English 20-1 ยท Story
How a story is built
A story is a set of choices: what to include, whose eyes to see it through, where to start and where to stop. Naming those choices is what turns “I liked it” into something you can write an essay about.
- 1. The words, first
- 2. Conflict and structure
- 3. Character
- 4. Point of view and setting
- 5. What costs marks
The words, first
The idea: Protagonist and antagonist are structural roles, not moral ratings.
| Word | What it means |
|---|---|
| Conflict | The struggle that drives the plot. Character versus self, another character, nature, society, or fate. |
| Protagonist | The central character whose struggle the story follows. Not necessarily likeable. |
| Antagonist | The opposing force. It need not be a person. |
| Exposition | The opening situation โ who, where, when, and what the normal state of things is. |
| Climax | The point of greatest tension, where the conflict turns and the outcome is decided. |
| Resolution | How things settle afterwards. |
| Direct characterization | The narrator telling you what a character is like. |
| Indirect characterization | Showing it through action, speech, thought and effect on others. Stronger evidence in an essay. |
| Foil | A character whose contrast highlights another's qualities. Need not be an enemy. |
| Dynamic / static character | One who changes internally over the story, and one who does not. |
| Point of view | Who is telling it and how much they know: first person, third limited, third omniscient, third objective. |
| Setting | Time, place and social conditions. It matters most when it shapes what characters can do or believe. |
Conflict and structure
The idea: Find the conflict first: who wants what, and what is in the way. Everything else in the story exists to develop or resolve it.
Internal versus external. Character versus self covers doubt, guilt, temptation and divided loyalty. Many strong stories run an internal and an external conflict at once, and the external one is often a way of dramatising the internal.
The climax is where it is decided, not where the noise is loudest. A quiet decision can be the climax of a violent story.
Flashbacks. The useful question is why it appears where it appears. One placed just before a decision usually tells you what is really driving the decision.
Character
The idea: Show, then interpret. An action can be quoted and discussed; a label can only be repeated.
Indirect characterization is better evidence. “She was generous” gives you nothing to analyse. A character quietly paying someone else's bill gives you an action, a motive to infer and a quotation to use.
Foils. A cautious friend beside a reckless protagonist is a foil. The contrast is what makes the protagonist's qualities visible, so writing about the foil is often the clearest way to write about the protagonist.
Dynamic characters. The change has to be in understanding, values or self, not merely in circumstances. Showing what caused the change is almost always a better paragraph than showing that it happened.
Point of view and setting
The idea: Point of view controls what the reader is allowed to know. That limit is a choice, and a choice can be analysed.
| Point of view | Access | Effect |
|---|---|---|
| First person | One character's thoughts, from inside | Immediate and intimate; limited to what they know and will admit |
| Third limited | One character's thoughts, from outside | Closeness with some distance |
| Third omniscient | Every character's thoughts | Breadth; the reader can know more than anyone in the story |
| Third objective | Actions and speech only | Detachment; the reader must infer everything |
Setting is doing work when moving the story somewhere else would break it. If it would change nothing, the setting is scenery, and there is little to say about it.
Symbolism needs a pattern. One appearance is a detail. A concrete object recurring at moments that link it to an abstract idea is a symbol, and pointing to the repetition is what makes the reading persuasive rather than imposed.
What costs marks
The idea: Retelling is the big one.
- Summarising the plot instead of analysing choices.
- Treating first person as automatically unreliable. Show the gap.
- Calling a character static because nothing happens to them. The test is internal change.
- Asserting a symbol from a single mention. Find the pattern first.