For Lehane beginning structure, see Mystic River to the Catalyst

Bell on Structure

Disturbance

Disturbances don’t have to happen just at the beginning. You can sprinkle them throughout. When in doubt about what to write next, make more trouble. Raymond Chandler used to say, just bring in a guy with a gun. You can create the same feeling in a variety of ways, consistent with your genre.

The Care Package

The Care Package is a relationship the Lead has with someone else, in which he shows his concern, through word or deed, for that character's well being.

This humanizes the Lead and engenders sympathy in the reader. It works even if the Lead happens to be a louse, because this one element gives the reader hope that the Lead might be redeemed.

Argument Against Transformation

[Theme]that it’s about a “life lesson learned.” What is it that the character learns by the end of the story? What truth is it that she will live by from then on?.. The arc is Katniss growing from no hope to hope, from someone who sees no good future to someone prepared to fight for a good future.

Her argument against transformation occurs early in Chapter 1. It’s only one line.

“I never want to have kids,” I say.

That’s the ultimate argument against hope. So what happens at the end of Book 3? She is having a child.

She has been transformed.

You can have a negative arc, too. Michael Corleone in The Godfather is an example. In the opening scene he tells his fiancé, Kay, that his family’s criminal dealings will not be his life. At the end, he has become the head criminal, and lies to Kay’s face about it. He’s been transformed all right, but not in a good way.

Trouble Brewing

Somewhere around the middle of Act I is a scene where we get a whiff of big trouble to come. It’s not the major conflict yet, because we’re not in Act II yet. But we can sense that it’s out there, brewing.

After the opening Disturbance, there is a chance to introduce main and minor characters. You have space to set the players in motion, describe the ordinary world, establish the tone of the book and so on. Micro conflict and tension should be present, meaning between the characters. But a Trouble Brewing moment reminds the reader that there is bigger conflict to come.

Doorway of No Return #1

The beginning of a novel tells us who the main characters are and the situation at hand. It sets us in the story world with a disturbance up front and some hint of the major trouble yet to come. It has conflict and tension, because that’s needed for all good scenes.

But the novel does not become “the story” until we get into the confrontation of Act II.

And to get there, the Lead must pass through a Doorway of No Return. The feeling must be that your Lead, once she is across the threshold, cannot go home again. The door slams shut. She has to confront death (physical, professional or psychological) and overcome it, or she will die.

In To Kill a Mockingbird, Atticus Finch accepts the job of defending a black man accused of raping a white girl. For Scout Finch, the narrator, this event thrusts her into a dark world of prejudice and injustice. Which way will she go? Will she grow up just like her prejudiced neighbors? If she does, she will have died psychologically

Checklist 1

Have you given us a character worth following?

Have you created a disturbance in the opening pages?

Do you know the death stakes of the story?

Have you created a scene that will force the character into the confrontation of Act II?

Is it strong enough? Can the Lead character resist going into the battle?

Does it occur before the 1/5 mark of your total page count?

Kick in the Shins

Soon after passing through the Doorway of No Return #1, the character must face an obstacle, the first real test in the death stakes of Act II.

A Kick in the Shins can also be an emotional jolt, a deepening of the interior stakes. That’s what happens in The Hunger Games.

Recall that Katniss is thrust through the Doorway of No Return #1—a group of Peacekeepers marches us through the front door of the Justice Building. Now there is no way out, no escape. She must go forward to the Games.

And what will be a major obstacle for her? Her conflicted feelings for Peeta, the boy who once showed her kindness.

A Kick in the Shins is part of the building process. Trouble needs to mount as the novel progresses. This beat is the first hit of Act II. It is crucial for the readers to experience. It instills in them confidence that the rest of the book is going to have more and bigger obstacles for the Lead.

The Mirror Moment

a moment where the main character has to figuratively look at himself, as in the mirror. He is confronted with a disturbing truth: change or die.

[Casablanca] Rick, full of self-disgust, puts his head in his hands. He is thinking along the lines of, “What kind of man am I to do something like that?”

He is looking in the mirror. At himself.

The rest of the film will determine whether he stays a selfish drunk or regains his humanity. And that is what Casablanca is truly about, in both narrative and theme.

It’s about psychological life and death.

There’s one other kind of mirror moment, usually found in an action film. It’s when the character looks at her situation and thinks, “The odds are too great. I can’t possibly survive. I’m probably going to die.”

Such a moment is right in the middle of The Hunger Games. Here is the paragraph:

I know the end is coming. My legs are shaking and my heart is too quick . . . My fingers stroke the smooth ground, sliding easily across the top. This is an okay place to die, I think.

The biggest changes we make in our own lives occur when we are thrust into a crisis. Enduring fiction is built upon that same thing: it’s about how a character, through force of will, fights life-threatening challenges and is transformed because of it. It’s only when we feel we must change that we do change. The mirror moment makes that clear to the character and, most important of all, to the reader.

Pet the Dog

[Dirty] Harry runs with the dog down the alley, out of harm’s way. The shooter gets away. But the dog is safe.

What Harry did was stop in the middle of his own troubles to help out someone weaker than himself.

This is the Pet-the-Dog beat.

Coming sometime within Act II (usually just before or just after the mirror moment scene), the Pet-the-Dog beat shows that the Lead has heart. Maybe it’s a reluctant heart, but he follows it nonetheless.

[Fugitive] So Kimble saves a boy’s life at the risk of being found out. And the filmmakers use it for just that purpose. The doctor on the trauma floor saw Kimble looking at the film. She catches up to him and confronts him. Not satisfied with his evasions, she grabs his ID badge and calls for Security.

Doorway of No Return #2

[Act II] is where the major action takes place. The stakes are death (physical, professional or psychological) and the Lead has to fight.

The second act is a series of scenes where the character confronts and resists death, and is opposed by counter forces.

Unless there is a way to get to the final battle, Act II will go on forever. The natural rhythm of the three-act structure dictates that this second doorway open up with about one quarter or a little less of the book left.

Hannibal Lecter tells Clarice Starling that Buffalo Bill covets what he sees every day. Clue! This information leads Clarice to the killer. (The Silence of the Lambs)

The bullet-ridden body of a bundle-carrying ship's captain collapses in Sam Spade's office. Inside the bundle is the black bird. Major discovery! (The Maltese Falcon)

Tom Robinson, an innocent black man, is found guilty of rape by an all-white jury, despite the evidence. Major set-back! (To Kill a Mockingbird)

Readers do not like to see the Lead helped out of trouble via coincidence. So don’t let this second doorway seem to offer that. A crisis or setback can happen that way, because it’s not help. It’s more trouble. But a discovery or clue ought to happen because the Lead has done something to find it, or earn it. It’s the result of her efforts or cogitation that opens the door.

Mounting Forces

[Lethal Weapon] To prove this point, Busey shoots Murtaugh’s buddy.

The forces have mounted in a big way. The mercs know what’s up, are willing to murder people over it, and now it is going to be a battle to the death.

In To Kill a Mockingbird, some time after Tom Robinson is convicted (the major setback that is Doorway of No Return #2), Bob Ewell seeks out Atticus Finch and spits on him, daring him to fight. Atticus does not, but clearly Jem and Scout see the danger. They think Atticus ought to start packing a gun.

There is a double barrel to the forces in the book. Physical danger toward Atticus from Ewell, and psychological danger for Scout from the ladies in town. They want to make sure Scout grows up to be like them.

Mounting Forces is perhaps the most logical beat in all of Super Structure. By Act III, the momentum toward the end is relentless. Remember Wells Root’s picture of the rushing river? Act III is like going over a waterfall. You can’t stop it. The antagonist knows this, and gathers his strength. He knows what kind of death is on the line, so it’s logical that he makes preparations for the Final Battle.

No matter what kind of novel you write, the story ought to feel like the trash compactor in Star Wars. Your Lead is thrust into the situation of the novel. Then notices the walls starting to close in. In Act II, he’s still got time to get out of danger. But in Act III time has run out. The walls are about to crush him.

Lights Out

The blackest night.

The point when all seems lost.

This is Lights Out. This is where it looks as if the Lead can’t possibly win in his struggle with death.

It may be that the forces arrayed against him are too strong.

Or it may be a dilemma that leaves no good choice.

This is where you have the readers biting their figurative nails. Or even real nails.

You want them thinking, “There’s no way out!”

Like most great literary fiction, To Kill a Mockingbird is about inner transformation. Scout will move from innocence to awareness, from childishness to budding maturity.

How will she handle what has happened to her and Jem? That’s the question we ask when the lights go out.

Why This Works

My friend and teaching colleague, Christopher Vogler (author of The Writer’s Journey: Mythic Structure for Writers), calls this a “death-and-rebirth” beat. The hero must “shed the personality of the journey and build a new one that is suitable for return to the Ordinary World.” There is a final “cleansing” that takes place.

What this accomplishes in the audience, says Vogler, is a catharsis. In a satisfying story, the audience moves beyond mere narrative to an actual “expansion of awareness.”

This is always most effectively realized when the lights go out.

Now what? That is the subject of the next chapter.

Some of the greatest endings––like Casablanca––involve sacrifice. Rebirth can only follow death, and death is very often the sacrifice of the thing the Lead wants most. It may be his very life, as in Spartacus and Braveheart.

Q Factor

]High Noon] Of course, if he does this, he will die psychologically. He will be a coward. He will have failed in his sworn duty as a lawman, too.

So he’s having to choose between physical death and psychological death.

Great stories are about death, and when facing death a character must deal with fear. Fear manifests itself most when all the forces are marshaled against the Lead. Fear and common sense tell the Lead to give up, run away.

What makes him stay and fight? The Q Factor, an emotional element that comes in when needed most.

A novel is about a character using strength of will to fight the forces of death. This fight cannot just be analytical. We are moved to action through emotion, not simply logic.

Final Battle

Every great ending is a Final Battle inside or outside the main character. Sometimes a mixture of both.

In The Hunger Games, which is filled with physical battles, the Final Battle comes down to another dilemma for Katniss. After rescuing Peeta from Cato’s grip, there is a stunning announcement from Claudius Templesmith. The recently changed rule allowing two winners has been reversed! Now there will be only one!

Katniss and Peeta are the only two contestants left.

Who is going to kill whom?

How will Katniss solve this final battle of wills with the Gamemakers?

She solves it with a brilliant move. Knowing the Capitol needs a victor in the Games, she and Peeta agree to poison themselves. Just as they are about to do it, the rule change is reversed again! Both Katniss and Peeta are declared the winners.

The Final Battle is the whole point of the novel. It’s what everything is leading up to. Without it, there is no resolution, no satisfaction, no coming away from the story with a feeling of completeness. The Final Battle works simply because it has to be there or there is no story at all.

Transformation

In Casablanca, Rick has learned that there is something bigger to live for than the problems of “three small people.” There is a larger context, a universal concern for the community.

To prove that, he not only tells Ilsa to get on the plane with Laszlo, he makes sure it happens by holding a gun on Louis, the French police captain, and then actually shooting the Nazi major, Strasser, as he tries to stop the plane.

Talk about proof! Rick has sacrificed his very life for the principle he has come to believe. Of course, in a stunning reversal, he is given his life back by Louis.

My favorite proof of transformation comes from Lethal Weapon. Riggs starts out as a suicidal loner. He ends up coming back to life through the loyalty of his partner, Murtaugh, and the warmth of Murtaugh’s family.

Back in the Argument Against Transformation, Riggs had shown Murtaugh the hollow-point bullet he was saving to blow his head off someday.

Now here at the end, Riggs shows up at Murtaugh’s house on Christmas Eve, and Murtaugh’s daughter answers the doorbell. Riggs says he has a present for her to give to her dad.

He pulls out the bullet with a little bow around it. “Tell him I won’t be needing it anymore.”

Transformation proved.

Your readers pay you for two things: emotional engagement and completion. You take them on a ride, bonded to a Lead, and then close the story arc.

Do those two things masterfully, and you’ll have a hit. Keep doing it, and you’ll have a career.

Bell and Trudy

Bell

Trudy

Act I (no greater than 20% of your novel)

1. Self-revelation, need, and desire

2. Ghost and story world

3. Weakness and need

1. Disturbance

4. Inciting event

2. Care Package

3. Argument against Transformation

4. Trouble Brewing

5. Desire

6. Ally or allies

7. Opponent and/or mystery

8. Fake-ally opponent

5. Doorway of No Return #1

9. First revelation and decision: Changed desire and motive

Act II (that large middle portion where the main action takes place)

6. Kick in the Shins

10. Plan

11. Opponent’s plan and main counterattack

12. Drive

13. Attack by ally

7. The Mirror Moment

8. Pet the Dog

9. Doorway of No Return #2

14. Apparent defeat

15. Second revelation and decision: Obsessive drive, changed desire and motive

16. Audience revelation

17. Third revelation and decision

Act III (the resolution)

10. Mounting Forces

18. Gate, gauntlet, visit to death

11. Lights Out

12. Q Factor

13. Final Battle

19. Battle

14. Transformation

20. Self-revelation

21. Moral decision

22. New equilibrium

Snyder Beats

THE BEATS- BLAKE SNYDER’S STRUCTURE-Blake’s method is structured around two main tools: the Blake Snyder Beat Sheet and his genres.

As for the first, it consists of a 15 -point structure of “beats” or “moments” that happen in any well-written story or script, in a particular order. In each beat, something must happen to the main character/protagonist/hero for the maximum enjoyment of the reader or the viewer and must serve to move the story forward.

1

Opening Image: At the beginning of the story, we must give a good first impression of the “before” image of our story’s world and hero. There is usually one systemic problem that the main character will fix (or fail to fix!) so we can have a contrasting Final Image at the end of the story.

2

Theme Stated: In the first minutes of the film, one of the characters usually utters a line, sometimes said to the main character, in which the theme is summarized — it’s what the movie is about. This is one of the two “mobile” beats than can appear anywhere in the beginning of the script.

3

Set-Up: Next, there is the section of the script where we come to know the protagonist better through the Six Things That Need Fixing. Sometimes we will see the protagonist in his “at home,” “at work” and “at play” moments. A “Save the Cat!” scene — when the hero does something that makes us like him or her — is a good thing to have here, and also a Stasis=Death moment to show how much the hero needs to change.

4

Catalyst: It was a normal day in the life of our main character until... kaboom! In this beat, something happens that disrupts the hero’s life. From an H-Bomb exploding, to a simple call at work, to a knock on the door or a personal tragedy, nothing will ever be the same!

5

Debate: Of course, our protagonist still does not know how much the Catalyst is going to affect his life, so we need to have a few scenes debating the impact, the next steps to take, or the overall craziness of a situation he or she never thought about. Can they dodge the adventure?

6

Break into Two: Our hero “gets the case,” so the story is properly set in motion. Usually, this takes the form of a symbolic gateway or a journey with “no turning back.” We are about to enter the upside-down world of Act Two!

7

B Story: The second mobile beat, the B Story usually introduces a character who will carry the theme or love story. This beat can happen basically anywhere up to this point, and sometimes even after. Of course, we as writers will cause A and B Stories to cross a lot.

8

Fun and Games: The promise of the premise, as Blake famously put it, this is the section of the script in which the plot lightens up to let us and the main character explore the new world. Set pieces and trailer moments belong here — this is what we came to see when enticed by the poster or logline.

9

Midpoint: One of the most challenging beats, this usually takes more than one scene. In it, our character will have a false victory or a false defeat, plus a public coming out which indicates who he is becoming in his character arc. It is also the moment where stakes are raised, there is Sex at 60, clocks start ticking and A and B Stories usually cross.

10

Bad Guys Close In: The opposition of the antagonists comes with full force in this section. Our hero had miscalculated his own powers and pressure mounts, not only from the outside, but from the inside as well, as the “team starts disintegrating.” “Bad guys” can be both external (plot machinations) and internal (emotions).

11

All Is Lost: This beat is crucial! The hero is “worse off than when he started” and in many cases there is a whiff of death that makes victory seem impossible.

12

Dark Night of the Soul: The hero dwells on his low point as he slowly realizes that he has avoided change for so long and is in dire straits because of his inaction... so now it seems like there is no solution.

13

Break into Three: A moment of realization, a spark of genius or a sudden idea makes the hero realize that maybe the story’s goal can be attained after all! This possibility is usually triggered by the love interest or mentor as A and B Stories meet.

14

Finale: Our Act Three starts, and the film is nearing its end! Here comes one of Blake’s most useful tools, the bullet-proof 5-Point Finale to finish your story on a great note:

15

Gathering the Team: Ready for the final assault, the hero “gathers” with another character(s) to “amend hurts,” to announce his plan or to “prepare the assault.”

16

Executing the Plan: The “plan” is carried out as devised by the hero, and it seems to work! Victory is in sight!

17

High Tower Surprise: “It’s a trap!” Unfortunately, the baddies had something in store for our hero, so the plan is not useful anymore. The main character finds himself on his own and with everything depending on him. Will he find the strength now?

18

Dig, Deep Down: The determination to win makes the protagonist “dig, deep down” inside for the courage to do what he never thought himself capable of accomplishing.

19

The Execution of the New Plan: So with that newfound strength, the hero confronts the baddies again, usually winning the battle... but sometimes losing it despite everything.

20

Final Image: As the film ends, we see a contrasting image that is often the opposite of the Opening Image. The world, our hero or his/her allies have changed forever, showing that “All Stories Are About Transformation.”

checklist - 57 structural elements

# author # element which scene in your manuscript

1

B01

Disturbance

2

B02

The Care Package

3

B03

Argument Against Transformation

4

B04

Trouble Brewing

5

B05

Doorway of No Return #1

6

B06

Checklist 1

7

B07

Kick in the Shins

8

B08

The Mirror Moment

9

B09

Pet the Dog

10

B10

Doorway of No Return #2

11

B11

Mounting Forces

12

B12

Lights Out

13

B13

Q Factor

14

B14

Final Battle

15

B15

Transformation

16

S01

opening image

17

S02

theme stated

18

S03

set up-context

19

S04

catalyst!disturbance

20

S05

debate-argument w self

21

S06

break into2 - 1st gateway

22

S07

B story-love, theme

23

S08

fun and games-exploration of new world

24

S09

midpoint-false victory or defeat, mirror moment

25

S10

bad guys close in- lead's miscalculations

26

S11

All is Lost

27

S12

Dark Kniught of the Soul-retreiving new courage, will

28

S13

Break into Three-Q factor, re-motivation

29

S14

5 point finale

30

S15

finale 1- gather team

31

S16

finale 2- execute plan

32

S17

finale 3- it’s a trap surprise

33

S18

finale 4- new determination

34

S19

finale 5- new determination, pplan executed

35

S20

final image-resolution

36

T01

1. Self-revelation, need, and desire

37

T02

2. Ghost and story world

38

T03

3. Weakness and need

39

T04

4. Inciting event

40

T05

5. Desire

41

T06

6. Ally or allies

42

T07

7. Opponent and/or mystery

43

T08

8. Fake-ally opponent

44

T09

9. First revelation and decision: Changed desire and motive

45

T10

10. Plan

46

T11

11. Opponent’s plan and main counterattack

47

T12

12. Drive

48

T13

13. Attack by ally

49

T14

14. Apparent defeat

50

T15

15. Second revelation and decision: Obsessive drive, changed desire and motive

51

T16

16. Audience revelation

52

T17

17. Third revelation and decision

53

T18

18. Gate, gauntlet, visit to death

54

T19

19. Battle

55

T20

20. Self-revelation

56

T21

21. Moral decision

57

T22

22. New equilibrium