The Twelve Sequences of Story - Beta

Based on the following works: Blake Snyder’s “Save The Cat” & “Save The Cat Goes to The Movies”, Joseph Campbell’s “The Hero’s Journey”, Scott Myer’s “Create a Compelling Protagonist Workshop”, Jeffrey Gordon’s “Writers Boot Camp” & Tamara Hawkinson’s “Statement of Purpose for 12 Sequences” and most importantly, my own personal in-depth analysis of films, stories and synthesis.

S01 - Open Six

Ordinary World

(Life As Is) Establish Main Character, Misbehavior & Six Key Conflicts

Theme Stated

Someone poses a question or says something to MC that subtly foreshadows the moral dilemma of this story.

Inciting Incident

Externalized event (e.g. call, package, meeting, news) establishes want, stakes (urgency/scope) & consequences KEY SCENE

S02 - Catalyst

Raise Stakes: Show how those six key conflicts create consequences due to MC’s misbehavior in reaction to the inciting incident.

S03 - Debate

Misbehavior 10X: Play out sequence 2’s decision based on the misbehavior - in a series of escalating scenes - which forces the MC to go on the Act 2 Adventure.

S04 - B-World

The Adventure

MC goes to the “Upside Down World” with the DC. There’s usually exploration and experimentation here.

RE: The Ten Plot Types: Based on “Save the Cat Goes to The Movies”, every “middle” or Adventure (acts 2&3 out of a 4-act structure) is based on one of these ten plots…

REACTIVE PLOTS:

  1. Monster In The House: Defend/Protect from Monster/Villain
  2. Institutionalized: Escape Prison OR Fight/Rebel System
  3. Superhero: Avenge/Justice/Rescue (Crime, World at Stake)
  4. Dude With A Problem: Run Away From (Caught in Craziness)
  5. Whydunnit: Solve Mystery (Crime, Police Procedural)

PROACTIVE PLOTS: 6. Out of the Bottle: Tempted by Magical Shortcut 7. Rite of Passage: Tempted by Something Morally Wrong 8. Buddy Love: Fall In Love (Romance or Friendship) 9. Golden Fleece: Seek X w/Team OR Rescue Y (McGuffin) 10. Fool Triumphant: Achieve Impossible Goal (Underdog)

Opponent Acts

In a “Reactive Plot” the threat and menace of the OP rears its ugly head and sets a ticking time bomb, mystery or McGuffin or in a “Proactive Plot” the MC/DC team makes plans, cases out a joint or goes on an adventure… and identifies the OP, his strengths & other obstacles, etc.

S05 - Games

Experiments Cont’d

We’re in the thick of the B-World now. There’s some exposition, training, discoveries, warnings, foreshadowing – but all naively “fun”.

OP Takes Control

Whether MC/DC know or not, the OP is doing stuff to shore up control and set counter-plot in motion.

S06 - Point of No Return

Games End

In the first half of this sequence, the fun starts to end and wrap up.

Point of No Return

MC is about to have his first battle with OP. He has a lot of faith and confidence with his newfound X.

S07 - False Victory

MC/DC are in simpatico, kicking ass and things are going their way…

S08 - Evil Chokes

Bad Guys Close In: OP throws everything at MC/DC and they have no idea what went wrong… DC starts to doubt, team dissents, infighting, jealousy

S09 - All is Lost

Whiff of Death

OP kills someone close to MC/DC or comes very close to it - mentor, attractor, or even DC himself.

Dark Night of the Soul

MC & DC are estranged, separate, apart. MC is in the pit of despair. Everything went wrong. What happened?

S10 - Resort

Misbehaving Again: Alone, MC tries to fix things, but resorts to his misbehavior to get things done. It fails.

S11 - Rally

MC Rallies: MC rallies himself, DC, team and/or allies for the final battle.

S12 - Battle

Climax: The final battle


  1. Further observations on Misbehaviors:

    • MAVERICKS/OUTSIDERS… do the Least Amount because… “people suck” (I’ve been cheated, hurt, it’s not worth it). They have a hole they are hiding don’t want others to see… don’t build relationships, get as much as you can now, transactional
    • DRIVENS/VISIONARIES… go overboard and overcompensate because… “prove I’m better” (chip on shoulder, redemption, “not good enough”). They have a hole they want to fill… must accomplish goals
    • HEADSTRONGS/IDEALISTICS… always do what’s “right” even if it costs because… “I have values/mission” (resentful obligation, an ideal sense of self, superiority complex, loyalty, threatened by loss). They have a hole they must defend… must uphold values, rules, order, power
    • IMMATURES/NAÏVE/ROMANTIC/LOST… go with gut instinct and animal urges because… “It feels good” (it’s more fun, life is short, justify things later, I’ve got time, get what I can now). They have a hole they are running away from… must experience as much as you can now, experiment without care for consequences.
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  2. In a television series or book serial – the pilot is Act 1. Every subsequent episode is in Act 2 & 3 mode. The MC doesn’t solve their misbehavior until the series finale (if you ever get there). The point of Bond, House, CSI, Sherlock, etc. is to have as many adventures (acts 2&3) as possible, for as long as possible, showing their misbehavior as often as possible in multiple entertaining ways with different relationships. This applies to “serious” serials too like Sopranos, Mad Men, Breaking Bad, etc ↩︎