Elements of Storytelling, For Coaches and Teachers, For Kids, For Parents, Resources

Elements of Storytelling: The End

From here on out, the goal is to get the protagonist back to a State of Perfection (SOP). It may or may not be the same SOP as the beginning, but they’ve got to end up better off somehow after the story is over. But don’t jump straight to the big finish just yet; there’s still some important work to do. In fact, there was so much to say about constructing the end of a story, we decided to break this post into two parts. This post will cover everything between the Midpoint and the Finale, and next week we’ll finish up the whole story.

Proving it was False

We left off last time talking about the Midpoint of a story and how it must be either a false peak or a false collapse for the protagonist(s). The story needs to illustrate the consequences of the Midpoint and how it drives the hero to undergo a change. Otherwise, the events the audience has just witnessed hold no meaning and won’t communicate the team understands the theme of the P.A.R.T.Y. in a Box skit to the judges.

If the protagonist is feeling good in the middle of the story, they need to get knocked down again before the end. They could find out a decision they made earlier in the story has unintended consequences. Maybe they lose an important object or a companion is kidnapped by the antagonist while their back is turned. Perhaps the whole Midpoint was actually just a trap or distraction to lure the protagonist away from the real action. Or when the antagonist is backed into a corner, they do something desperate and create an even bigger problem than before. No matter what you choose, creating more opportunities for reversals leads to an audience (and judges!) more invested in the story.

If the protagonist is suffering from a false collapse at the Midpoint or as a result of proving just how false their peak really was, it’s time to build them back up. It’s reasonable to put them through another moment of debate and doubt that mirrors the first. After all, they’ve either just succeeded and found it wasn’t all it was cracked up to be, or they think they’ve just lost everything. Plus, the stakes just keep getting higher. The protagonist needs a reminder of what makes them special and what it took to get them this far. This could be a great opportunity for a pep talk by a companion on the quest or some kind words from a wise stranger. If the protagonist is faced with a new challenge and uses a new skill they’ve learned, or moves away from a negative behavior they’ve developed since the story began, it gives them the strength to carry on.

Raise the Stakes

If your story is doing its job, the audience is already invested. Now, it’s time to double down on the danger. This doesn’t mean to jump straight to a universe-ending scenario just for the sake of making things more exciting. The danger needs to feel like it is to scale with what has come before. For instance, the soccer player who pushes away their childhood friend in order to fit in with her teammates probably won’t need to save the entire planet. But she could be peer-pressured into doing something that would get her kicked off the team if caught, or put the league in jeopardy.

In a general sense, the stakes of a story are bounded by how far the protagonist is able to travel. This might seem weird, but think about it. Stories with kids at the center usually stretch about as far as they can reach on their bikes. The neighborhood, the school, or maybe the whole town could be in peril, but the next state over? Probably not. On the other extreme, any story that includes the means to travel between planets is basically going to have a planet-sized threat looming over it by definition. The stakes could be expanded on their own, or as part of the second plot point.

Plot Point #2

If besting the antagonist was easy, the good guys would always win in the middle. Instead, there must be some new development after the events of the Midpoint to bring the tale to a thrilling conclusion. This usually comes in the form of new information the protagonist didn’t have before. They may need to travel to a new location, consult an expert, retrieve an artifact, or any number of different tasks to give them the leg up they need. This is the last chance to infuse new knowledge into the story, or the solution will feel like it comes out of nowhere and won’t give the audience the satisfaction they are looking for. As fun as it can be to throw in a twist, it’s better if the audience gets to anticipate the ending somehow first. There’s still time for a twist; in fact, good finales always throw in a curve-ball (which we’ll discuss more next week). But the people watching the skit will have more fun if they think they know how the story will end before they actually see it happen.

To bring us back to Star Wars, this is the scene in the war room at the rebel base. Luke finds out that the impenetrable Death Star has a weakness after all, and he will be part of the team that will try to take it out. If the fleet took off with no plan or knowledge of how they might succeed, there wouldn’t be any tension for the audience. But as long as there is a chance, no matter how small, that the good guys will win, the story feels compelling all the way to the last moments.

In terms of the five-minute time limit of a P.A.R.T.Y. in a Box skit, this event must occur no later than the end of the fourth minute to ensure there is enough time to get the protagonist back to their SOP.

This brings us to the finale, which we’ll discuss next time!

Elements of Storytelling, For Coaches and Teachers, For Kids, P.A.R.T.Y. in a Box, Resources

Elements of Storytelling: The Middle

Last week, we took a look at the best place for a story to begin, and how to get the most out of the first minute of a P.A.R.T.Y. in a Box skit. Now, it’s time to take a look at what the middle of a story has to offer.

If you’ve ever been a coach or judge for P.A.R.T.Y. in a Box, you know that students rarely use their full five minutes. They end up rushing because they are afraid of the penalty for going over, or they didn’t plan a very long story to begin with. The middle is often sacrificed in the race to the end, but the middle is actually the “meat” of any story. A great way to help your students understand how much time they really have is to set a five-minute timer, then make them sit in silence until it goes off. Suddenly, those five minutes feel like an eternity! If you do this exercise before each Meet, or even just once at the beginning of every season, it will make a big impact on the length (and by extension quality) of the skits your students plan and perform.

Debate

In the last Elements of Storytelling post, we talked about the opening image, establishing the protagonist’s identity by using a State of Perfection (SOP) or State of Imperfection (SOI), and the purpose of an inciting incident. Right after the first event occurs to knock the protagonist out of their SOP/SOI, good stories show at least a moment of debate. This doesn’t necessarily mean that characters have to actually discuss whether or not to go on the adventure and why, but they certainly could. An exchange of even a sentence or two at this stage is a great way to really bring the theme to the forefront of the skit.

For example, during our Round Robin #3 Meet, we asked our Triathletes to examine the idea of ingroups and outgroups, and the power of groups to shape our actions. If the protagonist experiences an inciting incident where they are faced with a decision to hang out with the soccer team at the expense of their best friend’s feelings, the decision-making process can easily be shown through a quick discussion between the protagonist and a teammate who thinks a friend isn’t worth their time. This will clearly illustrate the theme, and the audience will know exactly what the conflict is about.

One advantage of a live performance rather than a book is that characters can also make asides to the audience. Shakespeare often wrote the private thoughts of his characters as monologues, or brief moments where they step out of the world of the story to say something directly to the people who are watching. This is a great way to bring the audience deeper into the story, and has the added benefit of making thoughts and motivations transparent. You have to establish the moment of hesitation as well as the moment the protagonist takes the plunge in order for the story to feel compelling.

Plot Point #1

Not long after the debate, it’s a good idea to have a distinctive plot point. This should be the first time the antagonist (or antagonistic forces) are fully realized for the audience. A lot of the time, this is a scene where the protagonist isn’t even present. The audience has the chance to see the antagonist, their motives, and understand what is at stake if the protagonist fails at defeating them. If we use the original Star Wars movie as an example, this is the scene where we find out about the Death Star. Sure, we met Darth Vader as part of the inciting incident, but he isn’t the biggest threat to the safety of the galaxy. The evil empire and its planet-killing laser, on the other hand, are not to be trifled with.

This is a step that often gets skipped in a P.A.R.T.Y. in a Box skit, but actually has a lot of potential for creativity and earning points. If you can give the audience an interesting villain, and maybe even one with a special talent or funny way of looking at the world, it will definitely catch the attention of the judges. Remember, the antagonist is the opposite of the protagonist, and they are both there in order to show the audience different aspects of the theme. Taking 30 seconds to really hone in on the conflict and the consequences makes it easy for the audience to follow your tale, and lets the judges know you know what is being asked of your team. Plus, it’s a great opportunity to show off your team’s artistic skills with a second backdrop!

Midpoint

“Wait, isn’t the whole post about the middle? you ask. It sure is! But the Midpoint is a very specific moment within the middle section of a story. Specifically, it is the moment when the protagonist either thinks they succeeded but has actually failed (false peak), or thinks they have failed but actually succeeded (false collapse). For our soccer player protagonist torn between the group and a friend, the false peak occurs when they have gained acceptance from the group. They think they’ve gotten what they truly want, but will ultimately find that it doesn’t actually make them happy.

In a story with a false collapse, let’s look at Star Wars again. The Millennium Falcon comes out of light speed on its way to Alderaan, only to find out the planet has been blown to bits. The crew are captured by Vader, Obi Wan is killed, and all hope seems to be lost. Except of course that they couldn’t actually win the day in the end if they weren’t captured at this point in the film. If Obi Wan was still alive later on, there would be no disembodied voice urging Luke to use the Force to make the impossible shot and win the day. Everyone loves to root for an underdog, and providing an event in the plot where the protagonist is at a disadvantage can make a big emotional impact on the audience when they see it reversed later.

But we’ll save the rest of our tips for utilizing the power of reversals for our final installment of the series: crafting a satisfying and exciting ending.