Most plays begin with an
EVENT: a unique and significant
moment in a character's life (or characters lives). In plays all scenes
should be thought of as "events".
Events can be almost anything: an unusual incident, a special occasion, a sudden visit, or any kind of crisis.
An event that starts off the play is called the inciting incident:
the point of attack, the turning point in the life of one or more of
your characters. Some playwrights call this moment the "disturbance".
Whatever term you choose, you want to start off your story with a strong
reason for the events in the play to occur. As the play continues
(particularly in plays with more than one scene) more events may occur
in a story. The inciting incident is the first one.
A
protagonist
usually confronts the inciting incident from a position of weaker power
or disadvantage. Starting with a protagonist who has all his stuff
together, who can easily defeat or solve a problem, makes for a boring
play.
The beginning of a play ends when the protagonist(s) make(s) a
major decision.
This major decision should set him or her or them on a collision course
with forces that will oppose and perhaps destroy him/her (aka:
antagonist). This should be a
decision. A decision to act, a decision that causes the antagonist to confront the protagonist, etc. A
major decision makes a protagonist active in the plot.
The inciting incident and the major decision help to create the
MAJOR DRAMATIC QUESTION:
MDQ. The MDQ is, as stated earlier, the question that keeps an audience
interested in the plot of your play. The MDQ is also attached to your
overall theme. For example: MDQ: will action (and therefore revenge) be
possible for Hamlet? Will Brick disclose his true feelings for Skipper & will Maggie find a man to truly love her? Will Willy Loman go mad or succeed in committing suicide? Will Blanche DuBois depend on the kindness of strangers? Will Romeo & Juliet be able to be together despite their families' feuding?
The middle of a play is fraught
with a series of obstacles (rising action). During the middle, you need
to pay attention to the 3 C's:
conflict, crisis, and
complication. These 3 C's will lead to the dark moment of your play (more on that later).
Conflict
can be person vs. person (often true in plays), person vs. self (also
common), person vs. society (common as well if done correctly), and
person vs. nature (God, etc.) (not as great, but some plays do this one
perfectly.) The more interesting the conflict the more interesting the
play. Crises and complications cause the conflict to be more
interesting. The
crisis is a critical moment--a place in time for the protagonist to act, make a decision--that usually has consequences.
Complications are problems (usually unforeseen) that arise to thwart or challenge the protagonist.
Writing: Today in the lab, please work on your plotting. Add scenes to your original draft, try to include an inciting incident, various events, a major decision for your protagonist, and consider your major dramatic question. Introduce conflict, crisis, and, of course, complications. No one likes to guess the ending at the beginning of a story.
If you rebooted your scene or 10-minute play (you are working on a new idea) keep writing, but also keep the same concepts in mind as you build your play. Please turn in your plot chart(s) or graphic organizer(s) as participation credit.
HOMEWORK: None.