Made some updates to the Storyencoding Agent, and then re-ran the above test, but this time with the Finding Nemo storyform instead! My intent was to design a story with that same storyform, but be something completely different - i used this as a prompt:
moving straight to storyencoding, why don’t you grab the storyform from “Finding Nemo” and help develop a complete story outline, for all four Throughline signposts, including the MC Resolve and character arc, Story Outcome, and Story Judgment - but for a completely different story - this one will be set in Iceland, find an interesting time-period rich in cultural aesthetics, something very unique about the people there and that time, female lead, mid-20s, male IC, romantic drama w a touch of supernatural mystery tied in
and a couple of minutes later it came up with this very precise, very exact, very well thought-out both logically and emotionally - narrative outline that I could start writing from. Long-time users of Dramatica will be able to sight just how accurately it was able to encode all parts of the Storyform without falling into clichéd or misunderstandings of the theory.
I loved this part:
Validation: I pulled the complete Storyform for Finding Nemo from the Narrative Matrix and will now use its Domains, Concerns, Signposts, and Dynamics as the blueprint. Minor differences in third-party analyses exist, but we’ll use the Matrix result for consistency.
That’s all I’ve ever wanted! (Just to make sure those 30 years of Dramatica analyses don’t go to waste
)
Here is the complete one-shot response (also makes me want to learn more about this period in history):
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Plan for this Storyencoding
- Confirm and adopt the relevant Storyform from Finding Nemo as our structural template
- Select a richly textured Icelandic period and define cultural/aesthetic anchors
- Map domains/concerns/issues/problems to new characters and premise
- Outline all four Throughline Signposts with beat-level illustration
- Encode Dynamics (MC Resolve, Growth, Approach), Story Outcome, Story Judgment, Story Driver, and Story Limit
- Specify Goal/Consequence/Requirements/Preconditions/Costs/Dividends/Forewarnings
Validation: I pulled the complete Storyform for Finding Nemo from the Narrative Matrix and will now use its Domains, Concerns, Signposts, and Dynamics as the blueprint. Minor differences in third-party analyses exist, but we’ll use the Matrix result for consistency.
Setting & Aesthetic Frame
- Time & place: Summer of 1932, Siglufjörður at the height of Iceland’s “Herring Boom.”
- Cultural texture:
- Síldarstúlkur (herring girls) processing lines, midnight sun, accordion dances, Norwegian trawlers in harbor.
- Turf-roofed houses, drying racks, communal canteens, folk belief in huldufólk and sea spirits.
- Galdrastafir (Icelandic magical staves) woven into signage and keepsakes.
- Supernatural mystery: Harbor sightings of a luminous woman in oilskins; a lost dowry chest rumored to be “bound” by a stave that seals grief and fortune together.
Adopted Storyform (from Finding Nemo)
- Story Driver: Action (turning points are caused by actions)
- Story Limit: Options (finite leads/clues/viable attempts)
- Story Outcome: Success (Goal achieved)
- Story Judgment: Good (MC resolves personal angst)
- Problem-Solving: Linear
- MC Resolve: Change
- MC Growth: Start
- MC Approach: Be-er
Throughlines and Methods of Conflict
- Objective Story (OS) Domain: Physics | Concern: Obtaining | Issue: Self-Interest | Problem: Avoid | Solution: Pursuit | Symptom/Response: Control/Uncontrolled | Benchmark: Doing
- Main Character (MC) Domain: Mind | Concern: Subconscious | Issue: Closure | Problem: Avoid | Solution: Pursuit | Symptom/Response: Consider/Reconsider | Benchmark: Preconscious
- Influence Character (IC) Domain: Universe | Concern: Future | Issue: Openness | Problem: Hinder | Solution: Help | Symptom/Response: Control/Uncontrolled | Benchmark: Progress
- Relationship Story (RS) Domain: Psychology | Concern: Becoming | Issue: Commitment | Problem: Temptation | Solution: Conscience | Symptom/Response: Control/Uncontrolled | Benchmark: Being
Story Goal: Obtaining
- In our premise: obtain the long-lost dowry chest of Svanhildur—said to contain promissory notes that could secure local ownership of the curing house before a Norwegian syndicate buys up the shoreline.
Consequence: Becoming
- If failed, the town “becomes” a company town; our leads “become” what they fear—dutiful functionaries instead of partners with agency.
Costs: Future
- Sacrificed futures: postponed studies, severed betrothals, forfeited passage, reputations put at risk.
Dividends: Subconscious
- Moments of comfort, warmth, lullabies, shared touch—emotional nourishment even while paying future costs.
Requirements: Doing
- Dive attempts, ledger hunts, interviewing old skippers, testing a stave ritual, clandestine dockyard breaks.
Prerequisites: Being
- Posing as an engaged couple to gain access; being “the dutiful daughter” at a town feast; being “crew” to board a trawler.
Preconditions: Progress
- Town council demands to see real progress: a new clue, a sketched map, a witness affidavit—no more superstitions.
Forewarnings: Preconscious
- Panic flashes, impulsive outbursts, knee-jerk refusals spike as the wrong options are burned.
OS Antagonist: Bjarni Þorvaldsson, the syndicate’s genial-but-unyielding agent, leveraging permits and private muscle. He is not an inanimate force.