ACT ONE
- Set up ORDINARY WORLD
- Create an INCITING INCIDENT to CALL the hero TO ACTION.
- The hero REFUSES THE CALL or shows reluctance.
- What are the STAKES FOR REFUSING?
- What are the STAKES FOR ACCEPTING?
- The hero reaches a TURNING POINT OF NO RETURN, where she must commit.
- THE STAKES GET HIGHER, and she does something she wouldn’t have done or been able to do at the beginning.
ACT TWO
- THE NEW REALITY is vastly different from previous. Character makes a plan and amasses helpers and resources.
- BUT WAIT, things are even worse than they seem.
- The hero shows NEW DETERMINATION as she overcomes five or six increasingly harder obstacles that prepare her for the midpoint ordeal.
- THE MIDPOINT TEST shifts the hero’s understanding. Things are more complicated and dangerous than they seem, and they’re about to get worse.
- THE STAKES GO UP AGAIN.
ACT THREE
- At THE CLIMAX, the hero attacks the villain head on in a gamble for all or nothing. They fight and only one of them emerges victorious.
- LOOSE ENDS ARE TIED, and there’s a glimpse of the new world order, either positive or negative, that suggests how things will fare for the hero in the ever-after.
No comments:
Post a Comment