Key Actions
Using your KEY INTERACTIONS, map outline a story.
IF you can’t figure out how to complete a certain bullet, just use a cliche.
Sample Composition A - Beginning, Middle, End
- BEGINNING (Key INTERACTION)
- MIDDLE (Key INTERACTION)
- END (Key INTERACTION )
Sample Composition B - Hero’s Journey (Story)
Using THIS framework, place your favorite KEY INTERACTIONS where they belong. Then, build backwards and fill the gaps.
- Act 01
- The Ordinary World - establish, PROTAG, PREMISE, MAIN CONFLICT
- Call to Adventure - specific choice given to the protag to be a hero
- Refusal of the Call - specific decision to NOT go on the quest
- Meeting the Mentor - A wizard appears and says, ahhh c’mon go on the quest
- Crossing the Threshold - The Adventure BEGINS
- Act 02
- Tests, Allies, Enemies - Having fun in the adventure, encountering friends/obstacles
- Approach to the Inmost Cave - No more fun and games, big boss incoming
- The Ordeal - Apex / Point of No Return, Hero takes a big L
- Reward, Seizing the Sword - Despite the L, the hero gets something at a COST
- The Road Back - An emotional low point, steeling resolve
- Act 03
- Resurrection - The HERO emerges in full integration and BEATS the big boss.
- Return with Elixir - The hero takes the TREASURE back home.
- Ordinary World - We return to where we began, just different.
Sample Composition C - Save the Cat (Film)
Using THIS framework, place your favorite KEY INTERACTIONS where they belong. Then, build backwards and fill the gaps.
Act 01
- Opening Image - specific frame / moment of the START (snapshot)
- Set Up - Intro of PREMISE, CHARACTERS, CONFLICT
- Theme Stated - specific moment of THEME stated (something to learn)
- Catalyst - Call to adventure, choice given to the protagonist
- Debate - Protag struggles, but eventually chooses to go on the QUEST
Act 02
- Break into Two - The protag STARTS their journey
- B-Story - Parallel story line starts featuring side characters
- Fun and Games - The protag playing on the journey
- Midpoint / Apex - Point of no return, something happens that prevents retreat
- Bad Guys Close In - The ANTAGONIST starts winning (Small W’s for them)
- All is Lost - The Antagonist seemingly SUCCEEDS (BIG W for them)
- Dark Night of the Soul - The EMOTIONAL low point for the Protag (BIGGEST L)
Act 03
- Break Into Three - The Protag summons courage / integration and goes back
- Finale - CLIMAAAAAAAX the Protag WINS
- Final Image - Inversion of OPENING image, visual snapshot of the effects of the journey
Sample Composition D - Kishoutenketsu
This one is more of an EASTERN style of story telling and doesn’t involve objective plot developments and changes in character, but more so evolving perceptions of context. Act 01 - Ki - Statment
- Establishes Premise and Characters
Act 02 - Sho - Development
- Information that adds emotional depth or emotional conflict
- This is where we grow to CARE about the story (ethos)
Act 03 - Ten - Twist
- New information that changes our perception of everything thus far.
Act 04 - Ketsu - Conclusion
- Based on this new information, a logical conclusion.
Example
- Ki - There’s a lady selling apples.
- Sho - We see a long line at the fruit stand. Each person in that line looks like a rich or royal individual.
- Ten - We learn that the apples aren’t actually apples, but actually dirt cakes. Additionally, the rich people aren’t actually eating them, but just buying them to impress each other.
- Ketsu - The lady becomes rich too.
Note: Not really a good example, but kind of the gist of it.