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Assembled by Jami Gold (jamigold.

com)
with a hat tip to Elizabeth Davis's Blake Snyder/Save the Cat Beat Sheet
(www.lizwritesbooks.com)

Master Story Planning Worksheet

(based on Larry Brooks's Story Structure (from storyfix.com and Story Engineering) and Blake Snyder's Beat Sheet (from Save the Cat))

PROJECT TITLE

LOGLINE

Story Title goes here (The Da Vinci Code)

Basic logline goes here (A researcher exposes lies of the Catholic Church)

WORD COUNT (update this and the rest will auto-calculate)

PAGE COUNT (the math here assumes Times New Roman--change the formula below from 275 to 250 for Courier New)

110,000

400

BEATS, PARTS, &


MILESTONES

DESCRIPTION

PAGE (approx.)

WORD COUNT

Part 1--The Setup

Introduce protagonist, hook the reader, and setup First Plot Point (foreshadowing, establishing stakes); major goal
is establishing empathy (not necessarily likability) for the protagonist.

100

27500

Beat 1

Opening Image

Sets the tone, mood, type, and scope of the project. A "before" snapshot.

1100

A.1

Opening Scene

Opening scene or sequence of story; protagonist must be introduced within first 1-3 scenes.

10

2750

Beat 2

Theme Stated

Secondary character poses question or statement to MC that is theme of the movie.

A.2

Hook Moment

Something that creates a question the reader wants an answer to or an itch that needs to be scratched; doesn't need
context with protagonist's needs or stakes.

20

Beat 3

Set-up

Introduce/hint at every character in A story; plant character tics to be addressed later on.

36

Beat 4

Catalyst

Life-changing event that knocks down house of cards.

Inciting Incident

*Optional* Game-changing event occurring during Part 1, often leading to a decision at the First Plot Point.

79

21725

Debate

Point of no return; character makes a choice.

44

91

12012

25025

First Plot Point

Antagonistic forces fully comes into play, defining the goal, stakes, and obstacles for protagonist; first time the
meaning and implications of antagonistic events are seen.

80

100

22000

27500

Act II

A strong, definite change of playing field. Do not ease into Act II.

Part 2--The Response

The protagonist's reaction to the new goal/stakes/obstacles revealed by the First Plot Point; the protagonist doesn't
need to be heroic yet (retreats/regroups/doomed attempts/reminders of antagonistic forces at work).

Beat 7

B-Story

Often the "love" story; gives us a break from the tension of the A story; carries theme of movie; often uses new
"funhouse" version of characters.

Beat 8

Fun & Games

"The promise of the premise" / the heart of the movie / all about having fun.

First Pinch Point

Reminder of the story's antagonistic forces, not filtered by narrative or protagonist's description, but directly visible
to the reader.

150

41250

Beat 9

Midpoint

Threshold between 1st half and 2nd half; can be false peak or false collapse; stakes are raised; fun and games over

200

55055

B.2

Midpoint

New information or awareness that changes the experience or understanding of context for the protagonist and/or
reader; a catalyst activating new decisions/actions.

200

55000

Part 3--The Attack

Midpoint information/awareness causes the protagonist to change course in how to approach the obstacles; the
hero is now empowered with information on how to proceed, not merely reacting anymore; protagonist also ramps
up battle with inner demons.

201

300

55000

82500

Beat 10

Bad Guys Close In

Bad guys regroup and send heavy artillery; hero's team begins to unravel.

201

273

55000

75075

C.1

Second Pinch Point

Reminder of the story's antagonistic forces, as the antagonist ups the game against the protagonist's attacks.

C.2

All Is Lost Lull

*Optional* A slower paced, all-hope-is-lost lull before the Second Plot Point.

Beat 11

All is Lost

Opposite of midpoint (peak/collapse); whiff of death - old way of thinking dies/give up moment/runaway moment;
false defeat; no hope.

Beat 12

Black moment

Darkest point; protagonist has lost everything.

Second Plot Point

The final injection of new information into the story (doesn't need to be fully understood by the protagonist yet);
protagonist's quest is accelerated.

A.3
Beat 5
A.4
Beat 6
B

B.1

C.3

The protagonist summons the courage and growth to come up with solution, overcome inner obstacles, and
Part 4--The Resolution conquer the antagonistic force; all new information must have been referenced, foreshadowed, or already in play
(otherwise, deus ex machina).

18

5005

44

25025
200

27500

109
109

30030

250
68750

273

82500
75075

309

75075

300

301

55055

68750
299

273

55000
30030

200

251

10010
12012

91
101

5500

85085
82500

400

82500

309

110000

Beat 13

Act III

A story and B story combine and reveal solution.

Beat 14

Finale

Wrap-up; dispatch all bad guys in ascending order, working way up to the boss.

309

396

85085

109010

Beat 15

Final Image

Opposite of opening image; show how much change has occurred.

396

400

109010

110,000

For more helpful writing information, check out http://jamigold.com/for-writers/


Last updated on 2/11/11

85085

CHAPTER

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