Storytellers Mind-map

I use this mind-map to help me start short stories and flesh out ideas for other mediums. I hope this helps!

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Storytellers Mind-map by Mind Map: Storytellers Mind-map

1. Characters

1.1. Archetypes

1.1.1. Skeptic

1.1.2. Protagonist

1.1.3. Support

1.1.3.1. Physical Support

1.1.3.2. Logical Support

1.1.3.3. Emotional Support

1.1.3.4. Spiritual Support

1.1.3.5. Sidekick

1.1.4. Mentor

1.1.5. Antagonist

1.1.6. Temptress / Trickster

1.2. Pixars rules of Story / Character

1.2.1. #12 - 22

1.2.1.1. #22: What’s the essence of your story? Most economical telling of it? If you know that, you can build out from there.

1.2.1.2. #21: You gotta identify with your situation/characters, can’t just write ‘cool’. What would make YOU act that way?

1.2.1.3. #20: Exercise: take the building blocks of a movie you dislike. How d’you rearrange them into what you DO like?

1.2.1.4. #19: Coincidences to get characters into trouble are great; coincidences to get them out of it are cheating.

1.2.1.5. #18: You have to know yourself: the difference between doing your best & fussing. Story is testing, not refining.

1.2.1.6. #17: No work is ever wasted. If it’s not working, let go and move on - it’ll come back around to be useful later.

1.2.1.7. #16: What are the stakes? Give us reason to root for the character. What happens if they don’t succeed? Stack the odds against.

1.2.1.8. #15: If you were your character, in this situation, how would you feel? Honesty lends credibility to unbelievable situations.

1.2.1.9. #14: Why must you tell THIS story? What’s the belief burning within you that your story feeds off of? That’s the heart of it.

1.2.1.10. #13: Give your characters opinions. Passive/malleable might seem likable to you as you write, but it’s poison to the audience.

1.2.1.11. #12: Discount the 1st thing that comes to mind. And the 2nd, 3rd, 4th, 5th – get the obvious out of the way. Surprise yourself.

1.2.2. #1 - 11

1.2.2.1. #11: Putting it on paper lets you start fixing it. If it stays in your head, a perfect idea, you’ll never share it with anyone.

1.2.2.2. #10: Pull apart the stories you like. What you like in them is a part of you; you’ve got to recognize it before you can use it.

1.2.2.3. #9: When you’re stuck, make a list of what WOULDN’T happen next. Lots of times the material to get you unstuck will show up.

1.2.2.4. #8: Finish your story, let go even if it’s not perfect. In an ideal world you have both, but move on. Do better next time.

1.2.2.5. #7: Come up with your ending before you figure out your middle. Seriously. Endings are hard, get yours working up front.

1.2.2.6. #6: What is your character good at, comfortable with? Throw the polar opposite at them. Challenge them. How do they deal?

1.2.2.7. #5: Simplify. Focus. Combine characters. Hop over detours. You’ll feel like you’re losing valuable stuff but it sets you free.

1.2.2.8. Simplify. Focus. Combine characters. Hop over detours. You’ll feel like you’re losing valuable stuff but it sets you free.

1.2.2.9. 4.Once upon a time there was ___. Every day, ___. One day ___. Because of that, ___. Because of that, ___. Until finally ___.

1.2.2.10. 2.You gotta keep in mind what’s interesting to you as an audience, not what’s fun to do as a writer. They can be very different

1.2.2.11. 2.You gotta keep in mind what’s interesting to you as an audience, not what’s fun to do as a writer. They can be very different

1.2.2.12. 1.You admire a character for trying more than for their successes.

2. Heroes journey process

2.1. Act One: Departure

2.1.1. 1. World

2.1.1.1. Magical World

2.1.1.1.1. 6 questions

2.1.1.2. Physical World

2.1.1.2.1. Place

2.1.2. 2. Call to Adventure

2.1.3. 3. Refusal of the Call

2.1.4. 4. Meeting with the Mentor

2.2. Act Two: Initiation / Trial

2.2.1. 1. Magical World

2.2.2. 2. Crossing the Threshld

2.2.3. 3. Test, Allies, and Enemies

2.2.4. 4. Approach the Inmost Cave

2.2.5. 5. Ordeal (Death)

2.2.6. 6. reward (Boon)

2.3. Act Three: Return

2.3.1. 1. Physical World

2.3.2. 2. Road Back

2.3.3. 3. Resurrection

2.3.4. 4. Return

2.3.5. 5. Master of Both Worlds