Save the Cat! Writes a Novel
how to write to spec.
how to write to spec. well done.
A hero has a problem (a flaw that needs fixing), a want (a goal to pursue that hero thinks will solve the problem), and a need (a lesson to learn that actually solves flaw).
The hero has a shard of glass buried deep that has wounded them and made them flawed. They chase the wrong thing(s) to get it out until the end. Then they can overcome/change/grow.
The A story is the main plot/adventure (collect the Easter eggs in the video game) and B story is the internal story of a shy kid learning to trust/make friends in order to complete the A story.
B Story needs/goals for the life lesson need to remove the shard:
Forgiveness of self or others
Love of self, others, or group
Acceptance of self, circumstances, or reality
Faith in self, others, world, society
Fear to overcome, finding courage
Trust in self, others, unknown
Survival, finding will to live
Selflessness including sacrifice, altruism
Responsibility including duty, cause, or destiny
Redemption including atonement, salvation
ACT 1
1. Opening Image - 0-1% - A before snapshot of hero and world. Set tone, style, mood
2. Theme Stated - 5% - Statement made by character (typically not hero) that hints at what hero's arc will be. What the hero must learn/discover for the story to end. Life lesson.
3. Setup - 0-10% - Exploration of status quo of hero's life. Learn flaws, meet supporting characters and primary goal. See hero's reluctance to change and learn what will happen if he doesn't.
4. Catalyst - 10% - Inciting incident/life-altering event that happens to hero. Sends them to new world or new way of thinking. Action beat here. Prevents life as normal from continuing.
5. Debate - 10-20% - Reaction beat where hero decides. Should I go? Should I...?
ACT 2
6. Break into 2 - 20% - Moment hero accepts call to action, leave comfort zone, try new thing. Decisive action beat that sends hero into upside-down Act 2 world.
7. B Story - 22% - Introduction of new characters who help hero learn theme. Love interest, mentor, nemesis, friends/ally...
8. Fun and Games - 20-50% - Promise of the premise. Hero in new world loving it or hating it. Charlie is in the chocolate factory, detective sleuthing, adventurers adventuring, etc.
9. Midpoint - 50% - Fun and Games culminates in false victory or false defeat depending on how #8 went. Here stakes are raised to push hero to real change. Fun is done.
10. Bad Guys Close In - 50-75% - If midpoint was false victory, then downward spiral for hero. Things fall apart. If false defeat in #9, upward path. Regardless hero's deep-rooted flaws prevent meaningful change toward theme stated #2.
11. All is Lost - 75% - Lowest point. Action beat. Something happens to hero that combined with internal flaws pushes hero to rock bottom
12. Dark Night of the Soul - Reaction beat where hero processes story to this point. Darkest hour before dawn. Wallows in defeat.
ACT 3
13. Break into 3 - 80% -AHA! moment when Hero realizes what they must do to fix Act 2 problems and also fix internal flaws. Arc almost complete. Plan out victory.
14. Finale - 80-99% - Hero proves he's truly learned the theme and delivers on plan from #13. Bad guys vanquished, flaws conquered, lovers reunited. World saved and better than before. Hero too.
A. Gather the Team - Make amends to allies. Gather Tools if lone hero.
B. Execute the Plan - Action! Plan is crazy but it's working. B Story sacrifice. allies sometimes sacrifice here.
C. High Tower Surprise - Another twist to stop 14B from being too easy. Plan doesn't work or new info makes twist/failure to 14B.
D. Dig Down Deep - Reaction beat. Hit rock bottom again, but something is down there now. Hero decides to do something they never would have at beginning of book.
E. Execute New Plan - Shard of glass removed. Now they can triumph on their own (alone usually).
15. Final Image - 100% - Mirror of #1 Opening Image. After snapshot of transformed hero in the new old world.
GENRES:
1. WHYDUNIT - Mystery to be solved by hero (maybe is a detective) during which shocking things revealed about dark side of human nature
A detective/hero who is personally involved in solving the mystery
A secret that when revealed reveal a dark truth about humanity
A dark turn when the hero is so deep in the mystery that their own values are compromised. The hero must do something that threatens who they are as a person
2. RITES OF PASSAGE - Hero must endure pain and torment brought by life's challenges to become full person
A life problem or universal challenge
A wrong way to attack the problem that makes it and the hero worse off
An acceptance of the hard truth that leads to a real solution and a change in the hero
3. INSTITUTIONALIZED - Hero enters or is already member of certain group, institution, establishment and chooses to join/stay, escape, destroy or change it
A group or family or organization that is unique/interesting in some way
A choice resulting from a conflict to join group or not, or remain in group or not and the stakes for the hero's decision
A sacrifice leading to result of joining, burning it down, escaping, or staying/changing it or one's self
4. SUPERHERO - Extraordinary hero in ordinary world must come to terms with being special or their special destiny
A power bestowed on hero even if it's just to be a "good" person or do "good" ( a mission...possibly from god)
A nemesis who directly opposes the hero and possess equal or greater power, but is self-made and not the chosen one who just "has" the power
A curse for the hero to beat as the price to be paid for who they are and makes hero relatable
5. DUDE WITH PROBLEM - Innocent, ordinary hero finds themselves in extraordinary circumstances and must rise to the challenge to live/survive/change
An innocent hero who is dragged into the mess without asking for it, but has buried skills to overcome problem
A sudden event that thrusts innocents into the problem and comes without warning
A life or death battle that threatens the continued existence of hero, an individual, group or society
6. FOOL TRIUMPHANT - Underestimated, underdog hero is pitted against some kind of establishment and proves a hidden worth to society
A fool whose innocence is their strength and gentle nature makes them ignored or downtrodden by all but a jealous insider who knows all too well
An establishment the fool comes up against either in their world or the new world. Mismatch creates conflict
A transmutation in which the fool becomes someone new
7. BUDDY LOVE - Hero is transformed by meeting someone else
An incomplete hero who needs another to be whole
A counterpart who has the missing pieces
A complication (misunderstanding, physical challenge, event, societal disapproval, etc) that keeps the two apart but eventually welds them together
8. OUT OF THE BOTTLE - Ordinary hero is temporarily granted powers or cursed and must learn lesson about appreciating and making most of reality when power/curse fades
A hero deserving of the magic. They need this specific boost to overcome something
A spell that gives them their wish/power
A lesson that teaches the hero and ultimately allows hero to fix initial problem without powers
9. GOLDEN FLEECE - Hero and/or group goes on road trip adventure in search of something to discover...themselves
A road spanning distance and/or time so long as it demarcates growth and tracks progress of the story/hero
A team or buddy to guide the hero along the way. Usually it's those who have what the hero lacks. Skills, experience, wisdom, morals...etc
A prize that is primal and sought after, getting home, treasure, freedom, reaching a new/forbidden place, a birthright, that once obtained does little since hero grew/changed on journey
10. MONSTER IN THE HOUSE - Hero or group must overcome supernatural monster/horror in an enclosed setting and find that someone is responsible for creation of monster
A monster with powers and is evil
A house or any limited space that traps hero and monster together
A sin that is revealed to show someone (hero) created monster or invaded monster's house. The transgression relates to the theme the hero has to learn
LOGLINE: On the verge of a stasis=death moment, a flawed hero #6 (accepts CTA); but when #9 (midpoint reversal/twist) happens will they learn the stated theme before all is lost
STORY SYNOPSIS :
P1 - Setup, flawed hero, and catalyst
P2 - Break into 2 and/or fun and games
P3 - Theme stated, midpoint hint and/or all is lost hint that ends in cliffhanger