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Story structure

How stories are shaped at the largest scale: causality, the classic models (Aristotle, Freytag, three acts, Save the Cat!, the Hero's Journey, the Story Circle, seven-point structure, kishōtenketsu), the MICE quotient, try/fail cycles, promises and payoffs, subplots, length and pacing, and how to outline. The people who drive the plot are in character; the scene and sentence level is in scenes and prose. Setting and magic systems that the plot runs on are in worldbuilding fundamentals and magic and technology; branching and player-driven stories are in game worlds.

What structure is for

Structure is the order in which a reader learns things and the causal chain that links events. Every model below is a description of what has worked, not a law. Use them to diagnose a draft, not to fill in blanks.

JobWhat structure doesSymptom when it fails
Causalityeach event is caused by the last and causes the nextepisodic "and then" plot; reader can skip chapters without losing anything
Expectationsets up a question the reader wants answeredreader does not know what the story is about by the end of the first act
Escalationstakes and difficulty risethe middle feels flat; the climax is easier than earlier obstacles
Changesomething (situation, character, knowledge) is different at the endending feels arbitrary or "nothing happened"
Proportionthe right amount of space for each part40% setup; rushed climax; epilogue longer than the finale
Satisfactionpayoffs match promisestwist feels like a cheat; set-up threads dropped

Causality test ("therefore/but"). Trey Parker and Matt Stone, guest-teaching Ken Liotti's storytelling class at NYU's Tisch School for mtvU's Stand In (2011), said that if the words "and then" belong between the beats of an outline, the story is in trouble; the words between beats should be "therefore" or "but". Write the outline as one sentence per beat and test each join.

JoinMeaningExample
and thensequence onlyshe arrives in the city and then she visits the market and then she meets a thief
thereforeconsequenceshe arrives penniless, therefore she sells her mother's ring at the market
butcomplicationshe sells the ring, but the buyer recognizes the family crest and follows her

Aristotle made the same point about 2,300 years earlier: in the Poetics (ch. 9) he calls plots whose episodes follow one another without probable or necessary sequence episodic ("epeisodic" in Butcher's translation) and rates them the worst kind.

Aristotle's Poetics

The Poetics (c. 335 BCE) is lecture notes on tragedy and epic. Its plot ideas still underpin Western story theory.

ConceptGreekMeaningUse today
Plotmythosthe arrangement of incidents; "the soul of a tragedy" (Butcher trans.), ranked above characterplot is what characters do, not a list of events
Whole—beginning (needs nothing before it), middle (follows and is followed), end (follows, needs nothing after)the opening must not need a prologue to make sense; the ending must not leave the central question open
Unity of action—one complete action, not everything that happened to one personcut events that do not bear on the central question
Magnitude—long enough to allow a change of fortune, short enough to be held in memory as a wholelength should serve the change, not the page count
Probabilityeikosevents follow by probability or necessitycoincidence may create problems, never solve them
Complication and unravellingdesis, lusiseverything up to the turning point, then everything after itthe root of "rising and falling action"
Reversalperipeteiaaction produces the opposite of what was intendedthe plan that makes things worse
Recognitionanagnorisisa change from ignorance to knowledgethe reveal; best when it coincides with the reversal (Oedipus)
Sufferingpathosa destructive or painful actthe cost of the climax
Simple vs complex plot—complex plots contain reversal, recognition or both; Aristotle prefers thema climax that turns on a discovery lands harder

Aristotle also says the unravelling should arise from the plot itself rather than from a god lowered on stage (deus ex machina, Poetics ch. 15). The advice survives unchanged: see structural problems.

Freytag's pyramid

Gustav Freytag's Die Technik des Dramas (1863) analyzed five-act tragedy (Sophocles, Shakespeare, German classical drama) into five parts and three "moments". It describes tragedy well and modern novels poorly: most modern stories put the climax near the end, not in the middle.

1 Introduction exposition 2 Rise 3 Climax 4 Return or fall 5 Catastrophe exciting force tragic force force of final suspense Freytag, Die Technik des Dramas (1863): built for five-act tragedy, not a universal law
Freytag's pyramid: five parts and three moments of five-act tragedy
PartGermanWhat happensModern equivalent
IntroductionEinleitungplace, time, situation, charactersexposition, setup
Exciting force (moment)erregendes Momentthe event that starts the struggleinciting incident
RiseSteigerungcomplications buildrising action
ClimaxHöhepunktthe hero's fortunes peak and turnmidpoint reversal (in modern terms)
Tragic force (moment)tragisches Momentthe event that starts the fallthe midpoint's consequences
Return or fallFall / Umkehropposing forces gain"bad guys close in"
Force of final suspenseMoment der letzten Spannunga last hope of escapefalse hope before the end
CatastropheKatastrophethe hero's downfall, usually deathclimax and resolution

Freytag considered the exciting force necessary and the other two moments optional.

Three-act structure

Three acts is the least controversial model: a beginning that poses a dramatic question, a middle that complicates it, an end that answers it. Syd Field turned it into a screenwriting paradigm in Screenplay: The Foundations of Screenwriting (1979): setup, confrontation, resolution, joined by two plot points.

PartField's labelConventional shareIn a 120-page scriptContents
Act ISetup~25%pp. 1–30world, protagonist, want, inciting incident, dramatic question
Plot point I—~20–25%around pp. 20–30an event that spins the story in a new direction and locks the protagonist in
Act IIConfrontation~50%pp. 30–90obstacles, escalation, subplots; usually a midpoint reversal
Plot point II—~70–75%around pp. 80–90event that launches the endgame, often a low point or new information
Act IIIResolution~25%pp. 90–120climax, answer to the dramatic question, new equilibrium

These page numbers are conventions from 1970s–80s screenwriting (one page ≈ one minute of screen time), not rules. Field's later books add a midpoint around page 60 and "pinch" scenes that remind the audience of the antagonist either side of it. Novelists use the percentages, not the pages.

TermMeaning
Inciting incidentthe event that disturbs the status quo and creates the problem; often 10–15% in
Dramatic questionthe yes/no question the climax answers ("Will she get the ring back?")
Plot point / turning pointa change that sends the story in a new direction
Midpointa reversal or revelation that raises stakes or flips the protagonist from reactive to proactive
Climaxthe decisive confrontation; the protagonist's choice answers the dramatic question
Denouementthe unravelling after the climax: consequences, new normal

Criticism: "three acts" describes almost anything (beginning, middle, end), so it gives little help with the long second act, which is where most drafts fail. The finer-grained models below exist to fill that gap.

Save the Cat! beat sheet

Blake Snyder's Save the Cat! (2005) split three acts into 15 beats with page numbers for a 110-page screenplay. Jessica Brody's Save the Cat! Writes a Novel (2018) converted them to percentages for novels. The book is named after the moment early on where the hero does something likeable (see character).

#BeatScript page (Snyder)Novel position (Brody)What happens
1Opening Image10–1%a snapshot of the "before" world and hero
2Theme Stated55%someone (usually not the hero) states the lesson the hero needs
3Set-Up1–101–10%hero's life, flaws, what is missing; the people who will matter
4Catalyst1210%the life-changing event (inciting incident)
5Debate12–2510–20%the hero hesitates: should I go? can I?
6Break into Two2520%the hero chooses to enter the new world or plan
7B Story3022%a new relationship (love, mentor, friend) that carries the theme
8Fun and Games30–5520–50%"the promise of the premise": the scenes the trailer is made of
9Midpoint5550%a false victory or false defeat; stakes rise; clocks appear
10Bad Guys Close In55–7550–75%external enemies regroup, internal flaws undermine the team
11All Is Lost7575%the lowest point; often a "whiff of death" (a mentor dies, a plan fails)
12Dark Night of the Soul75–8575–80%the hero wallows and then finds the lesson
13Break into Three8580%the A and B stories combine into the solution
14Finale85–11080–99%the hero applies the lesson; the old world is replaced
15Final Image11099–100%the opposite of the opening image, proving change happened

Strengths: it names the middle (Fun and Games, Midpoint, Bad Guys Close In) and makes the theme structural. Weaknesses: it is tuned to Hollywood genre films, and followed literally it produces formula. Hitting the percentages exactly is neither necessary nor what readers notice; hitting the functions in roughly the right order is.

The Hero's Journey

Joseph Campbell's The Hero with a Thousand Faces (1949) argued that many myths share one pattern, the monomyth: departure, initiation, return. George Lucas has said that reading Campbell showed him his Star Wars drafts were following classical motifs. Christopher Vogler, a Disney story consultant, condensed Campbell into a 1985 studio memo ("A Practical Guide to The Hero with a Thousand Faces") and then The Writer's Journey (1992; later editions 1998, 2007, 2020), with 12 stages built for screenwriters.

Campbell's 17 stages

Part#StageShort meaning
Departure1The Call to Adventurea herald or event summons the hero to the unknown
2Refusal of the Callthe hero declines out of fear, duty or comfort
3Supernatural Aida protective figure gives an amulet, advice or help
4The Crossing of the First Thresholdthe hero passes a guardian into the unknown
5Belly of the Whalethe hero is swallowed by the unknown: a symbolic death
Initiation6The Road of Trialsa series of tests, often in threes
7The Meeting with the Goddessan encounter with unconditional love or totality
8Woman as the Temptresstemptation away from the quest (Campbell's gendered label; not necessarily a woman)
9Atonement with the Fatherconfrontation with the ultimate power in the hero's life
10Apotheosisa god-like expansion of understanding
11The Ultimate Boonachieving the goal of the quest
Return12Refusal of the Returnreluctance to go back to the ordinary world
13The Magic Flightescape with the boon, sometimes pursued
14Rescue from Withouthelp from outside to get back
15The Crossing of the Return Thresholdintegrating what was learned into ordinary life
16Master of the Two Worldsbalance between the inner and outer worlds
17Freedom to Livefreedom from fear of death; living in the moment

Vogler's 12 stages

#StageActApprox. positionFunction
1Ordinary WorldI0–10%the hero's normal life, as contrast
2Call to AdventureI~10%problem or challenge appears
3Refusal of the CallI10–15%fear or reluctance; shows the risk
4Meeting with the MentorI15–20%advice, training, a gift, confidence
5Crossing the First ThresholdI → II20–25%commits to the adventure; no going back
6Tests, Allies, EnemiesII25–40%learns the rules of the special world
7Approach to the Inmost CaveII40–50%preparation for the central ordeal
8The OrdealII~50%the central crisis; a brush with death
9Reward (Seizing the Sword)II50–60%takes possession of the treasure or knowledge
10The Road BackII → III70–80%consequences; pursuit; recommitment
11The ResurrectionIII80–95%a final, purifying test; the hero is transformed
12Return with the ElixirIII95–100%home with something that heals the ordinary world

Criticisms worth knowing: folklorists argue Campbell selected the myths that fit and ignored those that did not; the pattern is built around a male hero; and applied rigidly it gives every blockbuster the same shape. It fits quest and coming-of-age stories best, and mysteries, tragedies and ensemble stories worst.

Worked example: Star Wars (1977) on Vogler's stages

The canonical mapping, discussed by Vogler and many others. Positions are approximate.

StageStar Wars (1977)
Ordinary WorldLuke works his uncle's moisture farm on Tatooine and wants to leave for the Academy
Call to Adventurea hidden message from Princess Leia in R2-D2, asking for Obi-Wan Kenobi's help
Refusal of the CallLuke says he cannot go: he is needed for the harvest
Meeting with the MentorObi-Wan tells him about his father and the Force and gives him a lightsaber
Crossing the First ThresholdLuke finds his aunt and uncle killed by Imperial troops, commits, and goes to Mos Eisley
Tests, Allies, Enemiesthe cantina; hiring Han Solo and Chewbacca; escaping Imperial troops
Approach to the Inmost Cavethe Millennium Falcon is pulled into the Death Star
The Ordealrescuing Leia; the trash compactor; Obi-Wan's death
Rewardescape with Leia and the Death Star plans
The Road Backthe TIE fighter chase; the Rebels plan the attack as the Death Star approaches Yavin
The Resurrectionthe trench run: Luke turns off his targeting computer, trusts the Force, and destroys the Death Star
Return with the Elixirthe medal ceremony; the Rebellion survives and Luke has a new identity

What the example teaches: the Refusal is one line of dialogue, the Mentor stage takes a few scenes, and the Ordeal is not the climax. Stages are functions, not chapters.

Story Circle, seven-point structure and kishōtenketsu

Dan Harmon's Story Circle

Dan Harmon (Community, Rick and Morty) simplified Campbell into eight steps on a circle, first posted as tutorials for his Channel 101 short-film festival. The top half is the familiar world, the bottom half the unfamiliar; the story goes down into the unknown and comes back.

#KeywordHarmon's stepClock position
1Youa character is in a zone of comfort0%
2Needbut they want something~12%
3Gothey enter an unfamiliar situation~25%
4Searchadapt to it~37%
5Findget what they wanted~50%
6Takepay a heavy price for it~62%
7Returnthen return to their familiar situation~75%
8Changehaving changed~87–100%

The circle is compact enough to use for one episode, one chapter or one scene. It is Harmon's tool for TV, where every episode has to close its loop.

Dan Wells's seven-point structure

Dan Wells (I Am Not a Serial Killer) popularised seven points in lectures at the Life, the Universe and Everything (LTUE) conference in Utah; he credits the idea to the Star Trek Roleplaying Game narrator's guide (Decipher, 2002). Design the resolution first, then the hook as its opposite, then the middle.

#PointFunctionTypical position
1Hookthe starting state, opposite of the resolution0%
2Plot Turn 1the call to adventure: moves the story from the hook to the midpoint~20–25%
3Pinch 1apply pressure: the antagonist shows up; forces action~35%
4Midpointthe character moves from reaction to action~50%
5Pinch 2more pressure: the plan fails, the mentor dies; all seems lost~65%
6Plot Turn 2the final piece: the character gets what they need to win~75–80%
7Resolutionthe climax; everything built toward this~90–100%

Wells applies the seven points to each subplot separately, then interleaves them.

Kishōtenketsu

A four-part structure used in Chinese, Korean and Japanese writing, from the Chinese qǐ chéng zhuǎn hé of classical four-line (jueju) poetry. It is the standard shape of four-panel (yonkoma) comics.

PartJapaneseFunctionExample (my own)
1ki (起) introductioncharacters, settingan old woman feeds pigeons in a square every morning
2shō (承) developmentdevelops the situation, no turn yetshe names each bird and knows which ones are missing
3ten (転) twistan unexpected, apparently unrelated elementacross town, a boy trains the same pigeons to carry notes
4ketsu (結) conclusionreconciles the parts into a new wholeone morning a pigeon lands with a note addressed to her

Kishōtenketsu is often described in English as "structure without conflict". That overstates it: the structure does not require a central conflict because the turn comes from juxtaposition, but stories built this way often contain conflict. Its use for Western writers: slice-of-life, literary and cosy stories, and scenes whose payoff is a recognition rather than a victory.

MICE quotient

Orson Scott Card introduced the MICE quotient in Characters & Viewpoint (1988) and used it again in How to Write Science Fiction and Fantasy (1990): every story mixes four elements, and the dominant one decides where the story should start and end. Mary Robinette Kowal (on the Writing Excuses podcast and in her classes) renamed Idea to Inquiry and turned it into a nesting tool.

ThreadStarts when…Ends when…Example
Milieua character enters a placethe character leaves it (or decides to stay)Gulliver's Travels, Alice's Adventures in Wonderland
Idea / Inquirya question is raisedthe question is answeredany whodunnit: a body is found → the killer is named
Charactera character is dissatisfied with who they are or their rolethey change, accept, or give upA Christmas Carol: Scrooge's miserliness → his redemption
Eventthe world's order is disrupteda new order is established (or the old restored, or it all fails)The War of the Worlds: invasion → the invaders die

Nesting (Kowal): close threads in the reverse order you opened them, like brackets or HTML tags. If a story opens Milieu, then Event, then Inquiry, it closes Inquiry, then Event, then Milieu. Closing an outer thread first drains tension from the ones still open.

[M  arrive in the city
  [E  the plague breaks out
    [I  who poisoned the wells?
    I]  the physician did it
  E]  the plague is contained
M]  leave the city, changed

Uses: diagnosing a beginning or ending that feels wrong (a Milieu story that ends in the middle of the journey), sizing a story (each extra thread adds words: short stories usually have one or two threads, novels many), and deciding which subplot to resolve first.

Try/fail cycles

The protagonist tries to solve the problem and fails, several times, each attempt costing more. Algis Budrys taught a seven-part story shape in Writing to the Point (1994): a character, in a context, with a problem, makes intelligent attempts that fail (usually three, escalating), then a final do-or-die attempt that brings victory (or death), then validation, a moment confirming the story is over. The pattern spread through David Farland, a Budrys student, to writers he taught, including Brandon Sanderson and Dan Wells.

Mary Robinette Kowal popularised the "yes, but / no, and" outcomes on Writing Excuses:

Outcome of an attemptEffectExample
Yes, butthe character succeeds, with a complicationshe gets the ring back, but the buyer now knows who she is
No, andthe character fails, and it gets worseshe cannot get the ring back, and the city guard arrests her for theft
Yessuccess; the thread closesuse only at the end of a thread
Nofailure with no change; a dead scenerewrite: add the "and"

Rules of thumb (common workshop advice, not law): the number of failures before the final success signals how big the problem is; the final attempt should use something the character learned from the failures; and a success that comes without earlier failure feels unearned.

Promises, progress, payoff

Brandon Sanderson's BYU creative-writing lectures (recorded in several years, including 2020 and 2025) frame plot as three P's.

ElementWhat it isHow to check it
Promiseswhat the opening signals: genre, tone, the kind of problem, the kind of endingwould the first chapter's reader want this ending?
Progressthe reader's sense that the story is moving toward the promise, scene by scenecan you name what advanced in every chapter?
Payoffthe fulfillment of the promisesis every major promise kept, or deliberately and satisfyingly subverted?

Practical consequences:

  • The plot is often defined by the type of progress (a mystery progresses by clues, a romance by stages of a relationship, a heist by assembling the crew and plan, a travelogue by distance). Pick the type, then show a measurable step in each scene.
  • Promise X, deliver Y works only if Y is better and the progress foreshadowed it. A comedy that turns into a tragedy with no warning breaks the promise.
  • Early tone is a promise. An opening murder promises a mystery or thriller; an opening joke promises humor.
  • In speculative fiction, rules are promises. A problem solved by magic the reader never saw breaks the contract (see Sanderson's laws on magic and technology).

Subplots and B-stories

A subplot is a secondary line of action with its own goal and outcome. The B story (Snyder) is the subplot that carries the theme, usually a relationship.

Subplot jobExample
carries the themethe B-story relationship teaches the lesson the A story tests
complicates the main plotthe love interest is the antagonist's sister
varies pace and tonea comic subplot between tense chapters
hides cluesa mystery's solution sits in the "unimportant" subplot
gives secondary characters arcsan ally's own want and failure
shows the theme from another anglea minor character makes the choice the hero refuses

Rules: every subplot should converge on the climax (or be cut); resolve subplots just before the main plot, not after (nesting again); a subplot needs at least three touches (set-up, development, payoff); and if a subplot is more interesting than the main plot, consider swapping them.

Braiding: in multi-POV novels, interleave threads so that each chapter ends with a question and the reader is switched away at a high point. Keep each thread moving at least every few chapters.

Length and pacing across a story

Length categories

SFWA (Nebula Awards) and the Hugo Awards use the same word-count bands. They are award rules, but magazines and agents use the same vocabulary.

FormWords (Hugo/Nebula)Typical threads (rough guide)Typical scenes (rough guide)
Flash fictionunder ~1,000 (common market usage; not a Hugo category)one1–3
Short storyunder 7,500one, maybe two1–8
Novelette7,500–17,500two or three6–15
Novella17,500–40,000a main plot and a subplot or two15–35
Novel40,000 and overa main plot and several subplots40–100+

Commercial expectations are different: agents commonly quote adult debut novels at roughly 80,000–100,000 words and adult SFF at roughly 90,000–120,000. Treat these as market rules of thumb that shift with genre and era.

Proportions

Rule of thumbWhy
inciting incident within the first 10–15%readers stop waiting for a story to start
act one ends by 20–25%the protagonist must commit before the reader's patience runs out
something changes at the midpointstops the second act becoming a list of obstacles
the low point around 75%leaves room for recovery and climax
climax and resolution in the last 10–20%too short feels rushed; too long feels like an epilogue
the denouement is shortonce the dramatic question is answered, the reader's interest drops fast

Scene count is arithmetic: a 90,000-word novel with scenes of 1,500–3,000 words has roughly 30–60 scenes. If a chapter-by-chapter outline has 25 scenes for a 100,000-word target, either scenes will bloat or the story is short.

Pacing tools at the structural level

ToolSpeeds upSlows down
Scene lengthshort sceneslong scenes
Scene vs sequel ratio (see scenes and prose)more scenes (action)more sequels (reaction, reflection)
Summaryskip time between scenes—
Ticking clocka deadline in the second half—
Cross-cuttingswitching between threads at high pointsswitching at low points
Chapter endingsend on a question or turnend on resolution
Stakesraise them at each turnkeep them constant

Outlining vs discovery writing

ApproachAlso calledStrengthsRisksFixes
Outliningplotter; "architect"structure, foreshadowing and endings work first time; faster draftingcharacters serve the plot; story feels mechanical; boredom with a solved bookleave scenes loose; outline goals not events; revise the outline as you go
Discovery writingpantser (from "flying by the seat of your pants"); "gardener"organic characters, surprise, voicesaggy middles; abandoned drafts; endings that do not pay off; heavy revisionreverse-outline after the draft; know the ending before the last third
Hybrid"plantser"most working writers—outline the tent poles (inciting incident, midpoint, climax), discover the rest

George R. R. Martin describes two kinds of writers in several interviews: architects, who draw the blueprints before they build, and gardeners, who plant a seed and see what grows; he calls himself mostly a gardener. Stephen King's On Writing (2000) describes starting from a situation rather than a plot. Sanderson describes outlining the plot and discovery-writing the characters.

Neither method is better. What matters is that the final draft has structure, however it got there. Discovery writers do their structural work in revision; outliners do it before drafting.

Reverse outline (for discovery writers and revisions): after a draft, list each scene in one line with its POV, goal, turn and word count. Structural problems (a missing midpoint, a 20,000-word stretch with no turn) show up at once.

Structural problems and fixes

ProblemSymptomCauseFix
Saggy middlereaders stall between 30% and 70%obstacles repeat without escalating; no midpointadd a midpoint reversal; escalate stakes; add a ticking clock; give the protagonist a plan that fails
Slow startfirst chapters are backstory and setupwriter warming upstart at the inciting incident or just before; feed backstory in later
Deus ex machinathe climax is solved by coincidence, a new power or a rescuerthe writer painted the character into a cornerset up the solution earlier; make the protagonist cause the win; coincidence may cause trouble, never end it
Unearned endingthe character changes at the climax without causethe arc was not dramatisedseed the lie and the lesson in act one; show failure from the old way in act two
Passive protagonistthings happen to the herogoals too vague; antagonist does all the choosinggive the hero a concrete goal and a plan in every act; the hero makes the climactic choice
Episodic plotchapters can be reordered with no loss"and then" joinsapply the therefore/but test; make each event cause the next
Stakes plateauthe climax is no harder than the first obstacleno escalation planlist obstacles in order of difficulty and personal cost
Broken promisethe ending is a different genre from the openingpromise not trackedlist the opening's promises and tick them off in the last act
Two climaxesa second ending after the real onesubplot closed after main plotnest: close subplots before the main plot
Dangling threadsquestions never answereddiscovery draftingreverse-outline; resolve or cut every opened thread
Info-dump prologuepages of history before the storyworldbuilding loveput the history where a character needs it (see worldbuilding fundamentals)
Villain-driven plotthe antagonist makes every choiceprotagonist reactivethe protagonist must change from reactive to proactive by the midpoint

When the models do not apply

  • Literary and experimental fiction often values pattern, voice and image over causal plot. Structure still exists (repetition, juxtaposition, a change in understanding) but the beat sheets do not describe it.
  • Short fiction has room for one turn. Most short stories are a single scene or a try/fail cycle with a twist, not a compressed three-act film.
  • Ensembles and epics run several structures in parallel. Map each POV's arc separately, then braid.
  • Tragedy inverts the payoff: the character fails because of who they are. Freytag describes it better than Snyder.
  • Series need both an episode structure and a series arc. The Story Circle suits episodes; the series arc can be any of the larger models.
  • Games and interactive fiction hand some choices to the player; see game worlds.

Templates and worksheets

One-page outline

TITLE:
LOGLINE (one sentence): When [inciting incident], a [specific
  protagonist] must [goal] or else [stakes], but [main obstacle].
 
DRAMATIC QUESTION (yes/no):
DOMINANT MICE THREAD: Milieu / Inquiry / Character / Event
PROMISES (genre, tone, kind of ending):
 
ACT I (0-25%)
  Ordinary world / what is missing:
  Inciting incident (~10%):
  Refusal or debate:
  Plot point I - the choice that locks them in (~20-25%):
 
ACT II (25-75%)
  New world / rules / fun and games:
  B story (relationship carrying the theme):
  Try/fail 1 (yes-but or no-and):
  Try/fail 2:
  Midpoint reversal or revelation (~50%):
  Stakes raised how:
  Try/fail 3:
  Low point / all is lost (~75%):
 
ACT III (75-100%)
  What they learned (the lesson from the failures):
  Final plan:
  Climax - the protagonist's choice:
  Resolution / final image (mirror of opening):
 
SUBPLOTS (each: set-up, development, payoff, closes before):
THREADS OPENED -> CLOSED (reverse order):

Beat-sheet worksheet

Fill in the target word count, then the word position of each beat.

TARGET LENGTH: ______ words
 
BEAT                     %        WORD     ONE-LINE BEAT
Opening Image            0-1      ______   ______________________
Theme Stated             5        ______   ______________________
Set-Up                   1-10     ______   ______________________
Catalyst                 10       ______   ______________________
Debate                   10-20    ______   ______________________
Break into Two           20       ______   ______________________
B Story                  22       ______   ______________________
Fun and Games            20-50    ______   ______________________
Midpoint                 50       ______   ______________________
Bad Guys Close In        50-75    ______   ______________________
All Is Lost              75       ______   ______________________
Dark Night of the Soul   75-80    ______   ______________________
Break into Three         80       ______   ______________________
Finale                   80-99    ______   ______________________
Final Image              99-100   ______   ______________________
 
CHECKS
[ ] every join between beats is "therefore" or "but"
[ ] Final Image is the opposite of Opening Image
[ ] Theme Stated is tested by the Finale
[ ] the protagonist causes the Break into Two and the Finale
[ ] the Midpoint changes the direction, not just the location

Scene list (reverse outline)

#  | CH | POV | GOAL | TURN (+/-) | THREAD | WORDS | JOIN
1  |  1 |     |      |            |        |       | -
2  |  1 |     |      |            |        |       | but / therefore

Exercises

  1. Take a film you know well and write its beats as one sentence each. Mark every join as "and then", "therefore" or "but". Then do the same for your own outline.
  2. Map a favorite novel onto the Save the Cat! beats using page numbers. Note where it deviates and why it still works.
  3. Write the same premise as a three-act outline and as a kishōtenketsu outline. Which one suits it?
  4. List the MICE threads your current story opens, in order. Check that they close in reverse order.
  5. For your protagonist's central problem, write three escalating attempts, each ending "yes, but" or "no, and".
  6. Write the resolution first, then a hook that is its opposite (Wells's method).

References