to express themselves - to communicate who they are. The audience roots for someone to succeed. A lot of comedies have this plot.

RAISING THE STAKES WHILE THE CHARACTER GOES AFTER THE GOAL: PRESSURE AND ROADBLOCKS

Parts of A Scene

A scene is an expression of essential conflict that advances the story. By adhering slavishly to this principle at all times, you will never have a flat or dull scene, nor will you ever have a scene which is merely expository. To understand the power of this statement, we must start with the essence of character – the forces that drive the character. These are the essential forces that shape the character’s choices. In screenwriting, choices are the only means of displaying character. Each character has a number of driving forces, often conflicting with each other. Various writers and commentators classify these forces differently. For our purposes, we will use the terms super-objective, story objective, scene objective and point of
view.
Super-objective = a character’s deep-rooted
goal, not to be confused with the specific goal of the story. Rather,
it is something which runs deeper and often outlives the specific
goal of the story. For example, an ex-con may seek to kill the man
who set him up (the character’s story objective), but
beneath that is a more important goal, to restore or maintain his
self-respect. That deeper goal is the character’s super-objective.
It informs all the character’s actions, even if it sometimes
runs afoul of his or her story objective. Other examples
may be the woman who wants to steal a baby (her story objective)
but what is really underneath it is her desire to have a family (her
super-objective.) The plot may have her trying to steal a
baby all the way through the story, but in the end, as she is carted
off to jail for kidnapping, she discovers she is pregnant. Despite
the catastrophe of her life (and the irony), she is happy because
she is achieving her super-objective. Of course, the author
may choose to make her unhappy because, although she is pregnant,
she may consider that having a baby in prison does not meet her super-objective,
namely, to have a family. The super-objective need not be
known to the character or the audience, but it must be known to the
writer who, as we will see below, will use it in determining every
action of the character.
NOTE: The term “Super-objective” is sometimes
used differently by different writers and dramatists. Sometimes, it
is used for what we are calling the story-objective. Sometimes,
it is used in a broader sense, similar to the way we use theme. In
this article, it is always used to mean the character’s deeper
goal.
Story Objective = a character’s specific
goal during the screenplay. For example, to save the girl, to steal
the money, to avenge the death, to bring the killer to justice, to
return to one’s regular life, to escape the law, etc. Unlike
the super-objective, this goal is typically a result of events
which occur in the first act of the screenplay and it is typically
resolved by the end of the screenplay. Keep in mind that, like the
super-objective, the objective may not be obvious or known
to the character. For example, in The Color of Money, Paul
Newman’s character believes he is on a journey to train and
exploit new raw talent (Tom Cruise). However, the talent leaves him
at the end of act two. Thereafter, he decides to compete in the pool
tournament himself. It takes a deeper analysis to see what his real
story objective was and an even deeper analysis to see his
super-objective. Like the super-objective, the story
objective
must be known to the writer.
Scene Objective = a character’s goal
in the specific scene. It could be getting past a guard, convincing
a friend to participate in a robbery, convincingly lying to a spouse,
climbing a sheer cliff, or sitting alone in a room for ten minutes.
Powerful scenes have only one scene objective for each character.
Typically, the scene objective is known to the character,
but not always. It should always be known to the writer.
Point Of View = the way in which the character
sees the world. This seminal concept is dealt with at length in
another article which should be fully considered. (Sorry - other article is also from old website, not posted yet. It’ll go up again in the next few weeks.) In short, it
is a filter through which the character runs perception and an ordinarily
unspoken position from which a character performs all acts. Examples
of points of view are “everyone in the world is out
to rip everyone else off”. In that case, each word and action
of the character comes from her belief that everyone is trying to
rip her off. Even if she never says it, it always informs her actions.
She looks at fruit longer than the next person, she rejects a gift
because “it must be a rip-off”, she is unable to evaluate
a business proposal because she is certain is has a hidden trap which
she is not seeing. There are infinite points of view available. A
few examples include “only the smart survive”, “I
am ugly and people are repelled to look at me” and “The
world owes me.” Typically, there is one point of view per character
and characters are rarely aware of their own points of view.
Each and every character has his or her own super objective,
story objective, scene objective (in each scene),
and point of view. Every choice of every character must be
informed by each of these forces and is a result of the interaction
of these forces. The writer must continually keep in mind the specific
forces guiding the character and allow the forces not only to inform
how a character behaves in each circumstance but to inform what circumstance
the writer puts the character in. Put another way, the writer must craft
each and every circumstance to test the character’s resolve with
respect to each of these forces. Do not ever put the character in neutral
circumstances which do not require resort to these forces to determine
outcome, not for an eighth of a page, not for a brief establishing shot, not even
for a single word of dialogue. Adhering to this extremely high standard
is one of the marks of a truly professional writer.
Before writing begins, the writer should make a serious and thoughtful
attempt to determine the super objective, story objective,
and point of view of each major character. However, as in any
creative effort, writing is a journey of discovery and the writer may
find that objectives and points of view emerge through the process of
writing itself. When this happens, and it always does, the writer must
re-address the story from the beginning and revise it so that all of
a character’s choices are a result of the interaction of these
forces. Often, this means discarding a favorite scene or line of dialogue.
Have courage, bite the bullet, make the change. You will come up with
other beautiful lines of dialogue. The writer must write in service
to the story as a whole or his or her scripts will always be mediocre.
The purpose for understanding the essential forces for each major character
is to allow the writer to ask and answer these questions in each circumstance:
(1) What is the character feeling and thinking at this exact moment?
In other words, what is his or her emotional state?
(2) What will the character do or say in this moment?
The informed inquiry into these two questions is essential to determining
action. It is not a light inquiry and it is often not an easy inquiry.
Excellent writing is hard work. The writer should not simply accept
the first answer that comes to mind, but probe the answer by examining
in light of each of the essential forces, trying a different answer,
analyzing it, and trying yet a different answer. For each possible choice,
the writer should consider its opposite as another possible choice.
Often, the opposite turns out to be much more powerful.
As stated above, each moment should be crafted so that, given the forces
acting on the character, he or she is tested in that moment. Often,
it will take approaching a moment from many different standpoints, experimenting
with different possibilities, until that one single moment is best crafted
to exploit the forces which shape the character and best reveal that
character’s choices. Each moment must push the character further
than the last, ever stretching the fabric of the character, creating
greater and greater pressure with each choice the character makes, until
the character surely must burst apart. It is only in that moment when
the character is stretched to his or her limit that he or she can learn,
change, grow, adapt, or be destroyed.
Given this framework for understanding the essence of character, we
return to the initial premise – the seminal principal which guarantees
engaging, powerful scenes. A scene is an expression of essential conflict
that advances the story. Looking at in pieces, we find “ an expression
of essential conflict” and “that advances the story”.
“Essential conflict” is a conflict which tests the character
in light of the essential forces shaping his or her choices. The character
can be alone, for example climbing the shear face of a cliff, or more
typically with other characters, for example trying to talk her way
out of hostage hold-up. However, in each case, the moment must be an
essential test of the character in terms of the essential forces. When
Clarice first confronts Hannibal in the classic scene from Silence
of The Lambs
(bottom of page 9 through page bottom of page
16), the conflict springs from the forces which drive each character.
For Clarice, these forces are: Super-objective = desire to
demonstrate her real worth beyond that of humble background; story
objective
= desire to apprehend the “Buffalo Bill”
serial killer; scene objective = to get Hannibal to help her;
Point of view = “If I adhere to my principals, I will
always prevail.” In this six page scene, Hannibal astutely preys
on exactly these forces in toying with Clarice. His insight into these
forces gives him his power. It is worth reading and rereading this scene
and considering the forces at work to understand how character creates
perfect scenes. Just as Clarice has forces at work, so does Hannibal.
His forces are just as essential to his action as are hers to hers.
Notice that in all scenes within a story, each character’s essential
forces remain constant except for the scene objective, thus
forcing each scene into a focused context in which it is supported both
before and after. A scene can never be saved after the fact; it must
work in the moment or it fails. However, the enjoyment of the scene
grows when subsequent scenes illuminate and clarify the essential forces
which created that scene. In this way, the entire story is wound tightly
around the interaction of the main characters’ essential forces
and these forces continuously drive the action to its ultimate climax
and resolution.
In a scene involving multiple characters, the writer must craft each
scene with reference to each of the character’s essential forces.
Internal conflict arises when circumstances test a character’s
essential forces, some of which themselves may conflict. External conflict
arises when one character’s essential forces conflict with another’s.
On the most superficial level, this occurs when characters have different
scene objectives. However, the writer should not be satisfied
there. Well crafted characters will collide on multiple levels –
conflicting super-objectives, story objectives and
points of view can all also come into play. When each choice
of each character is controlled by conflicting essential forces, sparks
ignite. Because these forces are essential, the characters care about
the conflict. Because the characters truly care, the reader also cares.
The characters seem to have authenticity and we find the scenes engaging.
Finally, in order for the scene to be effective, the essential conflict
must advance the story. Advancing the story means driving it towards
its ultimate conclusion on multiple levels. Although a scene must always
advance the plot towards the story’s ultimate conclusion, that
alone is not enough. It must also advance (1) each character by increasing
the tension between the character’s circumstances and his or her
essential forces and (2) the relationships between characters by deepening
the essential conflicts between them. It must also make these advancements
through essential conflict, in other words, by exploiting the essential
forces at work on each character. In this way, each scene presses each
character further and further, strains the relationships between the
characters even as it deepens their bonds, and ultimately brings us
to the point of maximum tension where meaningful growth or destruction
is possible.
A common pitfall of emerging writers is to rely on non-essential forces
to drive particular scenes forward without reference to the essential
forces. Doing so creates weak, wandering stories since readers and audiences
do not care much about non-essential forces acting on these characters.
While such a story moves logically forward, it does not engage at the
level of a competitive, professional screenplay. The audience cares
about the same things the characters care about, but the audience must
be shown what the character really cares about. Define the essential
forces acting on your character and stick with it through the entire
story.
Following these principals, doing the work that needs to be done, creating
choices by asking the questions that need to be asked, you can expect
perfect scenes which add up to a highly focused, engaging, professional
screenplay.

How to write a scene

1. Ask: What needs to happen in this scene?

Many screenwriting books will tell you to focus on what the characters want. This is wrong. The characters are not responsible for the story. You are. If characters were allowed to control their scenes, most characters would chose to avoid conflict, and movies would be crushingly boring.
The question is not, “What could happen?” or “What should happen?” It is only, “What needs to happen?” If you wrote an outline, this is the time to look at it.1 If you didn’t, just come up one or two sentences that explain what absolutely must happen in the scene.

2. Ask: What’s the worst that would happen if this scene were omitted?

Imagine the projectionist screwed up and accidentally lopped off this scene. Would the movie still make sense? If the answer is “yes,” then you don’t really need the scene, and shouldn’t bother writing it.
But it’s so dramatic! you say. But it’s so funny!
Tough. Put that drama or that comedy into scenes that are crucial to the movie.2 One thing you learn after a few produced movies is that anything that can be cut will be cut, so put your best material into moments that will absolutely be there when it’s done.

3. Ask: Who needs to be in the scene?

Scripts are often clogged with characters who have no business being there. But because words are small, it’s easy to overlook that “Haversmith” hasn’t said or done anything for five pages. And sadly, sometimes that’s not realized until after filming.3

4. Ask: Where could the scene take place?

The most obvious setting for a scene is generally the least interesting, so don’t be too quick to set your scene in the police bullpen, a living room, or a parking garage. Always consider what the characters could be doing, even if it’s not directly related to the focus of the scene. A father-and-son bonding moment at a slaughter house will play differently than the same dialogue at a lawn bowling tournament.

5. Ask: What’s the most surprising thing that could happen in the scene?

Give yourself permission to step away from your outline and consider some wild possibilities. What if a car smashed through the wall? What if your hero choked and died? What if a young boy vomited up a finger?
Most of your scenes won’t have one of these out-of-nowhere aspects. But your movie needs to have a few moments that are completely unexpected, so always ask yourself, could this be one of them?

6. Ask: Is this a long scene or a short scene?

There’s nothing so dispiriting as writing a great three-page mega-scene and realizing that you could have accomplished just as much in two-eighths of a page.4 So ask yourself up front: How much screen time am I willing to give to this scene?

7. Brainstorm three different ways it could begin.

The classic advice is to come into a scene as late as you possibly can. Of course, to do that, you really need to know how the previous scene ended. There’s often a natural momentum that suggests what first image or line of dialogue would be perfect to open the scene. But don’t stop at the first option. Find a couple, then…

8. Play it on the screen in your head.

At least 50% of screenwriting is simply sitting there with your eyes closed, watching the unwritten scene loop in your head. The first couple of times through, it’s really rough: a blocking rehearsal. But eventually, you start to hear the characters talk to each other, and the vague motions become distinct actions. Don’t worry if you can’t always get the scene to play through to the end — you’re more likely to find the exit in the writing than in the imagining.
Don’t rush this step. Let the scene percolate. Mumble the dialogue. Immerse yourself as fully into the moment as you can.

9. Write a scribble version.

A “scribble version” is essentially a cheat sheet so you’ll remember the great scene you just saw in your head. Don’t write sentences; don’t write full dialogue. It shouldn’t take more than five minutes. Just get the bare minimum down so that you won’t forget the scene in the next hour as you’re writing it.
I generally hand-write a scribble version in tiny print — sometimes literally on the back of an envelope — but you can also type. This is what a scribble version consists of for me:
  • DUNCAN waiting edge of seat
  • ITO
  • I was one of the doctors who worked on your wife
  • accident
  • injuries severe, trauma team, sorry, couldn’t save her
  • (sits, reflex)
  • nature of injuries, concern fetus wouldn’t survive in utero. paramedic able deliver caesarian boy healthy
  • (nodding not hearing)
  • nurse can take you to see him, know a lot to handle
  • what
  • a lot to handle
  • take me to see him?
  • yes
  • see who?
  • your son. paramedic was able to
  • (grabs clipboard)
  • I know this may seem
  • My wife wasn’t pregnant
  • Your wife didn’t tell you…
  • My wife has never been pregnant. been trying three years. fertility clinic last week
  • I examined the baby myself. nearly at term.
  • I don’t know whose baby, not hers.
It’s kind of a mess, and really wouldn’t make sense to anyone but me — and only shortly after I wrote it. But that doesn’t matter. The scribble version is only there so you don’t get lost or confused while writing the full version of the scene. Yes, it’s finally time to…

10. Write the full scene.

If you typed up the scribble version, don’t just try to fatten it out. Start clean. The scribble version is deliberately crappy, and rewritten crap is still crap.
The scribble version is your outline for the scene. Yes, allow yourself the chance to detour from your scribble version if a truly better idea comes along. But if you’ve really spent the time to play it through in your head (#8), it’s probably on the right track already.
Depending on the nature of the scene, getting the dialogue right may be most of the work. Regardless, focus on choosing the best words to describe the characters, the action and tone, so your readers will see the same scene in their heads.
  1. Repeat 200 times. ===
    1. I’m neither pro nor anti-outline. They can be a useful way of figuring out how the pieces might fit together. They’re nearly essential in television, where many minds need to coordinate. But sticking too closely to an outline is dangerous. It’s like following Google Maps when it tells you to take Wilshire.
    2. Do my own scripts hold up to this (admittedly harsh) standard? Yes, largely, but feel free to correct me where you disagree. Big Fish has quite a few meanders and detours, but that’s very much on-topic — it’s the reason the son is so frustrated.
    3. As an example: Kal Penn in Superman Returns. He’s basically an extra.
    4. Scenes are measured in eighths. You really do say two-eighths, not one-quarter.

Character Archetypes by diaskeaus

  1. Willing Hero -- King Arthur; Leelu from The Fifth Element; Hercules
  2. Unwilling Hero -- Bilbo Baggins from The Hobbitt, Phillipe Gaston from Ladyhawke
  3. Cynical Anti-hero -- Han Solo from Star Wars
  4. Tragic Anti-hero --Lestat from Ann Rices' Vampire Chronicles; Darth Vader from Star Wars
  5. Group-oriented Hero -- CuChulainn from Irish myth.
  6. Loner Hero --Indiana Jones, Xena from Xena: Warrior Princess
  7. Catalyst Hero -- Any mentor (s/he's the hero of their own stories)
  8. Dark Mentor -- anti-heroic character, the inversion of heroic values
  9. Fallen Mentor -- characters who are having difficulty with their own heroic journey
  10. Continuing Mentor -- recurring characters in a series of stories
  11. Multiple Mentors -- a hero may have more than one Mentor, learning a new skill from each one
  12. Comic Mentor -- often a type of advising sidekick to the Hero
  13. Shaman -- helper who aids the Hero in seeking a guiding vision to help him/her on the journey
  14. The Herald -- Herald characters issue challenges and announce the coming of significant change
  15. The Threshold Guardian -- Threshold Guardians protect the Special World and its secrets from the Hero, and provide essential tests to prove a Hero's commitment and worth
  16. Shapeshifter -- The Shapeshifter's mask misleads the Hero by hiding a character's intentions and loyalties
  17. Trickster -- Tricksters relish the disruption of the status quo, turning the Ordinary World into chaos with their quick turns of phrase and physical antics
  18. Fool -- In Europe, the court jester was not necessarily a simpleton, and in fact, often served to remind the monarch of his own folly and humanity
  19. Shadow -- the Shadow represents the energy of the dark side, the unexpressed, unrealized, or rejected aspects of something
  20. The Anima/Animus -- form generally reflects either the condition or the needs of our soul presently
  21. The Divine Couple -- The opposites of the outer and the inner life are now joined in marriage
  22. The Child -- The Child Archetype is a pattern related to the hope and promise for new beginnings
  23. The Self -- The Spirit descends as a Dove upon Jesus in the wilderness (example), true self
  24. The Magician -- He once was ignorant but through the experience of taking the Fool's "step of faith" over the edge and into the unknown he has made a decision to master the Four Elements and therefore seek to balance his personal Karma
  25. The Virgin/Maiden/High Priestess -- She is the guardian of the Mystery Temple of Solomon; Protectress of the Secret Wisdom that lifts human consciousness from the depths of materialism to the heights of illumination
  26. The Empress -- She is the image of Fertility; the creative Life Force that perpetuates the continuity of life forms on the planet; She is Mother Nature; guardian of the natural process and rhythms of growth and procreation
  27. The Authority/Emperor (King, Chief, Leader) -- He is the representative image of Father Time; in charge of the seed and the withdrawal of the Life Force when the period of Life is done
  28. The Medicine Woman/Hierophant -- This Archetypal Figure represents the external Form and function of the internal Mysteries; The Hierophant stands as a barrier to those who are yet unable to comprehend the True creative Life principles and therefore the External Teaching is all that they receive. However, if they can pass beyond the Form via choice to join the Spirit of Illumination radiating from within their Souls then the High Priestess is waiting to reveal the heretofore hidden Mysteries inscribed in the Scroll she is holding in reserve for those who are truly ready
  29. The Hermit -- His search has led him to the Summit of his own perfection. Now, from this great height he can see 360 degrees without obscuration. His Lantern is held high as an inspiration to all who aspire to attain the Wisdom which he has come to realize during the process of his own Soul journey. The isolation and abstinence image sometimes given to the Hermit is one of the past; a glimpse of his travels through the physical and emotional wasteland where the misrepresentations of life as seen through the perception of the Physical Plane have been experienced and eventually transcended. This Archetype passed through a period of solitude and alienation during this walk through the proverbial "Valley of the Shadow of Death" that could have driven him Mad had it not been for the Light in his Lantern penetrating the Darkness and illuminating his Soul thus granting him hope of deliverance. The Hermit has indeed been carried through this initiatory Journey via his unwavering Faith in the Universal Source who Teaches and Guides all of us internally. The Lantern which he carries symbolizes his inner Vision provided via his "Third Eye" (Candle) which grants this Archetypal traveler a keen sense of Spiritual insight
  30. The Wanderer (aka chariot) -- An invisible barrier stands between the mind of Man and the Mind of God, and this blinds the Charioteer, thus preventing his conscious realization of union with the Source, Victory in the material sense, on all levels. Mastery of the Elements, but not the Spirit which Guides them, therefore the Chariot rides in service to a higher authority even though the driver might presume that he is in complete control
  31. The Hunter/ Strongman (strength) -- The senses of sight, smell, hearing, taste, and touch are directed by the sixth sense, intuition, thus resulting in perfect Harmony
  32. The Judge (law, justice) -- The Dispensation of punishments and rewards according to the precepts of Karmic Law, which is represented on the Physical Plane by external legal systems: lawyers, courts, prisons, etc. However, it is the Spiritual workings of an involuntary nature of which this Archetype speaks
  33. The Weaver -- Temperance, i.e. the balanced management of Life taking all things in moderation, is the means of maintaining steady progress during humanity's long Search through Limitations of material existence for eventual Transformation into Divine Beings of Light
  34. Death (personification) -- Transformation via Dramatic Change, as symbolized by the image of physical Life being terminated and the Afterlife commencing. Therefore, a sudden pole reversal occurs, i.e. orientation or circumstances change is indicated. That which was the order of things has been totally shattered
  35. The Sacred Messenger/ The Giver
  36. The Hanged Man (meditation, suspension) -- Its symbolism points to divinity, linking it to the death of Christ in Christianity and the stories of Osiris (Egyptian mythology) and Mithras (Roman mythology). In all of these stories, the destruction of self brings life to humanity.
  37. The Devil -- The Devil is both the Ur-Adversary, and a tremendous source of strength. He represents nearly an inexhaustible source of energy. Battling him gives us strength. Submitting completely to him is ego-death.
  38. The Unity of the Universe -- continually changing universe. Here is the supreme unity of attainment and joy ruled by that incalculable factor - the element of luck; This ultimately manifests as the spiral progression of the unfolding Universe. The counterbalance of Night and Day, and to a greater extent passage of the Seasons, is indicated. However, more importantly, the Cycle of birth, death, and rebirth is depicted here. This is symbolic of the proverbial "Phoenix Principle."
  39. The Sacrificial Dance
  40. The Tower (Babel, falsity)
  41. The Star(s) -- People have always looked to the stars as a source of inspiration and hope. There is something about their twinkling light that draws us out of ourselves and up into a higher plane. When we turn our eyes heavenward, we no longer feel the distress of earth. The Star reminds one of the clear, high voice of a soprano. There is something otherworldly about it. All the harshness and density of everyday life has been refined away leaving only the purest essence. After being exposed to the Star, we feel uplifted and blessed.
  42. The Moon -- The Moon is the light of this realm - the world of shadow and night. Although this place is awesome, it does not have to be frightening. In the right circumstances, the Moon inspires and enchants. It holds out the promise that all one can imagine can be obtained. The Moon guides one to the unknown so one can allow the unusual into one's life.
  43. The Sun -- Throughout history, people have honored the Sun as the source of light and warmth. In the myths of many cultures, the Sun is a prominent god - full of vigor and courage. He is the vital energy center that makes life on earth possible.
  44. The Spirit World
  45. The World -- The World represents an ending to a cycle of life, a pause in life before the next big cycle beginning with the fool. The figure is at once male and female, above and below, suspended between the heavens and the earth. It is completeness.
  46. Ăœbermensch -- An Ăœbermensch, (sometimes "Overman", or "superman") is a term coined by philosopher Friedrich Nietzsche, in Thus Spoke Zarathustra (in German, Also sprach Zarathustra). He argues that a man can become an Ăœbermensch (homo superior; the common equivalent English translation would be 'super-human'; see below) through the following steps: 1. By his will to power, manifested destructively in the rejection of, and rebellion against, societal ideals and moral codes; 2. By his will to power, manifested creatively in overcoming nihilism and re-evaluating old ideals or creating new ones. 3. By a continual process of self-overcoming.
  47. Wise Old Man -- In works of fiction, this kind of character is typically represented by a kind and wise, older father-type figure who uses personal knowledge of people and the world, to help tell stories and offer guidance, that in a mystical way illuminate to his audience a sense of who they are and who they might become.
  48. The Puer Aeternus -- (Latin for "eternal boy"), e.g. Peter Pan


  49. Enneagrams:minor archetypes
  50. One: Reformer, Critic, Perfectionist [Anger]. This type focuses on integrity. Ones can be wise, discerning and inspiring in their quest for the truth. They also tend to dissociate themselves from their flaws and can become hypocritical and hyper-critical of others, seeking the illusion of virtue to hide their own vices. The One's greatest fear is to be flawed and their ultimate goal is perfection.
  51. Two: Helper, Giver, Caretaker [Pride]. Twos, at their best, are compassionate, thoughtful and astonishingly generous; they can also be prone to passive-aggressive behavior, clinginess and manipulation. Twos want, above all, to be loved and needed and fear being unworthy of love.
  52. Three: Achiever, Performer, Succeeder [Deceit]. Highly adaptable and changeable. Some walk the world with confidence and unstinting authenticity; others wear a series of public masks, acting the way they think will bring them approval and losing track of their true self. Threes fear being worthless and strive to be worthwhile.
  53. Four: Romantic, Individualist, Artist [Envy]. Driven by a fear that they have no identity or personal significance, Fours embrace individualism and are often profoundly creative. However, they have a habit of withdrawing to internalize, searching desperately inside themselves for something they never find and creating a spiral of depression. The angsty musician or tortured artist is often a stereotypical Four.
  54. Five: Observer, Thinker, Investigator [Avarice]. Believing they are only worth what they contribute, Fives have learned to withdraw, to watch with keen eyes and speak only when they can shake the world with their observations. Sometimes they do just that. Often, instead, they withdraw from the world, becoming reclusive hermits and fending off social contact with abrasive cynicism. Fives fear incompetency or uselessness and want to be capable above all else.
  55. Six: Loyalist, Devil's Advocate, Defender [Fear]. Sixes long for stability above all else. They exhibit unwavering loyalty and responsibility, but are prone to extreme anxiety and passive-aggressive behavior. Their greatest fear is to lack support and guidance. There are two types of sixes, phobic and counter phobic. Phobic sixes will have a tendency to run from or hide from what they fear, while a counter phobic six is more likely to attack or confront said fear.
  56. Seven: Enthusiast, Adventurer, Materialist [Gluttony]. Eternal Peter Pans, Sevens flit from one activity to another. Above all they fear being unable to provide for themselves. At their best they embrace life for its varied joys and wonders and truly live in the moment; but at their worst they dash frantically from one new experience to another, being too scared of disappointment to enjoy what they have.
  57. Eight: Leader, Protector, Challenger [Lust]. Eights worry about self-protection and control. Natural leaders, capable and passionate but also manipulative, ruthless and willing to destroy anything and everything in their way. Eights seek control over their own life and their own destiny and fear being harmed or controlled by others.
  58. Nine: Mediator, Peacemaker, Preservationist [Sloth]. Nines are ruled by their empathy. At their best they are perceptive, receptive, gentle, calming and at peace with the world. On the other hand they prefer to dissociate from conflicts and indifferently go along with others' wishes or simply withdraw, acting via inaction. They fear the conflict caused by their ability to simultaneously understand opposing points of view and seek peace of mind above all else.


  59. RPG Archetypes:
  60. (taken from Foxfire and Afira's Guide to Roleplaying, http://www.angelfire.com/tx/afira/archetypes.html)
  61. The Scholar: The scholar is perhaps the most underestimated type of individual that exists in character building. He can be extremely calculating, highly intelligent, rational, an excellent strategist, and extraordinarily... vain. After all, he has all this excess intelligence, why not spend a little on himself? Scholars are guided by the pursuit of knowledge and the usage and implimentation thereof. This can range from the trivial, to the extensive knowledge and inner workings of political culture, computer design, or magic lore. Of course, like the rest of the archetypes, he comes in many forms. Usually the stereotypical scholar spends 10 years in hermitville studying on his choosen craft, he wears the scholarly glasses, the slightly balding head with a bit of wildly unmanagable tufts of hair sticking out, the plain and unassuming clothes of someone living on the edge of financial existance, however, as roleplaying of this character becomes divergent from the typical Hollywood influences, many new types are becomming apparent. Jesters and technology or weapons gurus also fit into this catergory. Jesters for their high levels of intelligence and strong usage of, and technology or weapons gurus for the same reasons.
  62. The Soldier: Strong, willful, and looking for a fight, whether it be for profit, or to avenge the death of a loved one. One type of soldier encompasses those who seek to do justice in an evil and dark world: The rugged heroes who are strong in arm and wit, but have some fatal character flaw (dealing with the death of a loved one, pride or vanity, a weakness for damsels in distress...) that will be the end of them if they don't figure out how to solve it. Another type refers to those who always use sheer force to solve any problem. Big, hairy, and usually extraordinarily stupid, these individuals are almost always hopeless at accomplishing complex tasks. Still others might seek to cause destruction or chaos to appease a higher entity or leader. Persons of action, and extreme calculation, these people tend to make fantastic villains. Overall, the soldier class of characters seek to force their will on the world, directly, or indirectly.
  63. The Politician: The politician archetype usually encompasses the most diverse groupings of individuals: Poets, Rogues, and of course, Politicians. The Poet is the hopeless romantic that is usually more skilled with his instrument of choice, rather than sheer brute force. The instrument can range from musical lyres, lutes, and the like, to the musical sound an axe or gun makes when going through flesh. They are socially capable of holding conversations, but most people tend to view them as lost or dreamy souls. They tend to be stereotyped with the thin, wiry, tall, and dreamy; however, the jovial, heavy-set drunkard leaning on a wall with his mug of ale is just as susceptible to being a Poet. A Rogue is the strongly misunderstood man of the moment. Usually an attention getter striving to better himself at his trade or skill, the rogue is a drifter, never really settling down with someone or something. This could be caused by profession, reputation, or self-inflicted torture. Impulsive activity mixes with the common traits of exceptionally specialized skills in one or more areas, high levels of reflex, agility, and intelligence. They could potentially be very dangerous given the right circumstances, or alignment, for example, the Great Rogue himself-Robin Hood. Politicians are exactly as their name implies-great talkers who love to listen to the sound of their own voice. Rather than facing conflict, they seek to beguile, distract, and utilize words to walk around it. Usually they are highly intelligent with strong social skills, specifically dominate, persuade, or manipulate.
  64. The Priest: Priests, Clerics, Necromancers, Fortune-tellers, Mediums, and anything else dealing with the spiritual and supernatural world fall into this genre. These types of characters usually come in the most unlimited range of styles, body types, and personalities, as the effects of dealing with the spiritual or supernatural may have odd effects on someone's psyche and physical appearence. Your average neighborhood Catholic Priest heavy in the midsection, could mingle with your thin teenage punk kid who has more than a few run-ins with walking zombies-and won. These individuals are either guided, aided, cursed, or replused by an driving force in their lives, and a sense that something bigger than them exists. Hunters that seek out supernatural creatures to kill for their own means portray aspects of the priest as well, as they seek to impose a vision of the world without those creatures. The priest is above all a visionary-he can see something that no one else can, and through his faith-in himself, or something higher-everything he sees will be accomplished.

  65. Combinations: To some extent, gypsies fit all of these profiles and work as a good combination. Very intelligent jesters at heart(Scholar), without a sense of the limits of their own physical property, mixed with a bit of old world swindling, story-telling, and pan-handling(Politician), perhaps guided by an overwhelming guiding force that lets them see the words, "I'm naive, steal from me." in bold letters on someone's forehead(Priest), and take advantage of the situation for their own ends(Soldier).


  66. Chinese Zodiac Animal-types
  67. Rat: Essentially charming. Compassionate. Renowned for thrift and love of family, at times rather superficial.
  68. Ox: Calm, patient, studied character. Takes things slow, steady pace. At times rather dictatorial. Always industrious.
  69. Tiger: Very warm, loving. Independent minded. Pays scant regard for other's feelings while pursuing fun and freedom.
  70. Rabbit: Also know as the Cat or Hare. Very sensitive soul. Loves spending time at home. Although quiet and discreet, still ambitious. Self-indulgent.
  71. Dragon: Charismatic and colorful. Wants to be center of attention. Very arrogant.
  72. Snake: High moral principles, mostly when applied to other. Sophisticated and charming. More than meets the eye.
  73. Horse: Confident and proud. Prone to erratic behavior. Heart is in right place. Scatty.
  74. Goat: Sensitive, creative and multitalented. Eccentric. Much Fortitude. Loves to be loved, hates to be pushed.
  75. Monkey: Wily and cunning. Ignores regimented rules. Free spirit.
  76. Rooster: Brave and enthusiastic. Notoriously picky. Highly intelligent. Rarely has wool pulled over its eyes.
  77. Dog: Honest, loyal, sincere. Believes in justice for all. Fights for principles. Sometimes bad tempered, self-righteous.
  78. Boar: Will do anything for anybody. Model of sincerity and honor. Occasionally fits of rage. Self-sacrificing and altruistic.


  79. Carolyn Myss's Archetypes:
  80. Included are many repeats, but kept for the sake of keeping her list whole
  81. Addict (Conspicuous Consumer, Glutton, Workaholic--see also Gambler)
  82. Advocate (Attorney, Defender, Legislator, Lobbyist, Environmentalist)
  83. Alchemist (Wizard, Magician, Scientist, Inventor--see also Visionary)
  84. Angel (Fairy Godmother/Godfather)
  85. Artist (Artisan, Craftsperson, Sculptor, Weaver)
  86. Athlete (Olympian)
  87. Avenger (Avenging Angel, Savior, Messiah)
  88. Beggar (Homeless person/ Indigent)
  89. Bully (Coward)
  90. Child (Orphan, Wounded, Magical/Innocent, Nature, Divine, Puer/Puella Eternis, or Eternal Boy/Girl)
  91. Clown (Court Jester, Fool, Dummling)
  92. Companion (Friend, Sidekick, Right Arm, Consort)
  93. Damsel (Princess)
  94. Destroyer (Attila, Mad Scientist, Serial Killer, Spoiler)
  95. Detective (Spy, Double Agent, Sleuth, Snoop, Sherlock Holmes, Private Investigator, Profiler--see also Warrior/Crime Fighter)
  96. Dilettante (Amateur)
  97. Don Juan (Casanova, Gigolo, Seducer, Sex Addict)
  98. Engineer (Architect, Builder, Schemer)
  99. Exorcist (Shaman)
  100. Father (Patriarch, Progenitor)
  101. Femme Fatale (Black Widow, Flirt, Siren, Circe, Seductress, Enchantress)
  102. Gambler
  103. God (Adonis, see also Hero)
  104. Gossip (see also Networker)
  105. Guide (Guru, Sage, Crone, Wise Woman, Spiritual Master, Evangelist, Preacher)
  106. Healer (Wounded Healer, Intuitive Healer, Caregiver, Nurse, Therapist, Analyst, Counselor)
  107. Hedonist (Bon Vivant, Chef, Gourmet, Gourmand, Sybarite--see also Mystic)
  108. Hero/Heroine (see also Knight, Warrior)
  109. Judge (Critic, Examiner, Mediator, Arbitrator)
  110. King (Emperor, Ruler, Leader, Chief)
  111. Knight (see also Warrior, Rescuer)
  112. Liberator
  113. Lover
  114. Martyr
  115. Mediator (Ambassador, Diplomat, Go-Between)
  116. Mentor (Master, Counselor, Tutor)
  117. Messiah (Redeemer, Savior)
  118. Midas/Miser
  119. Monk/Nun (Celibate)
  120. Mother (Matriarch, Mother Nature)
  121. Mystic (Renunciate, Anchorite, Hermit)
  122. Networker (Messenger, Herald, Courier, Journalist, Communicator)
  123. Pioneer (Explorer, Settler, Pilgrim, Innovator)
  124. Poet
  125. Priest (Priestess, Minister, Rabbi, Evangelist)
  126. Prince
  127. Prostitute
  128. Queen (Empress)
  129. Rebel (Anarchist, Revolutionary, Political Protester, Nonconformist, Pirate)
  130. Rescuer
  131. Saboteur
  132. Samaritan
  133. Scribe (Copyist, Secretary, Accountant--see also Journalist)
  134. Seeker (Wanderer, Vagabond, Nomad)
  135. Servant (Indentured Servant)
  136. Shape-shifter (Spell-caster--see also Trickster)
  137. Slave
  138. Storyteller (Minstrel, Narrator)
  139. Student (Disciple, Devotee, Follower, Apprentice)
  140. Teacher (Instructor, see also Mentor)
  141. Thief (Swindler, Con Artist, Pickpocket, Burglar, Robin Hood)
  142. Trickster (Puck, Provocateur)
  143. Vampire
  144. Victim
  145. Virgin (see also Celibate)
  146. Visionary (Dreamer, Prophet, Seer--see also Guide, Alchemist)
  147. Warrior (Soldier, Crime Fighter, Amazon, Mercenary, Soldier of Fortune, Gunslinger, Samurai)


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Archetypal Character


Some lit-theories classify archetypes by the role/purpose the character inhabits for the story. These classes are: Protagonist, Antagonist, Reason, Emotion, Sidekick, Skeptic, Guardian, and Contagonist.

Fantasy/Medieval Character Jobs or Occupations

Most people think of themselves in terms of their jobs. "I'm a veterinarian." "I'm a writer." Your characters probably do too. This is the list of medieval/fantasy jobs.
Actor
Advocate (lawyer)
Alchemist
Animal handler
Apothecary
Architect
Archer
Aristocrat
Armorer
Artisan
Artist
Astrologer
Baker
Banker
Barbarian
Barber
Bard
Barkeep
Barmaid
Beekeeper
Beer seller
Beggar
Blacksmith
Boatman
Bookbinder
Bookseller
Brewer
Brothel keeper
Buckle maker
Builder
Butcher
Caravan Leader
Carpenter
Cartographer
Chandler
Charioteer
Chatelaine
Chef
Chieftain
Chirurgeon
Clergy
Clerk
Clock maker
Clothworker
Commander
Concubine
Cook
Cooper
Copyist
Counselor
Courtesan
Courtier
Cowherd
Crossbowman
Cutler
Daimyo
Dairymaid
Diplomat
Distiller
Diver
Diviner
Domestic servant
Emperor/Empress
Eunuch
Explorer
Farmer
Fighter
Fisherman
Fishmonger
Footman
Furrier
Galley slave
Gardener
Geisha
Gladiator
Glovemaker
Groom
Guildmaster
Harness maker
Hatmaker
Hay merchant
Healer
Hearthwitch
Herald
Herbalist
Herder
Hermit
Highwayman
Hunter
Illuminator
Innkeeper
Interpreter
Inventor
Jailer
Jester
Jeweler
Jongleur
Judge
King
Knight
Laborer
Lady
Lady in Waiting
Leatherworker
Locksmith
Longbowman
Lord
Maidservant
Majordomo
Man at Arms
Mason
Masseur
Mercer
Merchant
Messenger
Midwife
Miller
Miner
Minstrel
Monk
Mortician
Mourner
Necromancer
Noble
Nun
Nurse
Old-clothes seller
Page
Painter
Pariah
Pastry cook
Peasant
Perfumer
Philosopher
Physician
Pigkeeper
Pilgrim
Plasterer
Potter
Priest/ess
Prince/ss
Professor
Pursemaker
Queen
Ranger
Ratcatcher
Ronin
Roofer
Ropemaker
Royal Adviser
Rugmaker
Ruler
Sailor
Samurai
Scabbard maker
Sculptor
Saddler
Scavenger
Scholar
Scrivener
Servant
Shaman
Shepherd
Ship's captain
Shoemaker
Silversmith
Slave
Slaver
Smith
Soldier
Sorcerer/Sorceress
Spice Merchant
Squire
Stablehand
Storyteller
Steward
Street kid
Surveyor
Swordsman
Sycophant
Tailor
Tanner
Tavernkeeper
Tax collector
Teamster
Thatcher
Thief
Tinker
Torturer
Town Crier
Trapper
Vendor
Vermin catcher
Village chief
Vintner
Viking
Warlock
Warrior
Water carrier
Weaver
Wetnurse
Wine seller
Witch
Wizard
Woodcarver
Woodcutter
Wood seller
Found Here

Contemporary Character Jobs or Occupations

Most people think of themselves in terms of their jobs. "I'm a veterinarian." "I'm a writer." Your characters probably do too. This is the list of contemporary jobs.
Accountant
Actor
Actress
Actuary
Advertising executive
Airline pilot
Airplane test pilot
Ambassador
Ambulance driver
Anthropologist
Appliance repairman
Archaeologist
Architect
Artist
Astrologer
Astronaut
Astronomer
Athlete
Attorney
Auctioneer
Auditor
Author
Auto mechanic
Babysitter
Baker
Bank president
Bank robber
Barber
Baseball player
Basketball player
Beautician
Bishop
Bookkeeper
Boxer
Bricklayer
Bum
Bus driver
Butcher
Cake decorator
Car salesman
Carpenter
Cartographer
Cashier
Cat burglar
CEO
Chauffeur
Chef
Chemist
Chiropractor
Circus performer
Clerk typist
Clergyman
Clown
College professor
Company President
Computer hacker
Computer programmer
Computer repairman
Construction worker
Cook
Correctional officer
Counselor
Cowboy
Dance teacher
Dancer
Daycare operator
Dental hygienist
Dentist
Designer
Detective
Dictator
Dietitian
Diplomat
Director
Dishwasher
Disk jockey
Ditchdigger
Diver
Doctor
Gynecologist
Pediatrician
Podiatrist
Surgeon
Economist
Editor
Electrician
Elevator operator
Engineer
Aerospace
Chemical
Civil
Electrical
Industrial
Mechanical
Metallurgical
Nuclear
Farmer
FBI Agent
Fighter pilot
Filmmaker
Firefighter
Fisherman
Football player
Forester
Funeral Director
Garbage man (sanitary engineer)
Gardener
Gas station attendant
General
Geographer
Geologist
Geophysicist
Golfer
Government Inspector
Graphic designer
Grocer
Gymnast
Handyman
Helicopter pilot
High school teacher
Historian
Homemaker
Horticulturist
Hotel maid
Housekeeper
Housewife/husband
Infantryman
Insurance Salesman
Interior designer
Inventor
Jailer
Janitor
Judge
Kindergarten teacher
King
Lab assistant
Landscape artist
Lawyer
Librarian
Linguist
Longshoreman
Mail carrier
Maitre' d
Medical technician
Meteorologist
Midwife
Miner
Minister
Model
Monk
Mortician
Movie star
Musician
News announcer
Newspaper reporter
Nun
Nurse
Occupational therapist
Paramedic
Parent
Parking attendant
Pharmacist
Photographer
Physical therapist
Physican Assistant
Physicist
Plumber
Policeman
Porn star
Postal worker
President
Priest/ess
Producer
Professor
Prospector
Prostitute
Publicist
Public Relations Specialist
Queen
Racecar driver
Radio announcer
Radioman
Realtor
Receptionist
Rock star
Rocket scientist
Roofer
Sailor
Sales clerk
Scientist
Sculptor
Secretary
Security Guard
Ski instructor
Skier
Spy
Statistician
Steelworker
Stewardess
Stonemason
Street sweeper
Student
Surveyor
Swimming instructor
Taxi driver
Teacher
Adult Education
Elementary
Secondary
Special Education
Televangelist
Tennis player
Tour guide
Toymaker
Truck driver
TV announcer
Unemployed
Used car salesman
Veterinarian
Waitress
Weatherman
Webmaster
Wrestler
Writer
Found Here

Character Feelings - Intensity

You can describe your character's feelings in more exact terms than just "happy" or "sad." Check these lists for the exact nuance to describe your character's intensity of feelings.
Intensity of
Feelings
HAPPY SAD ANGRY CONFUSED
High Elated
Excited
Overjoyed
Thrilled
Exuberant
Ecstatic
Fired up
Delighted
Depressed
Disappointed
Alone
Hurt
Left out
Dejected
Hopeless
Sorrowful
Crushed
Furious
Enraged
Outraged
Aggrivated
Irate
Seething
Bewildered
Trapped
Troubled
Desperate
Lost
Medium Cheerful
Up
Good
Relieved
Satisfied
Contented
Heartbroken
Down
Upset
Distressed
Regret
Upset
Mad
Annoyed
Frustrated
Agitated
Hot
Disgusted
Disorganized
Foggy
Misplaced
Disoriented
Mixed up
Mild Glad
Content
Satisfied
Pleasant
Fine
Mellow
Pleased
Unhappy
Moody
Blue
Sorry
Lost
Bad
Dissatisfied
Perturbed
Uptight
Dismayed
Put out
Irritated
Touchy
Unsure
Puzzled
Bothered
Uncomfortable
Undecided
Baffled
Perplexed
Intensity of
Feelings
AFRAID WEAK STRONG GUILTY
High Terrified
Horrified
Scared stiff
Petrified
Fearful
Panicky
Helpless
Hopeless
Beat
Overwhelmed
Impotent
Small
Exhausted
Drained
Powerful
Aggressive
Gung ho
Potent
Super
Forceful
Proud
Determined
Sorrowful
Remorseful
Ashamed
Unworthy
Worthless
Medium Scared
Frightened
Threatened
Insecure
Uneasy
Shocked
Dependent
Incapable
Lifeless
Tired
Rundown
Lazy
Insecure
Shy
Energetic
Capable
Confident
Persuasive
Sure
Sorry
Lowdown
Sneaky
Mild Apprehensive
Nervous
Worried
Timid
Unsure
Anxious
Unsatisfied
Under par
Shaky
Unsure
Soft
Lethargic
Inadequate
Secure
Durable
Adequate
Able
Capable
Embarrassed
Found Here