Over time, I’ve developed a set of phrases which have change into foundational to how I educate storytelling. Just a few I’ve coined myself, others I’ve tailored, and a few I’ve merely emphasised so incessantly they’ve change into intently related to my method to character arcs, story construction, and theme. Whether or not you’ve adopted my work by this weblog or my books and programs, chances are high you’ve come throughout many of those concepts and possibly even adopted them into your individual writing course of.
Again within the early days of Serving to Writers Grow to be Authors, I revealed a crowd-sourced glossary of normal writing phrases. That unique put up introduced in a wealth of contributions and changed into a collaborative useful resource I nonetheless level writers towards to today. However as my very own language and frameworks have advanced through the years, I spotted it was time for a brand new model that displays the precise instruments and ideas I educate most frequently and depend on in my very own work.
Within the sections beneath, you’ll discover a curated glossary of the core storytelling phrases I exploit all through my teachings. These embrace ideas just like the Lie the Character Believes, the Ghost, the Flat Arc, and lots of others you’ve seemingly seen referenced in my supplies. Relatively than alphabetizing them, I’ve grouped them in a tough chronology in order that should you learn them straight by, they construct to precise the massive image of my writing philosophy.
Whether or not you’re model new to writing or just on the lookout for readability on a few of the phrases I throw round recurrently, I hope this glossary serves as a useful reference and possibly even just a little inspiration! In case you’re in search of the definition of a writing time period you don’t see right here, remember to try the unique glossary of writing phrases, which comprises many extra useful descriptions.
In This Article:
The Final Writing Glossary of Ok.M. Weiland’s Phrases
Ideation & Outlining
Outlining
Outlining is the act of crafting a information to the overall construction, arc, and which means of a narrative—normally earlier than writing the primary draft. It’s typically used synonymously with the thought of “plotting” versus “writing by seat of your pants” (i.e., “pantsing”) or “discovery writing.” My method to the outlining course of is much less of a inflexible or skeletal plot construction and extra of a free-flowing brainstorming “out loud” course of through which the form of the story is totally explored earlier than shifting into the intricacies of writing the narrative within the first draft.
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Dreamzoning
Dreamzoning is “daydreaming on steroids,” a type of intense, purposeful daydreaming used to generate story concepts. Not like informal musing, dreamzoning makes use of centered creativeness to actively visualize scenes, characters, and eventualities. It’s a enjoyable, highly effective approach that permits your unconscious creativity to freely discover prospects. By setting apart time to “zone out” and vividly think about story moments, you may uncover inspiring ideas and options that may not floor by analytical brainstorming alone.
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Plot & Story Construction
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Hook
The Hook is the story’s opening query or curiosity that “hooks” readers’ consideration from web page one. The Hook units the tone and promise of the story, guaranteeing the viewers is invested from the very starting. It is usually the primary structural beat within the story—the primary “domino” within the line of dominoes that type the plot.
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Inciting Occasion
The Inciting Occasion is the essential turning level early within the story (normally midway by the First Act or across the 12% mark of the narrative) through which the protagonist first encounters the primary battle. It’s the Name to Journey (see beneath) that upsets regular life and thrusts the character towards the story’s central problem. That is the catalyst that first introduces the protagonist to the primary plot dynamic. The protagonist could not absolutely interact with the battle but, however the Inciting Occasion introduces the issue or alternative that may finally require a dedicated response. The Inciting Occasion is a pivotal turning level that units up every little thing to come back.
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Name to Journey
In case you divide the Inciting Occasion into two halves (as all main structural beats are divided), the Name to Journey represents the primary half, through which the protagonist is offered with a brand new alternative, problem, or “journey.” The Name to Journey symbolically asks the protagonist to step out of the Regular World and enter the fray of the plot. The Name to Journey establishes the stakes and promise of the journey to come back, even when the protagonist doesn’t instantly reply it.
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Refusal of the Name
The Refusal of the Name is the closing half of the Inciting Occasion, through which the protagonist reacts with hesitation or outright refusal to the Name to Journey. It highlights reluctance, worry, or attachments that make the protagonist initially proof against participating with the primary battle. For instance, the protagonist may doubt private capability, worry the unknown, or really feel obligated to stay within the Regular World. This second of refusal provides realism and stakes by displaying what the character stands to lose and that the approaching battle can’t be taken frivolously.
First Plot Level
The First Plot Level is the key turning level that ends the First Act (across the 25% mark) and propels the story into the Second Act. It’s usually known as a Threshold or Door of No Return as a result of it thrusts the protagonist into a brand new and irrevocable path. After this plot level, the protagonist enters the Journey World or principal battle within the Second Act, leaving the Regular World behind. The stakes are raised, the antagonist’s presence turns into clear, and the protagonist can not return to life because it was earlier than.
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Level of No Return
This beat represents the primary half of the First Plot Level. It refers back to the second when the protagonist turns into irrevocably dedicated to the battle. From right here, there isn’t a going again to the previous life. That is the place the protagonist metaphorically crosses a threshold into the primary story world or battle (both getting into a brand new setting or seeing the previous setting modified in some important manner). The Level of No Return ensures the protagonist can’t merely give up the battle. Circumstances or choices have now locked the character into pursuing the plot aim and confronting the antagonistic pressure.
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Key Occasion
Representing the second half of the First Plot Level, the Key Occasion is when the protagonist is absolutely drawn into the story’s principal battle. That is the place the protagonist absolutely “accepts the Name” and can’t flip again. Often, it’s a proactive determination on the character’s half in response to the typically involuntary occasions on the Level of No Return.
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First Pinch Level
The First Pinch Level is a vital structural turning level occurring within the first half of the Second Act (across the 37% mark). It emphasizes the specter of the antagonistic pressure, exhibits what’s at stake for the protagonist within the battle, and introduces essential new clues concerning the nature of the battle.
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Midpoint (Second Plot Level)
The Midpoint is the Second Plot Level in a narrative’s construction. It happens in the midst of the guide, midway by the Second Act, on the 50% mark. That is the place the protagonist experiences a Second of Fact, which permits a greater understanding of the antagonistic pressure and the exterior battle, in addition to the inner battle driving the character arc. It alerts a shift from the reactive section of the primary half into the lively section of the second half.
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Second of Fact
As the primary of the 2 beats that make up the Midpoint, the Second of Fact is a pivotal scene through which the protagonist is confronted by a revealing perception or actuality that challenges earlier beliefs or the Lie the Character Believes. Right here, the protagonist witnesses the story’s thematic Fact. For the primary time, the character sees issues as they honestly are, even when solely briefly or incompletely. This implies the character now understands one thing elementary that may set off a change in techniques or perspective. The Second of Fact serves because the pivot of the character’s interior arc. From right here on, the character will start to behave on this new data. The Second of Fact raises the emotional stakes by highlighting what’s at stake for the character internally.
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Plot Revelation
Whereas the Second of Fact focuses on a character-based or thematic perception, the Plot Revelation (because the second half of the Midpoint) emphasizes data that dramatically alters the plot’s trajectory. The 2 revelations are intrinsically associated, with one normally inspiring the opposite. Within the Plot Revelation, the protagonist usually discovers one thing that reframes the battle (such because the villain’s true plan, a hidden identification, a secret weak spot, or any game-changing data). This revelation empowers or challenges the protagonist whereas escalating the stakes by making the battle extra private or pressing. From right here, the protagonist can take extra knowledgeable, decisive actions.
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Second Pinch Level
The Second Pinch Level is a vital structural turning level that happens within the second half of the Second Act on the 62% mark. Just like the First Pinch Level, it emphasizes the specter of the antagonistic pressure, exhibits what’s at stake for the protagonist within the battle, and introduces essential new clues concerning the nature of the battle.
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Third Plot Level
The Third Plot Level happens on the 75% mark, marking the tip of the Second Act and the start of the Third Act. That is the place the protagonist experiences a Low Second of defeat and is confronted with a selection about whether or not the battle up to now has been well worth the effort. This beat proves whether or not the character will embrace or reject the Lie the Character Believes. From right here, the character will enter the ultimate confrontation with the antagonistic pressure.
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False Victory
As the primary half of the Third Plot Level, the False Victory is the place the protagonist seems to succeed, solely to find this “victory” is deceptive or short-lived. The False Victory highlights each how far the protagonist has come within the character arc and the way a lot the Lie the Character Believes remains to be impeding progress and evolution. This beat is essential as a result of it creates a last crucible to indicate the character the way to absolutely develop and acquire the views and abilities vital to achieve the plot.
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Low Second
Also known as a “Darkish Evening of the Soul,” the Low Second represents the second half of the Third Plot Level. That is the place the protagonist hits all-time low in each the interior and outer conflicts. The protagonist is confronted with the implications of failure after the False Victory. This can be a second of disaster through which the character faces the Lie s/he has believed all through the story. This beat units up the revelation or resolve required to maneuver into the Climax. Right here, the protagonist will notice one thing essential (usually lastly rejecting the Lie or embracing the Fact) and feels empowered to attempt once more.
Climax
That is the finale of the story, that includes the ultimate decisive confrontation between the protagonist and the antagonistic pressure, figuring out whether or not or not the protagonist will succeed or fail in gaining the primary plot aim. The Climax begins in a turning level midway into the Third Act, beginning across the 88% mark.
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Climactic Second
That is the definitive second through which the general aim is reached or not reached. That is the second when the protagonist defeats the antagonist or vice versa, thus ending the plot battle.
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Sacrifice
This primary beat of the Climactic Second represents the end result of every little thing the protagonist has realized up to now within the story. To be able to attain for the plot aim, the character must show keen to make some kind of sacrifice, even whether it is simply the loss of life of the “previous self” who held to the Lie the Character Believed all through the story.
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Success/Failure
The second half of the Climactic Second exhibits whether or not or not the character’s sacrifice was enough. The character will finish the plot battle with both a definitive success or a definitive failure.
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Decision
That is the ultimate part of the story—normally the final two to 3 scenes within the last chapter. That is the place any last free ends shall be resolved after the primary battle has already been determined.
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Regular World
That is the preliminary setting within the story, meant for instance the characters’ lives earlier than they meet with the story’s principal battle. Symbolically, it represents the First Act. The Regular World could also be damaging to the protagonist (through which case, the protagonist should be taught to maneuver away from it and stay with out it), or it could be wholesome (through which case, the protagonist will defend it). The Regular World could also be a definitive setting, which is able to change firstly of the Second Act. Nevertheless, it could even be extra metaphorical, through which case the bodily setting is not going to change, however somewhat the battle will alter the setting round the protagonist.
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Journey World
Symbolically, the Journey World represents the Second Act, through which the character enters the “journey” of the story’s principal battle. This may very well be proven as a literal journey, however symbolically signifies any battle that creates the plot through which the character is engaged. This may very well be a romantic relationship, a homicide investigation, or a household secret. It may be proven as a completely new setting that’s completely different from that of the Regular World within the First Act, however it could even be indicated symbolically by conflict-induced alterations within the unique setting or the character’s state of being (i.e., falling in love).
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Underworld
The Underworld represents the Third Act, through which the character experiences elevated stress to synthesize the teachings realized within the Journey World as a way to favorably resolve the plot battle. The symbolism signifies the psychological transformation required of a personality as a way to change sufficient that what was not possible firstly of the story (reaching the plot aim) could now come into attain.
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New Regular World
The New Regular World represents the Decision on the finish of the story, through which the adjustments wrought in and by the protagonist stand in distinction to the Regular World of the First Act.
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Chiastic or Ring Construction
Chiastic construction (additionally known as “ring” construction) signifies a structural method through which the 2 halves of the plot mirror or reference one another ultimately. Though chiasmus may be utilized deliberately, it’s naturally inherent throughout the basic plot construction outlined above, through which beats such because the Inciting Occasion and Climactic Second type pure pairs that mirror or resolve one another ultimately.
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Structural Timing
Structural timing signifies the perfect placement of turning factors or plot factors all through the story. The beats talked about above (i.e., Inciting Occasion, First Plot Level, First Pinch Level, Midpoint, Second Pinch Level, Third Plot Level, Climax) divide the story into eight equal elements. Nevertheless, structural timing needn’t be actual. It’s predominately a query of pacing. If the pacing works, so does the timing.
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Battle
Battle is the engine of opposition that presents obstacles to the protagonist, thus creating the plot. One of the best ways to consider battle is solely as an “impediment.” It needn’t be a confrontation between folks (though it may be); somewhat, it’s merely no matter opposes the protagonist’s ahead motion all through the plot.
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Plot Purpose
The plot aim is regardless of the protagonist is pursuing that’s then interrupted with battle (i.e., obstacles). Though the aim could also be one thing concrete, it could additionally affect the story by one thing as summary as an intention. From a structural perspective, what’s essential is solely that the character has causes to maintain transferring ahead, even when a part of that motion is the act of discovering what the character is transferring towards.
Scene Construction
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Scene
In narrative phrases, a Scene is a elementary unit of story through which a personality pursues a selected aim in a steady time and place, encountering battle that yields an end result. Structurally, the Scene may be damaged into two halves: a scene (the motion that occurs when a personality has a aim, then battle interferes with that aim, leading to an end result) and its sequel (the character reacting to the earlier end result, then dealing with a dilemma, and eventually making a determination that may decide the character’s aim within the subsequent Scene).
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Purpose
The aim in a scene is the precise, concrete goal the POV character desires to attain in that scene. It units the scene’s objective. A powerful scene aim is pertinent to the plot, which means it’s a logical step towards the character’s bigger plot aim. For example, in a single scene a personality’s aim is perhaps “sneak previous the guards” and in one other “persuade my pal to assist me.” The scene aim focuses the character’s actions and provides readers a transparent expectation of an end result. The scene aim is what the protagonist (or POV character) is attempting to do or get in that second of the story. The pursuit of that aim then generates battle when obstacles come up.
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Battle
Scene battle is the problem or opposition the POV character faces whereas attempting to attain the scene aim. Scene battle is basically the impediment that creates rigidity within the scene. If the scene aim is what the character desires, then the battle is why the character can’t instantly have it . Battle can take many types: one other character with an opposing aim (e.g. a guard actively stopping the protagonist’s escape), environmental difficulties (e.g., a storm, a locked door), inside hesitation, or any mixture thereof. The essential factor is that the battle immediately correlate to the scene aim.
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End result/Catastrophe
The end result is the consequence or turning level on the finish of a scene’s principal motion. It solutions the query: did the POV character obtain the scene aim or not, and what occurs consequently? To be able to maintain the story transferring, the result in well-structured scenes sometimes leans towards a complication or setback. Every scene’s catastrophe units up the subsequent scene’s aim. A powerful end result/catastrophe both denies the character’s aim (“No, they fail”), offers it to them with strings connected (“Sure, however…”), or creates better unexpected penalties (“No, and issues worsen”). Not each scene should finish with a catastrophe, however even wins ought to introduce new issues.
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“Sure, However…” Catastrophe
A “sure, however…” catastrophe is a sort of scene end result through which the protagonist technically achieves the scene aim, however a brand new complication creates a partial or hole victory. The character achieves the scene aim solely to search out it doesn’t remedy the issue and/or creates an unexpected challenge. For instance: Sure, the detective finds the wanted clue, however it implicates a pal because the suspect. This end result checks the protagonist’s resolve because the character achieves the aim however now should take care of the implications or the conclusion that this win isn’t last.
Sequel
The sequel is the second half in scene construction. It represents the section that follows a scene’s motion with an aftermath section through which the character processes what simply occurred and formulates the subsequent transfer. In distinction to the action-oriented scene, a sequel is introspective and transitional. Characters catch their emotional breath, react to the earlier end result/catastrophe, assume by their new dilemma, and resolve on a brand new aim. For instance: If a scene was a battle ending within the protagonist’s defeat, the next sequel may present the protagonist’s despair (response), consideration of options or what went incorrect (dilemma), after which a resolve to coach more durable or search assist (determination). The sequel gives a practical emotional continuity (so characters don’t simply leap from disaster to disaster with out reacting). It permits for character improvement and thematic reflection and units up the subsequent scene’s aim in a logical movement.
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Response
The response is the primary stage of the scene sequel, through which the POV character responds to the result of the earlier scene. On this section, the character isn’t but pondering forward, however simply processing emotions. If the earlier scene was a giant setback, the response is perhaps despair or panic. If it was successful with issues (“sure, however…”), the response may very well be combined emotions of triumph and fear. Usually, response is proven by inside monologue or a quiet beat (e.g., after a slender escape, the character trembles and acknowledges worry). This validates readers’ feelings as they expertise the implications alongside the character. The response is normally temporary however essential, because it humanizes the protagonist. Solely after this cathartic beat can the character transfer on to rationally contemplate what to do subsequent (the dilemma). Skipping the response could make a narrative really feel rushed or the characters unfeeling. Sturdy response segments strengthen pacing, particularly after excessive motion or drama.
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Dilemma
The dilemma is the second stage of the sequel, through which the character, having emotionally reacted, now engages in pondering by choices and potential penalties. On this section, the protagonist faces the issue or selection created by the earlier scene’s end result and asks, “What do I do now?” Within the dilemma, the character could weigh execs and cons, contemplate completely different plans, or grapple with robust choices. This stage is inherently reflective and may showcase the character’s values and inside battle. The dilemma exhibits the logical thought course of that bridges what simply occurred to what is going to occur subsequent.
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Determination
The choice is the ultimate section of the sequel. After reacting emotionally and pondering the dilemma, the character now decides what to do subsequent. This determination turns into the seed of the subsequent scene’s aim. The choice prevents the story from stagnating or the character from wallowing within the aftermath of the earlier scene’s end result. As a substitute, it pushes the narrative onward. The choice is usually accompanied by a renewed sense of objective or change in technique for the character. It’s the bridge between one scene and the subsequent, transitioning the character immediately into the subsequent scene’s aim.
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Character Arc & Theme
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Lie the Character Believes
The Lie the Character Believes (usually simply “the Lie”) is a false perception or false impression the protagonist holds firstly of the story. The Lie is the central interior flaw within the character’s worldview, which shall be challenged by the story’s occasions. This Lie or limiting perspective may very well be private (e.g., “I’m nugatory” or “I can’t belief anybody”) or concerning the world (e.g., “may makes proper” or “love equals weak spot”). The Lie is what should change to ensure that the character to develop.
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Thematic Fact
The thematic Fact (usually simply “the Fact”) is a relatively extra expansive perspective that stands in opposition to the protagonist’s Lie. It represents the central message underlying the story’s plot and is the lesson or actuality the character wants to find as a way to change positively. For example, if the Lie is “I’m unlovable,” the thematic Fact is perhaps “You might be worthy of affection as you’re.” The thematic Fact shouldn’t be normally acknowledged overtly to the viewers, however underlies the character’s journey and the story’s decision. It’s what offers the story which means past the literal occasions.
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Factor the Character Desires
The Factor the Character Desires (or “Need”) refers back to the character’s exterior, acutely aware need. That is one thing the character thinks will create happiness or remedy issues. Usually fueled by the character’s Lie ultimately, the Need is what then creates the extra concrete plot aim. For instance, if the character’s Need is to be wealthy, then the plot aim is perhaps to change into a profitable inventory dealer. The Factor the Character Desires shouldn’t be the identical because the Factor the Character Wants. The Need is usually misguided or inadequate as a result of it’s based on the restricted perspective of the Lie (e.g., wanting wealth as a result of the character believes the Lie that “cash equals value”). The Need itself gained’t genuinely fulfill the character with out addressing the deeper Want/Fact. The interaction of Need vs. Want creates the inner rigidity that drives a personality’s arc. Figuring out the Factor the Character Desires helps make sure the exterior pursuit of the plot is tied to the character’s inside journey.
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Factor the Character Wants
The Factor the Character Wants (or “Want”) is the deeper, usually unrecognized, Fact the character should obtain as a way to be entire or resolve the interior battle. The Want is what is going to truly fulfill the character or repair the inner drawback, versus what the character thinks will (i.e., the Need). The Want is normally fulfilled by overcoming the Lie and embracing the thematic Fact. The Want is ethical or psychological, a lesson the character should be taught or a change the character should bear. The Third Act incessantly encompasses a selection between Need and Want. Figuring out the Want clarifies the theme: the Want usually is the story’s thematic Fact. It ensures the character’s private transformation (or lack thereof) is significant. When the character attains the Want (even when the character doesn’t get the Need), the story is ready to ship a way of development and backbone.
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Ghost
A personality’s Ghost is the traumatic or formative occasion within the backstory that continues to hang-out within the current story. The Ghost (a time period I first realized from John Truby) is an previous wound that enormously influences the character’s motivations, fears, and the Lie the Character Believes. The Ghost is the luggage the character carries. The Ghost sometimes isn’t a direct a part of the plot battle, because it occurred earlier than the story started, however it drives how the character reacts within the plot. Within the construction of a personality arc, the Ghost may be considered the basis reason behind the Lie. Understanding the character’s Ghost helps writers craft extra genuine character conduct, because it provides context to selections and motivations.
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Influence Character
The Influence Character is a powerful catalyst for change within the protagonist, influencing the protagonist’s interior battle. The Influence Character (a time period from the Dramatica system) performs an important function in influencing the protagonist’s interior journey by representing another viewpoint—normally, the thematic Fact. The Influence Character challenges the protagonist’s Lie and catalyzes change. Basic examples embrace mentors, love pursuits, finest buddies, and even antagonists with a necessary perspective to share with the protagonist. The Influence Character sometimes embodies the lesson the protagonist wants. The secret is that the Influence Character gives the “impression” essential to jar the protagonist out of complacency. By spurring epiphanies, posing probing questions, or exemplifying a unique path, the Influence Character externalizes the story’s theme and makes the protagonist’s inside dilemma seen by dialogue or interpersonal battle.
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Thematic Precept
The thematic precept is the foundational idea or proposition underlying a narrative’s theme. It’s the story’s core thesis or unifying thought. The thematic precept is a concise assertion of what the story is about on a thematic degree, usually encapsulating the battle between the Lie and the Fact in additional common phrases. For instance, a thematic precept is perhaps “justice vs. mercy” or “real love is stronger than pleasure” or “greed results in self-destruction.” The thematic precept is extra particular than a one-word theme (comparable to “love” or “energy”) and extra nuanced than a blunt ethical. It’s the precept that’s in the end confirmed or disproven by the story’s occasions. The thematic precept is a narrative’s central argument boiled all the way down to a single guiding thought. As soon as the author is aware of this, it turns into simpler to make sure that subplots, conflicts, and resolutions all replicate this precept to create a cohesive narrative. In essence, the thematic precept is the story’s coronary heart expressed in an thought. It’s not normally acknowledged outright within the textual content, however by the tip, it needs to be clear within the story’s decision.
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Thematic Metaphor
The thematic metaphor is the symbolic “language” a narrative makes use of to exemplify its theme through the story’s exterior plot. It’s a manner of expressing the story’s theme by imagery, eventualities, or ideas woven into the plot and setting, somewhat than by direct assertion. All tales are, ultimately, a thematic metaphor, in that the exterior battle is a illustration of the story’s deeper interior battle. In some tales, comparable to fables or allegories, the symbolic nature of the exterior plot turns into fairly apparent. In additional practical tales, the thematic metaphor could also be much less summary. For instance, in a narrative concerning the damaging nature of obsession, a spreading wildfire may function a thematic metaphor for the character’s burning obsession consuming every little thing. Thematic metaphors may be present in recurring symbols (like seasons, objects, or motifs) or within the story’s premise itself. A basic occasion is Moby Dick: the white whale is a literal antagonist but additionally a thematic metaphor for the unknowable, nature, or God.
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Constructive Change Arc
A Constructive Change Arc is a couple of character who overcomes the restricted perspective of the Lie and expands into accepting the thematic Fact. For instance, if the protagonist believes the Lie that “cash is the one measure of success,” this shall be challenged all through the narrative by a more healthy Fact, comparable to “love and integrity matter greater than cash.” In a Constructive Change Arc, the plot checks the Lie and step by step reveals the Fact to the character. The character will finish by embracing the thematic Fact.
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Flat Arc
In a Flat Arc, the protagonist begins the story already in possession of the story’s central thematic Fact. Relatively than present process a dramatic inside transformation, as in a Constructive or Destructive Change Arc, the Flat Arc character stays internally steady all through the story. The arc as an alternative revolves across the protagonist’s affect on the exterior world; the protagonist acts as an Influence Character, confronting a widespread Lie throughout the story world and catalyzing change in others. Though the protagonist could face private struggles or moments of doubt, the character’s core beliefs stay intact. The journey is about standing agency within the Fact and appearing as a mannequin to others. The Flat Arc is thematically highly effective as a result of it dramatizes how one individual’s dedication can ripple outward into significant transformation on the planet.
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Destructive Change Arc
In a Destructive Change Arc, the protagonist begins in relative stability however ends in private or ethical destroy. Not like the Constructive Change Arc, through which the character overcomes the Lie and embraces the thematic Fact, the Destructive Change Arc encompasses a character who both rejects the Fact outright, fails to grasp it absolutely, or twists it to justify dangerous actions. This arc usually explores tragic or cautionary themes, displaying how disillusionment, worry, or pleasure can lead a personality deeper into the Lie. There are a number of variations of the Destructive Arc—together with the Disillusionment Arc, the Fall Arc, and the Corruption Arc (see beneath)—all of which chart completely different paths of inside descent, in the end highlighting the implications of resisting integrity and development.
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Disillusionment Arc
The Disillusionment Arc is a sort of Destructive Change Arc that mirrors the Constructive Change Arc with a protagonist who begins the story with a deeply held perception in a Lie. Nevertheless, not like in a Constructive Change Arc, the Fact the character uncovers by the tip doesn’t deliver hope or therapeutic. As a substitute, the character involves see a painful actuality behind private illusions, usually realizing that the world, a trusted individual, and even private beliefs weren’t fully true. Though the protagonist features readability, it comes at the price of innocence, objective, or emotional well-being. This arc is usually quieter and extra introspective than different Destructive Arcs, leaning closely into themes of loss, ambiguity, and the harshness of reality that gives no clear redemption.
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Fall Arc
The Fall Arc is a tragic type of the Destructive Change Arc through which the protagonist additionally begins the story believing within the Lie—with potential for development—however makes more and more damaging selections that result in ethical or private downfall. This character usually believes a Lie that distorts the understanding of self or the world. Relatively than confronting it, the character doubles down out of pleasure, worry, or ambition. The Fall Arc is marked by a progressive unraveling. Because the character rejects the thematic Fact, these actions isolate the character, corrupt private values, and in the end price every little thing. The Fall Arc is a robust arc for exploring the implications of hubris, ethical compromise, and the refusal to vary.
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Corruption Arc
The Corruption Arc is the darkest variation of the Destructive Arc. On this arc, the protagonist not solely falls into destroy however embraces it. Relatively than being challenged by the Lie, the character actively adopts it as “Fact,” usually discovering a twisted type of empowerment or management by this descent. The Corruption Arc charts the transformation of a personality who could start in a spot of relative neutrality and even good intentions however step by step chooses self-serving, dangerous, or malicious actions. This arc is very highly effective for exploring the seductive nature of energy, the erosion of empathy, and the acutely aware rejection of ethical reality. Not like the Disillusionment or Fall Arcs, which might evoke sympathy, the Corruption Arc tends to go away the viewers with a way of dread, horror, or ethical reckoning.
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Character Archetypes
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Life Cycle of Archetypal Character Arcs
The Life Cycle is a developmental framework that maps the evolution of a personality’s inside development throughout a lifetime of thematic journeys. Relatively than focusing solely on the Hero’s Journey, this cycle presents six mythic and successive journeys (alternating between female and masculine) that replicate completely different seasons of human expertise. At every stage, the character embodies a selected transformational archetype—Maiden, Hero, Queen, King, Crone, and Mage—and undertakes a corresponding arc that displays the psychological and thematic challenges of that life section. The Life Cycle additionally encompasses six Flat Arc intervals that precede every transformational journey—Youngster, Lover, Guardian, Ruler, Elder, and Mentor. All through your complete Life Cycle, characters can also additionally face or embody corresponding shadow archetypes (each passive and aggressive) and archetypal antagonists (each interior and outer). This cyclical view gives a wealthy, mythically resonant construction for deepening character improvement in a single story or throughout a bigger collection.
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Transformational Archetypes or Journeys
The Transformational Archetypes—Maiden, Hero, Queen, King, Crone, and Mage—characterize a development of Constructive Change Arcs that replicate key developmental milestones within the human expertise. These archetypes align with the life seasons of a personality’s journey, every providing its personal distinctive challenges and alternatives for development. The Maiden and Hero embody early-life arcs centered on discovering identification, testing limits, and studying to behave with integrity and braveness. The Queen and King transition into midlife roles of stewardship and repair because the character matures emotionally and ethically by taking over growing accountability for others. Lastly, the Crone and Mage characterize elderhood, with knowledge, legacy, and religious readability coming to the forefront. These arcs are all Constructive Change Arcs, through which the character overcomes a limiting Lie, embraces a thematic Fact, and transforms internally in a manner that advantages not solely the self, however usually the broader group as properly. Collectively, these archetypes hint a robust map of human maturation by storytelling.
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Flat (or Static) Archetypes
Flat archetypes painting characters who already possess a agency grasp of the story’s thematic Fact and stay internally steadfast all through the narrative. As a substitute of present process private transformation, these characters function stabilizing forces or guides, influencing others to develop or change. Throughout the framework of the Life Cycle of Archetypal Character Arcs, Flat archetypes alternate with the transformational archetypes, representing the intervals of integration that happen after every transformational journey. Flat archetypes seem not solely within the early and mid levels of life (as with the Youngster, Lover, Guardian, and Ruler) but additionally within the later levels (with the Elder and Mentor). Although their arcs are Flat in construction, these characters play pivotal roles in serving to others confront Lies, embrace Truths, and fulfill their very own transformational journeys.
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Shadow Archetypes
Shadow archetypes characterize the distorted or wounded variations of every transformational archetype. Relatively than embodying the thematic Fact, shadow archetypes function from a spot of worry, repression, or misused energy, usually doubling down on the Lie. Shadow archetypes are offered as pairs that replicate each the passive and aggressive expressions of sure interior drives—for instance Damsel/Vixen (distorted Maiden), Coward/Bully (distorted Hero), Snow Queen/Sorceress (distorted Queen), Puppet/Tyrant (distorted King), Hermit/Depraved Witch (distorted Crone), and Miser/Sorcerer (distorted Mage). When written with depth and nuance, these archetypes not solely problem the protagonist but additionally replicate who the character dangers turning into if the Fact shouldn’t be embraced.
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Archetypal Antagonists
Archetypal antagonists are deeply symbolic forces that characterize the collective resistance to an archetype’s thematic Fact. Not like shadow archetypes (which replicate the non-public, usually internalized distortions of particular person characters), archetypal antagonists operate on a mythic or systemic degree, manifesting as corrupt establishments, cultural illusions, existential threats, and even metaphysical forces—in addition to inside catalysts. These antagonists are offered in symbolic pairs (reflecting each structural roles and thematic opposition), which successively oppose every transformational archetype. The Maiden faces Authority and the Predator, the Hero faces the Sick King and Dragon, the Queen faces the Empty Throne and Invaders, the King faces Rebels and a Cataclysm, the Crone faces the Tempter and a Dying Blight, and the Mage faces the Weak spot of Mankind and Evil. These archetypes are invaluable for tales exploring epic, allegorical, or deeply thematic stakes, permitting writers to pit their protagonists towards challenges that aren’t simply bodily, however symbolic and mythic.
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Whether or not you’re model new to my method or have been utilizing these phrases for years, I hope this glossary offers you a deeper understanding of the language behind your tales. These ideas—lots of which I’ve refined over time or developed to satisfy the nuanced wants of contemporary storytelling—are extra than simply vocabulary. They’re instruments that will help you assume extra clearly, write extra deliberately, and craft tales that resonate on each structural and thematic ranges. As at all times, use what serves you, adapt what evokes you, and maintain constructing your individual artistic lexicon as you go. Completely happy writing!
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