Designed by Jami Gold (jamigold.
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, designed by Elizabeth Davis))
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,
# DESCRIPTION PAGE (approx.) WORD COUNT CHAPTER
& MILESTONES
Introduce protagonist, hook the reader, and setup First Plot Point (foreshadowing,
A Part 1--The Setup establishing stakes); major goal is establishing empathy (not necessarily likability) for the 1 100 1 27500
protagonist.
Beat 1 Opening Image Sets the tone, mood, type, and scope of the project. A "before" snapshot. 1 4 1 1100
A.1 Opening Scene Opening scene or sequence of story; protagonist must be introduced within first 1-3 scenes. 1 10 1 2750
Beat 2 Theme Stated Secondary character poses question or statement to MC that is theme of the movie. 18 5005
Something that creates a question the reader wants an answer to or an itch that needs to be
A.2 Hook Moment 1 20 1 5500
scratched; doesn't need context with protagonist's needs or stakes.
Beat 3 Set-up Introduce/hint at every character in A story; plant character tics to be addressed later on. 1 36 1 10010
Beat 4 Catalyst Life-changing event that knocks down house of cards. 44 12012
*Optional* Game-changing event occurring during Part 1, often leading to a decision at the
A.3 Inciting Incident 1 79 1 21725
First Plot Point.
Beat 5 Debate Point of no return; character makes a choice. 44 91 12012 25025
Antagonistic forces fully comes into play, defining the goal, stakes, and obstacles for
A.4 First Plot Point 80 100 22000 27500
protagonist; first time the meaning and implications of antagonistic events are seen.
Beat 6 Act II A strong, definite change of playing field. Do not ease into Act II. 91 25025
The protagonist's reaction to the new goal/stakes/obstacles revealed by the First Plot Point;
Part 2--The
B the protagonist doesn't need to be heroic yet (retreats/regroups/doomed attempts/reminders 101 200 27500 55000
Response
of antagonistic forces at work).
Often the "love" story; gives us a break from the tension of the A story; carries theme of
Beat 7 B-Story 109 30030
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. 109 200 30030 55055
Reminder of the story's antagonistic forces, not filtered by narrative or protagonist's
B.1 First Pinch Point 150 41250
description, but directly visible to the reader.
Threshold between 1st half and 2nd half; can be false peak or false collapse; stakes are
Beat 9 Midpoint 200 55055
raised; fun and games over
New information or awareness that changes the experience or understanding of context for
B.2 Midpoint 200 55000
the protagonist and/or reader; a catalyst activating new decisions/actions.
Midpoint information/awareness causes the protagonist to change course in how to
C Part 3--The Attack approach the obstacles; the hero is now empowered with information on how to proceed, 201 300 55000 82500
not merely reacting anymore; protagonist also ramps up battle with inner demons.
Beat 10 Bad Guys Close In Bad guys regroup and send heavy artillery; hero's team begins to unravel. 201 273 55000 75075
Reminder of the story's antagonistic forces, as the antagonist ups the game against the
C.1 Second Pinch Point 250 68750
protagonist's attacks.
C.2 All Is Lost Lull *Optional* A slower paced, all-hope-is-lost lull before the Second Plot Point. 251 299 68750 82500
Opposite of midpoint (peak/collapse); whiff of death - old way of thinking dies/give up
Beat 11 All is Lost 273 75075
moment/runaway moment; false defeat; no hope.
Beat 12 Black moment Darkest point; protagonist has lost everything. 273 309 75075 85085
The final injection of new information into the story (doesn't need to be fully understood
C.3 Second Plot Point 300 82500
by the protagonist yet); protagonist's quest is accelerated.
The protagonist summons the courage and growth to come up with solution, overcome
Part 4--The
D inner obstacles, and conquer the antagonistic force; all new information must have been 301 400 82500 110000
Resolution
referenced, foreshadowed, or already in play (otherwise, deus ex machina).
Beat 13 Act III A story and B story combine and reveal solution. 309 85085
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
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