Untitled
Untitled
“Almost anyone who’s any good at anything checks in with a mentor, doctor,
or mechanic at some point just to keep their skills, health, or intake valves
honed. Heck, even dentists have a convention to make sure they keep their
filling skills golden. Jeffrey Alan Schechter’s book is a refreshing, no-
nonsense, incredibly insightful primer for beginners and laser-guided tuner-
upper for journeymen. And it’s damned entertaining to boot. Hats off, and
thanks, Jeff.”
—David N. Weiss, writer, Shrek 2, The Smurfs, Further
Adventures in Babysitting
“Not only does Jeffrey Alan Schechter’s book give you the tools to
strengthen your story so it can beat up other stories, it holds them down and
gives them wedgies, too. One of the best books on punching up your script
you will ever read.”
—Matthew Terry, screenwriter, teacher, filmmaker, columnist
http://www.hollywoodlitsales.com
“Writers have been searching for the perfect story structure paradigm for
2,500 years. Jeffrey Alan Schechter may have found it. Take that, Aristotle!”
—Ian Abrams, chairman, Dramatic Writing Program, Drexel
University; writer/creator, Early Edition, Undercover Blues
“My Story Can Beat Up Your Story! is a blueprint for the successful
screenplay. Jeffrey Alan Schechter has once again taken the guessing out of
screenplay story structure and laid out a simple, foolproof, step-by-step
approach for novices and pros alike to craft stories with compelling
characters and engaging plots.”
—David H. Steinberg, writer, Slackers, American Pie 2, Puss in
Boots
“Smart and engaging, My Story Can Beat Up Your Story! brims with
common-sense methods of breaking down and conquering the most stubborn
structural problems in screenwriting. With one foot rooted in the mythology
of archetypes and the other in a strong business sense, Schechter has given
screenwriters of all stripes some of the sharpest tools in the dreamweaver’s
box. Like the hero of a Hollywood movie, you will be transformed by this
book.”
—Alvaro Rodriguez, writer, Machete, Shorts, From Dusk to Dawn
3: The Hangman’s Daughter
MY
STORY
CAN BEAT UP
YOUR
STORY!
Ten Ways to Toughen Up Your Screenplay
FROM OPENING HOOK TO KNOCKOUT PUNCH
JEFFREY ALAN
SCHECHTER
Published by Michael Wiese Productions
12400 Ventura Blvd. #1111
Studio City, CA 91604
(818) 379-8799, (818) 986-3408 (FAX)
[email protected]
www.mwp.com
ACKNOWLEDGMENTS
INTRODUCTION: WHY YOUR SCREENPLAY NEEDS TO BE THE
TOUCHEST KID ON THE BLOCK
And why being just as good isn’t good enough
1. MY STORY CAN BEAT UP YOUR STORY!
How to avoid the most common mistake of all failed screenplays, a
story that’s a ninety-seven-pound weakling
2. MY THEME IS SMARTER THAN YOUR THEME
The simple and potent way to understand what your story is really
about
3. MY HERO’S A WINNER, YOUR HERO’S A WIENER!
Drive your story with a hero who’s not a zero by asking four questions
4. MY HERO FIGHTS, YOUR HERO BITES!
Keep your story moving with a hero that rockets through the same four
archetypes that all great movie heroes share
5. YOUR BAD GUY PUNCHES LIKE MY SISTER
Turn your hero’s worst nightmare into your story’s best friend by
understanding the unity of opposites
6. MY HERO HAS BUDS, YOUR HERO HAS DUDS
Know your hero, and your villain, by the company they keep
7. I CAN PITCH, YOU THROW LIKE A GIRL
The QuickPitch formula, including the three most important words
every good pitch must have
8. I PLOT, YOU PLOTZ
Tell your story the way people expect, but fill it with plot twists they
don’t
9. I’M NOT AFRAID OF THE DARK
Meet the “Guide,” your story’s next best friend
10. I WORK SMARTER, YOU WORK HARDER — AND NOT IN A GOOD
WAY!
The My Story Can Beat Up Your Story! tough writer’s business plan
CONCLUSION
Write now, right now… (and then write again, right away!)
APPENDIX: FIVE MOVIES, ALL BEAT UP
ABOUT THE AUTHOR
INDEX OF FILMS
ACKNOWLEDGMENTS
This book could not have come into existence without the help, love, and
guidance of a number of people.
First and foremost, I would like to thank my wife Marla and my children
Sara, Rachel, Noah, and Maya for letting me hide in my office during all the
time that it took to write this book. My wife is the best-kept secret in
Hollywood, giving the absolutely best script notes. It is Hollywood’s loss
and my gain that her insights are all mine.
Next, I must thank Gilbert McLean Evans. Gil is a seriously smart fellow
as well as a gifted screenwriter and teacher. He and I have been having a
decades-long conversation about how screenplays work, and there’s no end
in sight. Gil contributed greatly to the overall system of story development
employed by this book, and his knowledge and insights were invaluable to
both this book and to my own understanding of screenplay writing. I only
hope that he has learned as much from me over the years as I have learned
from him.
My parents have always been and continue to be hugely supportive, and
most days I’m very grateful that they encouraged my creative side and didn’t
insist I become a chiropractor. Most days.
I’ve had the privilege of knowing several outstanding teachers; however,
two stand out in my mind: Howard Enders and Aram Avakian. Howard was
a gifted writer, fully able to impart his love of the craft to young minds, both
eager and stubborn. A million years ago Howard’s words of encouragement
to a very fragile college freshman made all the difference in the world to said
freshman.
Aram Avakian was the first person I ever called “mentor.” At one time, he
was one of four world-class film editors. Sometime around the late seventies
he was invited to teach at my college, the State University of New York,
College at Purchase. He immediately took me under his wing and threatened
that I would have a career. In 1981 he helped me get my first professional
job as an apprentice sound editor in New York. In 1984 he counseled me
(and made my parents easy with the decision) when I wrestled with moving
to Los Angeles. In 1986 I cried like a baby when I heard that he had died of
a heart attack. I still miss him.
Michael Wiese, my publisher, is an enigma to me. I’ve spoken with him a
few times, emailed him countless times, and his utter belief in me and my
ideas is one of the unexpected delights of my middle years. Thanks also go
to Ken Lee, my editor at MWP. Unless I don’t like his notes on this
manuscript.
What kind of writer would I be if I failed to acknowledge the love and
attention given to me by my longtime agents, Sandy Weinberg and Carl
Liberman, or my even longer-time manager, Jonathan Baruch? I’d be an
unemployed writer, I imagine. Sandy, Carl, and Jonathan are three of the
most decent, concerned, and hard-working individuals in the business, and I
am enriched both personally and professionally by knowing them.
Dr. Patrick Maher, whom I’ve mentioned in these pages, is pretty much
one of the smartest, most gracious, and insightful people I’ve never met. He
lives in Australia and his relentless pushing of me to look deeply into both
my ideas and myself as a writer made me on several occasions want to fly to
Australia to either hug him or smear him with Vegemite and leave him
stranded with a mob of amorous kangaroos. He is a frequent contributor to
several screenwriting boards, and his insights are always stunning.
Michael Wray, Corey Johnson, Dawn Messerly, Teresa Matsuka, and Jim
Hensen from Mariner Software have been huge supporters of me and this
book. Michael in particular puts up a gruff exterior, but inside he’s all mushy
and warm. It is not an overstatement to say that this book could not have
happened without his personal support and kindness. Thanks, Michael. Jim
also contributed to the movie breakdowns that appear both in this book as
well as in the Contour software program.
Dan Pilditch was my intern and is now my peer. I fully anticipate that
soon he’ll be my boss. Assuming he hires me. He has been a loyal friend,
always eager to do anything he can to support me and my work whether it be
helping at seminars, proofreading, working on movie breakdowns, or any of
the myriad little tasks (aka “grunt work”) I conjure up for him. His good
cheer and funny British accent are greatly appreciated.
Richard Rabkin, Alvaro Rodriguez, and Steve Urszenyi, in addition to the
aforementioned Gilbert McLean Evans, Dr. Patrick Maher, and Dan Pilditch
all made themselves available to review, critique, and improve this
manuscript, particularly in its early stages. They definitely helped refine the
tone, and I appreciate their insights and good humor, particularly when one
of their email addresses got posted on Google Docs in error and opened a
floodgate of spam. I won’t mention names, but I hope his trip to Nigeria was
successful and that the $30 million he’s gotten from that dying king’s son is
put to good use.
Finally, I would like to thank my students, those whom I have had the
honor of teaching already, as well as in advance to those I hope to meet one
day soon. I pray that I don’t disappoint.
JEFFREY ALAN SCHECHTER
INTRODUCTION
One of the first things we learn in elementary school is to get along with
others. Beating up on a sibling, a toy that stops working, or the kid who
steals your cookies is strictly forbidden. So why would you read a book that
wants to turn a nice person — you — into someone who beats up on poor,
innocent stories?
Because you want a career as a screenwriter.
Production executives, agents, studio readers: These are the people who
have the power to change your life. Every weekend these hardworking folks
have a pile of scripts the height of a toddler to read. And most of these
scripts are bad. Really bad. What keeps executives going is the hope that
somewhere in that stack will be a script that leaps out at them, rises above
the background noise of all the others, and makes them say, “Finally,
someone who knows how to tell a story!” In short, a story that beats up all of
the other stories in the stack. You want to be the writer of that script. My
Story Can Beat Up Your Story! isn’t about turning you into a bully; it’s about
self-defense.
My Story Can Beat Up Your Story! is a complete screenwriting system,
but not in the way you may be thinking. Read this book and you will NOT
learn eight tricks to better dialogue, thirty-five secrets to scene construction,
seventeen techniques to great action sequences, or two hundred and fifty-one
ways to get past the security guard at the studio gate (“#43: Wear a suit,
carry a briefcase, tuck a copy of Variety under your arm, and look like you
belong.”) What you will learn in these pages is the fastest, most complete
way to structure a Hollywood-friendly, character-based story, one that those
studio executives are looking to buy. For years, people have been searching
for the magic bullet of screenplay writing, the system that would make
screenwriting so easy and financially rewarding that you might as well keep
an armored truck in your driveway to transport all the gelt. The bad news is,
that system doesn’t exist. The good news is that My Story Can Beat Up Your
Story! will do just fine until someone smarter than I am figures that other
system out. As a matter of fact, Mariner Software thought so much of the
ideas and the thinking behind My Story Can Beat Up Your Story! that the
company uses it as the foundation of its award-winning story development
software, Contour.
My Story Can Beat Up Your Story! is the product of more than twenty
years of professional writing, thinking, analyzing, discussing, and
occasionally — all right, frequently — arguing with other working writers,
producers, studio executives, and script readers about what transforms a
story from a ninety-seven-pound weakling into a story he-man. The resulting
system is not only accessible but refreshingly free of screenwriting technique
psychobabble doublespeak. But don’t mistake accessibility for lack of
muscle. It works. I know, because I use it every day and I work. To that
point, My Story Can Beat Up Your Story! is also a business plan for aspiring
writers who don’t want to be aspiring anymore. This is a cradle-to-grave
approach to writing: from the birth of your ability to write something that
can go mano-a-mano with the professionals to (hopefully) the death of
laboring in obscurity.
1 Kendall Haven, Story Proof: The Science Behind the Startling Power of
Story (Westport, Conn.: Libraries Unlimited, 2007).
2 As a general rule, whenever I refer to the movie Star Wars in this book
(and I do fairly often), unless I add a specific episode number to the title, I’m
referring to Star Wars: Episode IV — A New Hope.
CHAPTER 1
I know it’s hard to believe, but there was once a time when stories would
kick sand in my face. Sadly, these were my stories. I was such a weakling
that my own stories could pants me and shove me into a locker, so I set out
to discover, read, and learn everything I could find about what makes a story
good.
One of the first books I read was Writing Screenplays That Sell by
Michael Hauge. In it, Mr. Hauge doesn’t say what a story is but rather what a
story must do: “enable a sympathetic character to overcome a series of
increasingly difficult, seemingly insurmountable obstacles and achieve a
compelling desire.”1 Everything you are about to learn flows from this prima
facie sentence: who your hero is, who your villain is, what the nature of their
goal is, and the scope of their mutually exclusive journeys. And it all builds
from this simple description of story.
The most intriguing and informative part of what Mr. Hauge said is what
he didn’t say about story. Imagine for a moment that he said your story had
to “enable a character to overcome obstacles and achieve a desire.”
Character, obstacles, desire. That’s clean and simple.
It’s also wrong.
Your story isn’t about a character; it’s about a sympathetic character.
Those aren’t obstacles; they’re a series of increasingly difficult, seemingly
insurmountable obstacles. We all have desires, but that’s a compelling desire
your hero is after. A need, not a want. Understanding this is crucial.
What’s the enduring image that comes to mind when you think about
Casablanca: the letters of transit or Humphrey Bogart’s character, Rick,
making puppy eyes at Ingrid Bergman? Puppy eyes! How about the
enduring image when you think about Titanic: the ship or Jack and Rose?
People don’t care about letters of transit or ships. Those are things. People
care about people.
When we watch movies, we first care about the heroes. They’re our tour
guides into the world of the story. Do we like them? Are we like them? Do
we want to spend the next 108 minutes of our lives with them?
Once we’re onside with the hero, it naturally flows that next we care about
what the hero cares about: his or her wants, needs, and deepest, most
heartfelt desires. Finally, we care about how difficult it will be for the hero to
achieve those wants, needs, and desires. How dragged through the mud —
literally and emotionally — will the hero be in pursuit of these compelling
desires?
One simple definition, but it’s the spring from which everything flows.
I know that there are a few die-hards who maintain that screenplays
should be 120 pages. Uh-uh. Not yours. Not from now on. And you want to
know why? Because you’re writing the script that gets bought, remember?
The first thing those decent, hardworking agents, producers, or studio
executives I mentioned in the introduction do when they get a script to read
is flip to the end to see how many pages it is. They see 108 pages and they
think, “I can do 108 standing on my head!” They start reading your script,
not with the sense of dread that 120 pages inspires, but a sense of hope.
Not only that, but at the rough estimate of a minute per page, a 108-page
script gives you just enough material for the average movie. There are many
90-minute movies that began life as 120-plus-page scripts and had all the
fluff taken out in the cutting room. I remember when I started working on
Dennis the Menace Strikes Again! and was given the screenplay from the
first Dennis the Menace movie to use as a reference. It was 144 pages long.
One hundred and forty-four! Guess what the running time of Dennis the
Menace is? Ninety-six minutes. With credits. There was a lot of fluff in that
script that never saw the light of day in the finished film. I don’t know if it
was all shot and then left on the cutting-room floor, but if it was, that means
a few million dollars were tossed in the InSinkErator. Your goal is to be as
fluff-less as possible. And despite a recent trend towards longer pictures,
your scripts shouldn’t be one of them. Not at this point in your career.
And if those two reasons aren’t enough, it simply takes less time to write
108 pages than to write 120. If it takes you six months to write 120 pages,
writing 12 less pages saves you two weeks. Yes, I am that anal.
So once more: three acts, with act 2 being the same length as act 1 and act
3 combined, all conspiring to run to 108 pages.
CHAPTER 1 REVIEW
1. What must your story do? “Enable a sympathetic character to
overcome a series of increasingly difficult, seemingly insurmountable
obstacles and achieve a compelling desire” (Michael Hauge). Key
words are sympathetic, increasingly difficult, seemingly
insurmountable, and compelling.
2. What must you do? Become a story generator. Write down every idea
you get the moment you get it. Don’t wait for later because you might
forget the idea by then. If you don’t have something to write it down
with, send yourself an email from your cell phone, or even call yourself
and leave yourself a message with the idea.
3. Determine if your story is worth developing. Does it offer a strong
wish fulfillment? Emotional dimension? Is it market-savvy? Original?
4. Understand that three acts is four equal parts, with act 2 being twice
as long as act 1 and act 3.
5. You are aiming to write 108 killer pages. Longer is worse than
shorter.
6. Understand how to build your story’s central question with a hero
who is connected to the story with a physical goal, an emotional goal,
and a spiritual goal.
7. If your story allows it, try to answer the three parts of the central
question as closely together as possible.
1 Michael Hauge, Writing Screenplays That Sell (New York: Harper Collins,
1991), 4.
2 In his book, Screenplay: The Foundations of Screenwriting (New York:
Dell Publishing, 1982), Syd Field talks similarly about separating your
hero’s life into three basic components: professional, personal, and private.
CHAPTER 2
For the longest time, thinking about theme was one of those writing
necessities that I knew I should care about more than I did but didn’t. I think
I was traumatized by a discussion I had early in my career with a producer
about the theme of a story we were developing. I’d tell him one thing; he’d
counter with something else. Back and forth this went, and before I knew it
two weeks of my life were gone and I hadn’t written a single word. Talking
with him about theme was like trying to hit a moving target. We couldn’t
even agree what theme was. And apparently we’re not alone.
Everyone knows that the theme of The Ugly Duckling is “Don’t judge a
book by its cover,” right? Only, is that the theme or is it the moral? Or
maybe it’s both? Or maybe it’s neither and the theme is really “When you
believe in yourself, anything is possible.” Or maybe I should just pour
myself another scotch?
Even our good friend, Professor Wikipedia, is befuddled when it comes to
theme, describing it as “a fundamental component of fiction,” but then
devoting a paltry 140 words to describing it. Some fundamental component!
And yet, as tough writers we know that theme is something we should
concern ourselves with.
When I sit down to write, my goal is to stay nimble and not get bogged
down in theory. Too much theory — like too much pizza, sun, or money —
can lead to ruination and despair. But instead of ending up fat, tanned, and
rich, you will end up hamstrung by story information and unable to write.
The My Story Can Beat Up Your Story! business plan demands that you tell
stories as quickly as possible and then tell more stories, so I developed the
following thematic magic bullet, one that will give your scripts the
complexity and layers they need without being a huge pain in the rump to
understand. To me, the absolute minimum understanding of theme needed to
tell a story is this: Heroes ask questions and villains make arguments.
Act 1: We see the thematic argument in action — we see the power and
the impact of the villain’s thematic argument. Something has to push your
hero to become a hero, and the thematic argument is the power behind the
push. Look how mighty the Empire is, with all its flashy, blinky buttons!
Look how shattered and broken Sam and Jonah are because of the loss of the
magical love of their wife and mother! Look how ferocious, unrelenting, and
territorial the shark has become! As you write this part of your script,
remember that this section is ultimately about the full statement of the
thematic argument.
Act 2, first part: We see the thematic question in action — it’s now your
hero’s turn. As we’ll see in Chapter 4, your hero will be going on a journey,
propelled out of his or her life by the thematic argument. Your hero will now
have to test the power of his or her convictions. Whatever the thematic
question is that’s on your hero’s lips, he or she will start whispering it at the
start of act 2 and be shouting it by the midpoint of the story.
Act 2, second part: Thematic question versus thematic argument — the
hero knows what he or she believes, the hero knows what the villain
believes, and now it’s time for these two world views to clash like never
before. The hero is definitely leaning towards a thematic certainty, but this
part of your script is the crucible. How far is Brody willing to go in order to
be accepted by the people of Amity Island in Jaws? How far is Annie willing
to go to discover if love is magic in Sleepless in Seattle? And when they hit
opposition, sometimes crushing opposition, how far is your hero willing to
bounce back?
Act 3: The hero creates a thematic synthesis — your hero’s thematic
journey comes to a close by achieving a deeper and more complete
understanding of both the thematic question and the thematic argument by
creating a synthesis between the two. It’s the thematic equivalent of asking,
“Why can’t we all just get along?”
In Star Wars, which is stronger, faith or technology? Luke learns that he
needs both; he uses the Force (faith) to target an open exhaust port and then
uses a photon torpedo (a big, glowy chunk of technology) to destroy the
Death Star. Faith is stronger than technology only if they work together in
harmony.
In Jaws, is it true that one can never be accepted by the people who treat
you as an outsider? No. Brody realizes that he can be accepted into a
community only if he is willing to sacrifice all for the community.
In Sleepless in Seattle, can the magic of love happen to the same person
twice? Yes, but only if you’re willing to give yourself over to it regardless of
the consequences (aka, leaving affable Walter in order to maybe… maybe…
find your magical love at the top of the Empire State Building).
In other words, thematic synthesis is the answer to the thematic question
with the addition of a clause that begins “only if….”
CHAPTER 2 REVIEW
1. Heroes ask questions. Villains make arguments.
2. Theme across the acts looks like this:
Act 1: Thematic argument in action
Act 2, first part: Thematic question in action
Act 2, second part: Thematic question versus thematic argument
Act 3: The hero’s creation of a thematic synthesis
In the movie Love in the Time of Cholera, Javier Bardem plays a swarthy
and rather love-struck fellow named Florentino. Florentino is a hopeless
romantic who as a youth falls madly in love with the winsome Fermina,
whom he vows to love forever. And boy, does he ever. Separated by
Fermina’s scheming father, Florentino never forgets his vow no matter how
many years pass and how incapable he becomes of moving on with his life.
Florentino goes from a romantic youth to a pathetic adult, unable to be apart
from the girl who not only no longer loves him but is married to another
man. To drown out the pain of separation, Florentino goes on a fornication
rampage (oh, that old chestnut), chalking up 622 conquests over 50 years
while trying to achieve his one goal in life: to wait for Fermina’s husband to
die so he can win Fermina back.
Love in the Time of Cholera is a celebrated book, but as a movie it’s a
disaster. Robbed of the novel’s ability to take us into Florentino’s state of
mind in a sympathetic way, we are left with an emotional train wreck for a
main character. He has no real goal — waiting for someone to die of old age
is not a goal, but rather a punch line — and he’s so weak that even as an
adult he breaks down in tears at the drop of a Panama hat. If you thought
Javier Bardem was scary when he was killing people in No Country for Old
Men, you should see what he looks like when he weeps.
The movie version of Love in the Time of Cholera was made by top
people, with a great cast and beautiful cinematography, but it all meant
nothing because the hero was a zero. Even with a budget of $45 million, the
worldwide box office was $11 million. People avoided this movie like it
itself had cholera.
Ever since the first protozoa crawled out of the muck, evolved into John
Wayne, and called us “Pilgrim,” the movies that have clicked with audiences
are the ones with strong, easily identifiable heroes. Men and women with
goals and drives. Men and women with whom we want to spend 110 minutes
of our lives. If I wanted to spend two hours in the company of a teary-eyed
adult with a broken heart, I’d call my cousin Sheldon. And I don’t.
Strong heroes serve several important functions, both dramatic and
practical. From a storytelling perspective, a solid hero (male or female) gives
the audience a pair of eyes they didn’t have before. We see the world of our
story through the hero’s perspective. We see that Mos Eisley is a hive of
scum and villainy through Luke. We experience the majesty of the Titanic
through Rose. We experience the history of the sixties, seventies, and
eighties through Forrest Gump. We see the beauty of Pandora through Jake
Sully. A strong hero makes an excellent traveling companion.
Secondly, a hero on a journey equals a story on a journey. The hero and
the story have a symbiotic relationship. As one flourishes, so does the other.
It’s impossible for your hero to be actively in pursuit of a compelling goal
and have a stagnant story.
Finally, a well-written, strong, compelling hero is a crucial part of your
screenplay’s business plan. Studios want screenplays that attract stars. Stars
want roles that will keep them stars. Do you think Brad Pitt wants to play a
whimpering mama’s boy, plagued with self-doubt, whose biggest dream is to
wait fifty years for his beloved’s husband to die? No! He wants to go to
Nazi-occupied France and scalp himself some Nazis! And he wants his
scalps! By using the lens of your hero to focus your story, you can quickly
determine if your story is worth the price of admission.
THE FOUR QUESTIONS
Ever since there have been parents, kids have been told that people are
defined not by what they do but by who they are. That’s all swell and stuff,
but nobody wants to watch the most brilliant, ballsy, deep-core driller on the
planet (“who he is”) play Rummikub for two hours (“what he does.”) Heck
no! We want to see that deep-core driller blasted to an asteroid where he has
to drill 800 feet into that hunk of iron and detonate a nuclear device in order
to save Earth. We want to see the confluence of both the who and the what.
The best method of combining the who with the what I’ve ever come
across is something I learned years ago while pitching a story to a Disney
executive named Michael Roberts. Michael was one of my favorite people
who never hired me. As I was pitching, Michael politely listened and nodded
his head. When I was done he proceeded to tell me that my story didn’t
answer the four questions.
“Uh, and what might those questions be?” I asked.
1. Who is your hero?
2. What is your hero trying to accomplish?
3. Who is trying to stop your hero?
4. What happens if your hero fails?
Hearing these four questions phrased so simply was a real “ah-ha”
moment for me. The more I learned about stories, the more I realized that
understanding the importance of both asking and answering these questions
should be the cornerstone of any effective story system. Let’s dig a little
deeper and see how these four questions are a crucial part of driving your
story.
1 Blake Snyder, Save the Cat: The Last Book on Screenwriting You’ll Ever
Need (Studio City: Michael Wiese Productions, 2005).
2 This type of death was movingly portrayed in Toy Story 2 through the
longing of the cowgirl doll, Jessie. And the song that tells the story, “When
She Loved Me,” reduces me to a blubbering mass of jelly every time. I’m
such a wuss.
CHAPTER 4
ORPHAN
At the start of most films, the main character is already an Orphan or is
about to become one: sometimes a real orphan, sometimes a figurative one.
Sometimes the cause of your hero’s orphan status is outside of his or her
control. Luke Skywalker is a real orphan. As is Peter Parker. As is Harry
Potter. As is Batman. As is Will Turner. As is….
In the language of movies, if characters have a single parent, they’re still
orphans because, in some way, they’re dealing with the effects of that loss.
Elliot’s father has abandoned him and the family in favor of a younger
woman, something with which Elliot is still coping in E.T.: The Extra-
Terrestrial. Orphan! Forrest Gump’s father is long gone, and Forrest’s
mother will do anything — and I do mean anything — to protect her son. He
is also an outcast because of his low IQ. Orphan! In Toy Story, Woody
becomes orphaned from his social group after the arrival of Buzz Lightyear,
who also steals Andy’s love. Orphan!
Another way characters can become orphans is by choice. They choose to
distance themselves from family and love because of duty, iconoclasm,
selfishness, or emotional reserve.
In Titanic, Jack Dawson roams all over, not settling down anywhere for
too long. In Up, Carl locks himself in his home after the death of his wife. In
Jurassic Park, Dr. Grant places himself in the middle of nowhere to dig for
dinosaurs. And even though he has companionship in Laura Dern’s
character, Dr. Grant is emotionally detached from people in general and kids
in particular. In Transformers, Sam actually has both parents but he can’t
relate to them at all; they’re a complete embarrassment to him. Orphan. It’s
very similar to the relationship between Toula and her parents in My Big Fat
Greek Wedding (though with fewer robots).
Act 1 is all about the exploration, realization, and amplification of your
hero’s status as an Orphan. The steps in act 1 are fairly specific, and more
will be said about them in Chapter 8. For now you’re good to go, knowing
that a crisis happens to your main character towards the end of act 1,
throwing his or her life out of balance and sending your hero on the journey
to answer the central question by becoming a Wanderer for the first half of
act 2. I’m often asked by writers how they can tell when act 1 is over and act
2 begins. The answer is simple: Is the central question clear yet? No? Then
you’re still in act 1. And if you’re on page 45 and you’re still in act 1, then
Mayday Mayday Mayday! Your act 1 is running fat. Rework it, get it down
to somewhere around twenty-eight pages, and then send your hero off on a
journey.
WANDERER
With the end of act 1 your hero becomes a Wanderer, crossing the threshold
into the world of adventure, action, romance, mystery, or whatever your
story demands. Your hero now wanders about, going hither and yon looking
for clues, meeting helpers, running into opponents, and overcoming
obstacles in the task of resolving the central question.
In Avatar, Jake joins the Na’vi and learns how to be one of them. In Liar
Liar, Fletcher tries to figure out the conditions of his ”curse” — where it
came from and how to deal with it. In Titanic, Jack and Rose try to figure out
how two people from completely different social classes can steam up the
windows of a sweet, sweet ride in the cargo hold.
Think about Star Wars. At the end of act 1 Luke tells Obi-Wan that he
wants to join him on his quest. Bye-bye Orphan, hello Wanderer! Luke and
the gang then go to Mos Eisley Spaceport, get past the Stormtroopers, have
an altercation in the bar, meet Han Solo, have another altercation in the bar
(yes, Han does shoot first), get to Han’s ship, blast out of the spaceport, jump
into hyperspace, practice the Force, come out of hyperspace, chase down a
TIE Fighter, get sucked into the Death Star, hide in the cargo compartments,
disguise themselves as Stormtroopers, blast into the control room, and
discover that the Princess is being held in a detention cell. Whew! That’s a
lot of wandering. But look what Luke has accomplished in this first half of
act 2 by wandering: He has the plans to destroy the Death Star (physical
goal), he knows where the Princess is being held (emotional goal), and he’s
begun to learn the Force like dear old dad (spiritual goal). Is there anything
missing that more wandering would give him? No. He’s got every bit of
information and every helper he needs to succeed. What does he have to
become? A Warrior.
WARRIOR
At the midpoint of the film, by page 55 or so, the geographic center of act 2,
your hero has acquired most, if not all, of the helpers and all of the skills and
items he or she needs in order to resolve the central question in a favorable
way. Either way, it’s now time to act. In the second half of act 2 your hero
fights unsuccessfully to resolve the central question.
In Star Wars, Luke fights to get to the Princess and save her.
In Jaws, Brody goes out on the boat to fight and kill the shark.
In Titanic, the ship has just hit the iceberg, and Jack and Rose, fresh from
steaming up the windows, must now fight to get away from Cal and off the
sinking ship.
Yes, the second half of act 2 is fight, fight, fight! One step forward, two
steps back. Things are looking up. Things are looking down.
Your hero might be getting bloodied and beaten, but he or she always has
a reserve to tap into — until near the end of act 2, when your hero dies.
What? Dead hero? Where?
The end of the Warrior phase is usually built on the hero’s journey to the
place of his or her darkest nightmare. Very often, it’s a cave or enclosed
space. Joseph Campbell calls it the “belly of the whale.” Here, in this awful
place, the hero “dies” and is reborn into a new hero, the one who now has
the inner strength previously missing to resolve the central question once
and for all.
In Star Wars, it occurs in the trash compactor scene: a “cave” where Luke
is pulled underwater by the one-eyed thingee that lives there, is presumed
dead by his friends, but is released by the O.E.T. and, in a birth metaphor,
comes gasping out of the water and is reborn. In Titanic, it’s the holding
room where Jack is handcuffed to the pipe as the water rises (rebirth again
through water… hmm? Baptismal… hmm?) He and Rose both barely
escape, but not before Rose endures a moment when she assumes Jack has
drowned.
These are examples of heroes going through their own death and rebirth,
however often they learn something through the death and rebirth of the
person they are trying to save.
In E.T.: The Extra-Terrestrial, Elliot and E.T. are taken into a tented (dare
I say, “cave-like”) room within the house, E.T. dies, and is then reborn as the
spaceship gets close. Through E.T.’s death Elliot learns how to feel. In
Jurassic Park, the boy Tim is electrocuted on the fence, but Dr. Grant
resuscitates him. Through Tim’s death and resurrection, Dr. Grant sees how
fond he’s become of the kids.
In both of these films, it is a stakes character who dies and is reborn. This
causes the hero to redouble his or her efforts. The hero has lost the stakes
character once, and he or she will be double dog-damned if they’ll let it
happen again.
It is this moment that forces your hero to switch from being a Warrior to
becoming a Martyr.
MARTYR
Your hero starts the film as an Orphan. A crisis arises, throwing your hero’s
world out of whack, and he or she leaves or is forced out of Orphan status
and begins to wander in order to learn what is needed to answer the central
question. Around the midpoint of the story, your hero becomes a Warrior and
fights with all of his or her might and cunning in order to answer the central
question, even to the point of his or her near-death or the near-death of
someone close. And still it isn’t enough. The central question remains
unanswered. What action is missing for your hero to take? What more could
he or she possibly do?
Sacrifice his or her own life, that’s what!
Your hero must be willing to die and not be reborn in order to answer the
central question. He or she must be willing to be a Martyr, to give up
everything for a greater good. Only by a willingness to lose it all can your
hero win it all. Only by giving up what your hero thought he or she wanted
can your hero be rewarded with what he or she needs. Remember in Chapter
3 where we discussed what your hero is wrong about at the start of your
story? It is at this point where your hero must confront and overcome that
wrongheadedness.
The secret of the Martyr beat is that the hero is no longer motivated by the
possibility of success. Your hero is motivated solely by the desire to do what
is right or what is necessary, regardless of the consequences. And once he or
she gives up any thought of winning — once the transition from Warrior to
Martyr is embraced — fate or nature or God rewards your hero by offering
what he or she no longer dared hoped to get: success. Or, if your hero’s
really lucky, what he or she needed all along.
In Star Wars, Luke has to be willing to fly into the Death Star and shut off
his targeting computer, showing that he truly believes in the Force. Ripley, in
Aliens, has to be willing to venture into the alien nest in order to save Newt.
In Schindler’s List, Oskar Schindler has to use the money he so desperately
coveted in order to buy the lives of 1,200 Jews. In Avatar, Jake has to give
up being human in order to fight on the side of the Na’vi.
An interesting variation on the Martyr beat is that sometimes it can belong
to a character other than the hero, with the hero learning from and being
motivated by another’s example.
In E.T.: The Extra-Terrestrial, Elliot and E.T. share a psychic connection
with each other. As E.T. is dying, so is Elliot. While the scientists frantically
try to save both of their lives, E.T. breaks off the connection. Elliot, freed
from the connection, begins to thrive. E.T., freed from the connection, fades
and dies. E.T. martyrs himself to save Elliot’s life. Elliot’s problem, as
expressed by his brother early in the film after Elliot reminds his mother that
Dad ran off with another woman, is that Elliot has to think about other
people’s feelings. That is why the story is constructed so that Elliot “shares”
real feelings with E.T.. The final lesson Elliot needs to learn, which E.T.
teaches him, is not just how to feel someone’s pain, but how far a person has
to go once he feels this pain. If Elliot’s problem is that he’s inconsiderate of
others’ feelings, E.T. cures Elliot of this through the example of his self-
sacrifice.
Because E.T. martyrs himself, Elliot regains his strength and the scientists
believe that E.T. is dead. They now ignore the corpse after it’s put on ice,
which is exactly what E.T. unknowingly needs to make his escape and
rendezvous with the returning spaceship. This reunion is the final plot point
in a sequence of events that began with self-sacrifice. As for Elliot, seeing
his friend make the ultimate sacrifice reinvigorates him. He is compelled to
live up to E.T.’s selfless example and will now stop at nothing to get E.T.
back to the ship.
Orphan. Wanderer. Warrior. Martyr. If you look at any list of the top
movies of all time you’ll find that the four archetypes work for dramas, for
comedies, for action, for science fiction, for thrillers, for animation. It just
works.
And by embracing the idea, so might you.
The hero starts off the story completely innocent in some regard, and that
innocence fades by the midpoint of the story. At that point your hero has lost
all illusions of innocence and begins the process of becoming a magician of
some kind. In Star Wars, Luke loses the innocence of being a farmboy and
must learn how to use magic, or the Force. In Sleepless in Seattle, Annie
loses the innocence of loving bland Walter and must learn how to harness the
real magic of love.
Innocence fades and is replaced by magic, and that magic grows. Your
hero is at the height of his or her “magical” powers by the end of the movie.
Innocence is gone and replaced by something more magical.
Even with this understanding, the transition from the archetypal innocent
to magician does not strike me as being nearly as crucial as the four
archetypes. It’s an overlay, a way of adding depth to the Orphan, Wanderer,
Warrior, Martyr journey. But what a wonderful overlay!
Now, Dr. Pat, would you please quit busting my chops?
CHAPTER 4 REVIEW
1. Your hero moves through four character archetypes:
Orphan
Wanderer
Warrior
Martyr
2. Orphan is act 1. The hero is a real or figurative Orphan.
3. Wanderer is the first half of act 2. Your hero wanders in order to
resolve the central question.
4. Warrior is the second half of act 2. Your hero fights unsuccessfully in
order to resolve the central question.
5. Martyr is act 3. Your hero is willing to sacrifice himself or herself in
order to resolve the central question.
6. Your hero begins the film as an innocent. Innocence fades by the
midpoint of the story and begins to be replaced with magic, so that by
the end of the story your hero is a magician of some kind.
More than the cheap java refills at the coffee shop you consider your
office, more than the false hope generated by your well-meaning mother
who read your last screenplay (“I loved it, but did you have to use the f-word
so much?”), your stories need conflict. Remember the answer to question 3
of the four questions: “Who’s trying to stop your hero?” Your screenplay
needs a powerful, ruthlessly committed opponent to help drive the conflict
that drives your story.
Of course it’s easy to conjure up a bad guy who wants to take over the
world, but what about something a bit more subtle? A brilliant thief? A well-
meaning but lousy mom? A rival for the hot girl’s affection? How do you
shade these bad guys and make them real and dimensional?
The easiest, best way I know to keep your villain from punching like your
sister is to remember one simple idea: The villain is the hero of his or her
own story. Your bad guy believes that he or she is doing something right.
Maybe it’s just for personal gain, and, sure, sometimes you have to break a
few eggs if you want to make an omelet, but the villain is never engaging in
villainy for the sake of villainy, not even Hans Gruber from Die Hard (our
brilliant thief), or Carolyn from American Beauty (our well-meaning but
lousy mom), and FOR SURE not even Sack, our romantic rival from The
Wedding Crashers. All of these bad guys are really good guys; at least, that’s
what they’d say if you asked them. Even Voldemort from the Harry Potter
books and movies isn’t being evil for kicks and giggles. He believes that
only purely magical folks should run the world because wizards and witches
are clearly superior to Mudbloods. Trust me, the concept of a lunatic with
delusions of racial superiority wasn’t invented by J. K. Rowling.
But for every midnight there is a dawn. For every evil there is a good. Hot
is only hot when there is something cool to compare it to. In storytelling,
how do we know that your villain really is bad? It’s not just because of the
black hat; rather, it’s because your villain’s actions are contrasted and
compared to the actions of your hero.
This symbiotic relationship between the hero and villain has a super-
double-awesome name: the “unity of opposites.”
CHAPTER 5 REVIEW
1. Your screenplay needs a powerful, ruthlessly committed opponent to
help drive the conflict that drives your story.
2. The villain is the hero of his or her own story.
3. The villain is never engaging in villainy for the sake of villainy.
4. Your villain is a dark reflection of your hero’s wants, needs, and
desires. This is brought out in the unity of opposites.
5. The more you know about either your hero or your villain, the more
you immediately know about the other.
6. If possible, have both your hero and your villain “make” each other.
The characters that swirl around your hero do more than keep your hero
company; they provide contrasting and alternate perspectives on the hero’s
situation, challenging your hero’s view of himself or herself, and focusing
attention on other possible answers to your hero’s thematic question. It’s as
if your hero’s complete world view is a multisided prism, with each facet of
the prism representing another way of looking at the thematic question. At
different times throughout your story, the prism is turned and held up for the
hero (and the audience) to show another aspect of the hero’s situation or
beliefs. The hands doing the turning belong to the other characters in your
story.
Besides the villain who directly opposes your hero, six other characters
and/or perspectives serve the story by showing your hero different
viewpoints. These characters can be defined in the following way, based on
their attitude and perspective as they relate to the hero:
The Protector, the character who is the keeper of the hero’s
moral compass;
The Deflector, the character who tries to pull the hero off the
path with a different moral compass;
The Believer, the character who believes and trusts in the hero
just as the hero is;
The Doubter, the character who challenges the hero’s methods,
usually out of cowardice;
The Thinker, the character who reflects on the hero’s course of
action before taking action of his or her own; and
The Feeler, the character who, though an ally of the hero,
intuitively shoots first and asks questions later.1
Oftentimes, stories will assign one character to each perspective, giving a
nicely fleshed-out cast of eight, such as in Toy Story and The Dark Knight
(there’s a double-feature for you!).
This kind of similarity between opposite characters may not be true in all
successful movies, but if you can design your cast around this model, you
will have moved another incremental step closer to elegant storytelling.
PUTTING WORDS IN THEIR MOUTHS
Designating characters as Believers, Doubters, Deflectors, Thinkers,
Protectors, and Feelers might feel limiting at first glance, but these are just
attitudes. It’s the perspective each character brings to the story, and the
beauty is that it helps to make each character immediately different.
Everything, from story points to characters, must be in service of your hero.
With these perspectives in place, you now have an insight into dialogue as
well as character.
So, you’re writing the new Star Trek, and Spock says, “I think we should
beam down to the planet.” What is Doctor McCoy going to say? “Great
idea! Let me just pack some food. Can I fix you a sandwich?” NO! McCoy is
going to say something along the lines of, “Are you crazy? We can’t do that,
it’s not safe!” because he is the Doubter and his job is to doubt. On the other
hand, Spock’s girlfriend Uhura would be more supportive because she’s the
Believer. What would Kirk say? “Instead of the planet, let’s beam onto that
ship over there” because he’s the Deflector. Chekov would provide some
important insights into how to do it safely, and Sulu would be ready to go,
but might realize a little later that he hadn’t thought this through well enough
before jumping in.
See what happens at the scene level by understanding the characters at the
unity-of-opposites level? YOU NOW HAVE DIRECTION WHEN
WRITING, NOT JUST SCENES, BUT DIALOGUE. WHY AM I
SHOUTING? BECAUSE THIS IS OUTSTANDINGLY COOL! You now
have the best traveling companions a writer could hope to have — your cast
of characters. Even when the majority of your main characters are not in a
scene, you can still give your dialogue shape and direction by figuring out
who the hero is and which characters are needed to tell the story of that
scene.
Remember the scene in the basement tavern from Inglourious Basterds?
The hero of that scene is Lt. Hicox, a character we only just met ten minutes
earlier, one hour into the movie. The villain is Major Hellstrom, another
relatively minor character we last saw some twenty-five minutes prior. Even
though the scene is played out by two relatively minor characters, it’s still
complete with a Deflector (the drunk sergeant who first questions Hicox’s
German accent), a Protector/Feeler (Sergeant Stiglitz), a Believer (Bridget
von Hammersmark), a Doubter (the bartender, Eric), and a Thinker
(Corporal Wicki). It’s a perfect scene, populated with all of the right
characters.
Here’s what the same chart would look like if we told it from the
perspective of the Joker as the hero:
Who are the eight characters in the Joker’s world? We know that the Joker
is now the hero of his story, so who’s the villain? It’s Batman. Who’s the
Protector? It’s Maroni, the big crime boss in the city who thinks the Joker
might be on to something and should be listened to. Who’s the Deflector
that’s trying to pull the Joker off the path? Interestingly, it’s Harvey Dent,
who is not only the Deflector in the Batman-as-hero version of the story, but
who is promoted from Deflector to villain near the end of the movie after the
Joker is caught. Who believes in what the Joker is doing? Officer Ramirez,
but only because the Joker is threatening her mother. The character of
Gambol, the very angry crime boss, is the Doubter (“Someone kill this
clown!”), and the big Thinker in the Joker’s world is the Chinese crime boss
who has snaked everyone’s money without their knowledge in order to
protect it from the cops. Finally, who represents Feeling? The Chechen
crime boss who loves food and loves his dogs.
By understanding how to use the unity of opposites and applying it to both
the hero story and the villain story, you are able to generate a cast of not one,
not two, but as many as fourteen distinct characters! And if you can’t tell a
complete story with fourteen distinct characters….
CHAPTER 6 REVIEW
1. Besides the villain, there are six other characters and/or perspectives
that serve the story by showing your hero different viewpoints:
Protector, Deflector, Believer, Doubter, Thinker, and Feeler.
2. Characters can often double up on perspectives, so one character can
carry two attitudes.
3. These character perspectives thematically balance each other across
the unity of opposites… and often physically as well.
4. Character perspectives not only serve your hero and your story, but
also help craft character-specific dialogue. Write to their perspective!
5. Apply your understanding of character perspectives to both the hero-
as-hero story and the villain-as-hero story, and you can end up with a
full cast of fourteen distinct characters.
1 These six characters (eight, if you include the hero and the villain), have
many different names and are widely discussed in a variety of forms, both
dramatic and psychological, but perhaps nowhere more in depth than in the
book Dramatica: A New Theory of Story by Melanie Anne Phillips and
Chris Huntley (Burbank: Screenplay Systems Inc., 1993). Dramatica first
popularized these pairings and introduced the “Contagonist” character,
whom I more simply here call the “Deflector.” Melanie’s and Chris’ work in
this area is extensive, and I gratefully acknowledge their work as the
proverbial jumping-off point for my own understanding of how the unity of
opposites works.
2 Interestingly, the stories of The Empire Strikes Back and Return of the Jedi
take place after Luke has embraced the Force, so the villain is now directly
the Emperor who represents the misuse of the Force. The thematic question
in those films isn’t about technology versus faith, but about the misuse of
power. Now that Luke has faith, he has to grapple with not being seduced by
the awesome power that comes with it.
3 Part of the brilliance of Star Trek (2009) is the shift to Spock as the hero.
For a detailed discussion of how and why this works, please check out
http://contour-at-the-movies.com/2009/05/10/star-trek/’.
4 It’s definitely possible to have two characters representing the same
attitude, as with Sulu and Chekov, but if you’re creating a story from the
ground up rather than trying to fit in well-known characters from a
successful franchise, I’d advise against it out of concern that you may
confuse a reader who doesn’t already know who your characters are.
CHAPTER 7
The four parts of the QuickPitch align with the four archetypes which
align with the four questions which align with the theme which align with
the four parts of the three acts. I wish my life was this orderly. Heck, I wish
my desk was this orderly.
Let’s break apart the QuickPitch and see what makes it tick.
CHAPTER 7 REVIEW
1. The QuickPitch lays out your entire story in a few short sentences.
2. The QuickPitch is a litmus test for your story to see if it can go the
distance from FADE IN to FADE OUT.
3. The QuickPitch formula has four parts: “When a TYPE OF PERSON
has/does/wants/gets A, he or she gets/does/tries/learns B, only to
discover that C now happens and he or she must respond by doing D.”
4. The “A” statement is the grand overview of act 1, and is all about
your hero’s status as an Orphan.
5. The “B” statement corresponds to the Wanderer plot points.
6. The “C” statement is the hero’s call to action and adventures as a
Warrior.
7. The “D” statement represents the Martyr plot points.
8. The QuickPitch is primarily a tool for the writer. If you use it to try to
get someone interested in a script, you darn well better have a script to
back it up because you will not sell a pitch!
And now we come to the star of the show! The kid with the biggest biceps
at the My Story Can Beat Up Your Story! gym and juice bar. The killer
structure paradigm.
People get very nervous when I start talking about the formulaic aspects
of structure. I think they’re worried that if they use a set structure, all of their
scripts will start looking and feeling the same. Nothing is further from the
truth. All good scripts share a common structure. The key is to know how
much structure to use and then not cross that line. For example, is there any
possibility that you and a friend, working separately, could ever write the
identical script merely because both scripts are 108 pages? Of course not.
How about if I said that all of your scripts must have three acts? Any
chance of being a formulaic, plagiaristic hack? Nope. Unless, of course, you
want to be.
How about if I said that all your scripts had to be 108 pages comprised of
three acts, 129 scenes, have eight characters named Bob, Carol, Ted, Alice,
Lenny, Squiggy, Gilligan, and the Skipper, and we meet Bob in scene one,
Gilligan in scene two; they get into a fight over Alice in scene three…?
Now I’ve gone too far.
Somewhere between the vague advice of 108 pages and three acts and the
way-too-specific dictate of Gilligan and Bob duking it out in the third scene
over Alice lies the zone which guarantees you a well-structured script on one
hand while maintaining artistic and creative originality on the other.
How much structure can you have and still write a script that is unique
among other scripts that use the same structure?
You can have a structure composed of forty-four plot points.
“Excellent,” you may be saying. “Just one thing; what’s a plot point?”
A plot point is a discrete, unique, and essential chunk of story
information. Structurally, plot points fall out above beats and scenes and just
below acts.
“Excellent,” you may be saying. “Just one other thing; what’s the
difference between beats, scenes, and plot points?”
To illustrate the difference between beats, scenes, and plot points, let’s
take a look at the first page and one-eighth of one of the great unproduced
screenplays of the twenty-first century, House Swap:
EXT. BROWNSTONE - MORNING
Sunrise over the upper Westside of Manhattan. This is the New York of
our dreams: vibrant, rich in texture. Alive.
Julie and Ben brush teeth at different sinks. Dress on opposite sides of
the room. Make different breakfasts. Sit at the same kitchen table and
read the front section of the New York Times, but from their own
subscriptions.
And when it’s time to go to work, Ben hugs Julie, even means it, then
leaves.
She bursts out crying. Big, gushy tears. Just like that.
PEOPLE around her turn and look at this spectacle. An OLD WOMAN
at a nearby table knowingly offers a napkin.
OLD WOMAN
What’s the jerk’s name, dear?
JULIE
(busting out)
BENNNNNNN!!!
How many scenes, beats, and plot points did you just read? Scenes are
easy; just count up the INTs and the ENTs. There are seven of them.
Now how many beats? Beats are little, illustrative pearls of data. This is a
little harder, but there are fourteen: New York is established; we see art and
music in the brownstone; two alarms go off; two people get out of bed, brush
teeth, dress, make breakfast, sit and read different newspapers; Ben goes to
work; Julie is a wedding dress designer; she goes to the museum, sketches
the madly in love couple, bursts out crying while having coffee, and tells the
old lady the reason for her problems… Ben. That’s fourteen beats.
Now, how many plot points?
One.
And it can be summed up like this: “Julie has a lousy relationship with
Ben and it’s making her miserable.”
Did I need seven scenes, fourteen beats, and a page and one-eighth to
make that one plot point? I think I did. Maybe you could do it with less.
Maybe more. And that’s why this system works so well without becoming
formulaic. It clearly lays out the forty-four plot points you need to tell your
story and then you get to figure out how many beats and scenes you need to
flesh out those plot points.
Are you free to use more or less than forty-four plot points? Unless you
move in with me (not advised), you’re free to do whatever you want.
However, if you use exactly forty-four you’ll have that perfectly structured
story you so desperately need. Isn’t that the goal?
The forty-four plot points are divided over the three acts in the following
way:
There are twelve plot points in act 1, the Orphan phase of your hero’s
journey. By the time these twelve plot points are finished, the central
question should be clear. In the first half of act 2 — the Wanderer phase —
there are fourteen plot points. There are another fourteen plot points in the
second half of act 2 — the Warrior phase. And finally, there are four plot
points in the Martyr phase, act 3. The trickiest of the plot points come in act
1. After you get past the foundation-building of the twelve plot points of act
1, all of the rest of the plot points flow so simply from the central question
that it should be illegal.
On to act 2!
ACT 2: TWENTY-EIGHT PLOT POINTS THAT
PRACTICALLY WRITE THEMSELVES
When I give seminars or consult with producers or writers about their
scripts, talking about act 2 is one of my favorite parts. For producers, this is
where they realize how painless the bulk of the movie can be to create, and
for aspiring writers, this is where they — burdened for years with the hope,
dream, and ambition of becoming a screenwriter — start thinking that they
might just be able to do this after all.
As I’ve said, what follows the central question are the twenty-eight plot
points: fourteen in the first half of act 2 that make up the Wanderer beats,
and fourteen in the second half of act 2 that make up the Warrior beats.
These twenty-eight plot points are so easy to write because they alternate
between answering the central question first yes and then no. These are
called “yes/no reversals.” Any situation that brings the hero closer to his or
her goal is a “yes.” Anything that takes the hero further away is a “no.” And
that’s about as complicated as it gets for act 2!
Using Star Wars as an example, act 1 ends with Luke joining Obi-Wan on
his quest to destroy the Death Star, save the Princess, and become a Jedi
knight like his father. Starting with our central question (Will Luke become a
Jedi, save the Princess, and destroy the Death Star?), let’s look at the plot
points in the first half of act 2.
And that, my friends, is the first half of act 2! Seems too simple? It is and
it isn’t. Certain factors must be kept in mind: interesting situations,
intriguing characters, increasingly difficult obstacles. But once you
understand the simple mechanics of the yes/no reversals of act 2, you will
have a big, muscular leg up on the writing process.
INCREASINGLY DIFFICULT AND SEEMINGLY
INSURMOUNTABLE
Remembering Michael Hauge’s definition of story (“enable a sympathetic
character to overcome a series of increasingly difficult, seemingly
insurmountable obstacles in order to achieve a compelling desire”), you can
see how Star Wars builds that “series of increasingly difficult, seemingly
insurmountable obstacles” into the progression of plot points in act 2.
The first obstacle that Luke must overcome at the beginning of act 2 is
simply going to Mos Eisley, which is no obstacle at all. If we were going to
assign a difficulty rating to overcoming this obstacle from 1 to 10 — 1 being
“I chipped a nail” and 10 being “what the $@%#! have I gotten myself
into?” — this would be a zero.
Next, Luke and the gang are stopped by some nosy Stormtroopers. Looks
bad, but Obi-Wan wags a finger, uses the Force, and easily gets past them.
Feels like a 1-minus to me.
Next, Luke gets attacked in the bar. Obi-Wan to the rescue again, this time
hacking off an alien’s arm lickety-split with his light saber. The whole fight
lasts maybe two seconds, if that. Maybe a 1+.
Next up is Greedo who is ready to kill Han Solo, the pilot they just hired,
but ends up getting blasted by Han. (Did I mention that Han shoots first?)
This feels like a 2.
The next obstacle takes place when they are fired upon by a battalion of
Stormtroopers in the space dock. Definitely at least a 3.
See the progression? Working backwards from the scene in the space
dock: Shooting at a lot of Stormtroopers who have Imperial blasters is more
difficult than shooting only one Greedo who has only one blaster, which is
more difficult (and fatal) than cutting off some alien’s paw, which is more
violent than using a Jedi mind trick on some Stormtroopers, which is more
difficult than riding in a Speeder, which isn’t difficult at all (“increasingly
difficult, seemingly insurmountable obstacles”). Each time, Luke and
company overcome an obstacle that is incrementally more difficult than the
last. When you start layering your reversals, try to escalate the level of
difficulty from easiest to increasingly more difficult.
Remember, not every movie will lay out as neatly as Star Wars, but
enough movies of every genre do that you should sit up, take notice, and be
willing to embrace an approach to storytelling which guarantees a movie that
can hold its own with some pretty impressive company.
By now you’re probably excited to start writing, but if you’ll indulge me a
little more, I want to share yet another way of looking at your story that will
help guide your every step.
CHAPTER 8 REVIEW
1. Structure is not a four-letter word.
2. Plot points are discrete, unique, and essential chunks of story
information.
3. There are forty-four plot points in a well-structured script: twelve in
act 1, fourteen in the first half of act 2, fourteen in the second half of act
2, and four in act 3.
4. The twelve plot points in act 1 are very, very specific.
5. The twenty-eight plot points of act 2 are actually fourteen pairs of
yes/no reversals. Anything that brings your hero closer to one of his or
her desired goals is a yes; anything that brings your hero further away is
a no.
6. The reversals increase in intensity, satisfying the rule about
“increasingly difficult, seemingly insurmountable obstacles.”
7. If possible, work in a third-act solution towards the middle of act 2,
and then pay it off at the climax of act 3.
Sure, you can go to Istanbul and take in the sights, but imagine how much
better your trip would be if you had a local tour guide to point out landmarks
and places of interest. “Over here we have the Hippodrome. To your left is
the Basilica Cistern… NO! DON’T DRINK FROM IT!”
A good story is like a good journey with landmarks. Unlike the twelve
plot points of act 1, which are very specific, landmarks happen in certain
regions of all stories and not necessarily in a particular order. Upon leaving
Paris it doesn’t matter in which order you’ve seen the Louvre, the
Montmartre steps, and the Eiffel Tower — what matters after-wards is that
you’ve seen them before moving on to London. Once you’re in that London
pub eating your bangers and mash, it’s a little late to turn around and decide
you want to check out the Bastille.
When writing, sometimes it’s easier to think of your story in terms of
landmarks — bigger moments — and then write your way down into the
nitty-gritty of the plot points. Don’t get me wrong; I love the nitty-gritty. It’s
the nitty-gritty that makes your script your script.
Before you look at the micro details of your story, you might find it
instructive to look at the macro details you’ll find in these “landmarks.”
With that in mind, I’ve divided these landmarks into twelve defining
statements that represent what the general tone of your script should be as
your story’s journey unfolds, and I’ve assembled them into a handy tour
guide. Cleverly, I call it the “Guide,” and it will lead you along the way to a
well-structured story.
The Guide can work for you either proactively or retroactively. You can
use it to broad-stroke your story before diving into the forty-four plot points,
or you can refer back to it after you work out the detailed structure to make
sure that the tone of the story plot points matches the tone as indicated in the
Guide. You can also flip back and forth between the Guide and the plot
points using both as a system of checks and balances to each other. The
Guide is designed to be another tool to jar your story ideas loose and get
them on paper, as well as an easy way to shorthand the major moments of
your story.
If you have the full scope of your story in mind, why not try the Guide
first? Each step of the Guide approximates another section of the forty-four
plot points. Please bear in mind that this is a big generalization, but it’s a
pretty good one. For example, Step 1 of the Guide (“I Don’t Get No
Respect”) is generally made up of the first three plot points of the forty-four
plot points. In other words, the first three plot points of act 1 can be
considered the “I Don’t Get No Respect” plot points. By filling in the twelve
steps of the Guide and then jumping back to the plot points and filling in
your answer, you’ll find that you’ll literally have more than 25% of your plot
points (twelve of forty-four) finished before you even get started!
Another way of using the Guide is to make sure your page count stays on
track. Each of the twelve sections has an approximate page count associated
with it, so you know that if you’re on page 80 and you’re just finishing up
the first section (“I Don’t Get No Respect,” pages 1–6), you… uh… may be
running a tad long.
Revisiting the forty-four plot points, we can make twelve distinct
groupings, each with its own defining name:
As you can see, each section of the Guide has a comfy home in relation to
the three acts: theme, four questions, four archetypes, the QuickPitch, and
the forty-four plot points.
8. …MAKE LEMONADE!
Act: 2B
Archetype: Warrior
Plot Points: Yes/No 8–10
Pages: 55–65
Put your hero into a direct confrontation in a big way.
Your hero shifts into action, making decisions (for better or worse) in the
now active and direct attempt to resolve the central question.
Your hero meets with some initial success.
The villain or opposing force tightens the screws on the hero’s goal.
The thematic question is raised and heightened. The hero bounces
between both viewpoints.
Possibly unknowingly, the hero prepares for his or her big change.
EXAMPLES
Tony Stark uses his suit to defend a village. (Iron Man)
Luke springs Leia from the detention block and brings down the wrath of
the Stormtroopers. (Star Wars)
Brody’s own son is almost attacked by the shark and he compels the
mayor to hire Quint. (Jaws)
CHAPTER 9 REVIEW
1. A good story is like a good journey, and every journey has
landmarks.
2. Story landmarks happen in regions of your story, of which there are
twelve.
3. The Guide can work for you both proactively to help you think
through your story before you break it down into the forty-four plot
points, or retroactively to make sure that you’re story isn’t running too
long or too short.
I know a special, magical place where the streets are paved with the melted
gold plate of Oscar and Emmy statuettes, and the houses are made with
bricks formed out of the recycled boxes of Montage, Final Draft, and Movie
Magic Screenwriter. It’s filled with people just like you and me, and it’s
called WritersGuildOfAmericaVille. The locals just call it WGA-Ville,
population, 11,500. Its two main communities are Television Hills and the
more exclusive Film Aire.
“Don’t let the door hit you on the way out….”
As you might imagine, people all over the world want to move to WGA-
Ville; however, like many small towns, this one has an open secret that
nobody hoping to move there wants to hear; the unemployment rate in
WGA-Ville is staggering. Of those who live and work in Television Hills,
73% are unemployed at any one time. And they’re the lucky ones.
Unemployment in exclusive Film Aire is 84%.1 If WGA-Ville were its own
country, it would have an unemployment rate second only to Rwanda. And I
don’t see people lining up to move there.
I know… I know. You think I’m being overly bleak. I’m not. The WGA’s
annual report shows the mean income for WGA members to be $66,000.
That doesn’t sound too bad until you consider that 100% of that money is
earned by 44% of the membership, meaning that 56% of the total
membership earned diddly-doo-dah in that reporting year.
I agonized long and hard while thinking about how to write this chapter.
On one hand, I am the biggest fan of screenwriting as a job. It has afforded
me satisfactions — both creative and financial — that I just don’t think I
would have gotten in some other profession. On the other hand, I also know
the crippling odds against consistently earning a living in the craft. I have
friends — good friends — who have worked at the highest levels of the
business who are now out of the business. It was too unpredictable for
people wanting to take care of their families. I know another fellow who has
stayed in the business, who has written movies that have generated literally
billions of dollars at the box office, and who says that he never knows from
month to month if the phone will stop ringing. And he’s really good.
During the gold rush, the only people who made any money were the ones
selling the shovels. That’s how I feel it is with people who blue-sky the
chances of selling spec screenplays and making a living as a writer. I can’t,
with a clear conscience, be one of those people filling anyone’s heads with
stories of gold being in them-thar hills. That being said, I also don’t want to
crush anyone’s spirit, either. It is possible to make a living, year in and year
out. I have. That’s why I’ve developed the My Story Can Beat Up Your
Story! Tough Writers Business Plan. Will it guarantee you an income? Of
course not. What it will do is give you the real-world advice you need to
stack the deck as much in your favor as possible.
Part of my 500+ title DVD library. The black thing on the right side of the
frame is my Auxiliary Clothes Hanging Unit (aka, “Bowflex®”)
5. I’VE SAID IT BEFORE AND I’LL SAY IT AGAIN: DIVERSIFY
When I first moved to Los Angeles in the mid-eighties, if you wanted to
be a writer you had to choose: TV or features. That was the advice I was
given. Of course, everyone wanted to write features, so that’s what I focused
on. Writing for television was what you did if you couldn’t make a go at
screenplays.
Now, it’s a free-for-all. The smart writers are doing everything. Write spec
screenplays, write animation, write sitcoms. It’s nothing personal; it’s just
business. There is very little I don’t have as a writing sample. Preschool,
family comedy, earnest dramedy, animated features, live-action/animation
hybrids, big-budget action, western, comedies, sports movies, even content
for tablet computers; I’m a chameleon. Whatever a producer needs me to be,
I am.
You should start by setting a goal for yourself such as the following: one
year from this date you should complete one original spec screenplay, one
original half-hour television pilot, one one-hour drama writing sample, and
one half-hour family comedy script — whatever’s on The Disney Channel or
Nickelodeon will do.
Impossible, you say? Posh-tosh! All told we’re only talking about 228
pages of writing in twelve months. That’s two-thirds of a page a day, every
day for a year. Or if you want to give yourself weekends off, that’s one page
a day, five days a week, and that still gives you a whole month’s vacation.
I’ve got to be honest with you; if you can’t write five pages a week in your
spare time, perhaps this isn’t the career for you.
6. WRITE SOMETHING UNPRODUCIBLE
(“Okay… who are you and what have you done with Schechter?”)
No, it’s still me. I know it’s shocking to hear from Mr. Stack-the-Deck-in-
Your-Favor the advice to write something unproducible, but there’s a method
to my madness.
If you recall the Big Lie and the Big Truth, I don’t believe that you will
sell your spec screenplay, but I do believe that you don’t need to in order to
have a career as a writer. What you need, more than the big spec sale, is to
be memorable. You need people to read something of yours and rush to
share it with their peers because it is so totally out there. Write something
insane, fantastic, over the top, unproducible… but memorable. You want
people to talk about you, especially when you’re trying to make a name for
yourself. Remember that half-hour original pilot I’m pestering you to write?
Use that as your nutso sample. Thirty pages of totally liberated,
unproducible you! I’d wager that you’d be surprised at how crazy-original
you can be once you give yourself permission. And even though it probably
won’t sell, you’ll have established yourself as a writer to watch. And that’s a
very good thing.
7. BRING SOMETHING TO THE PARTY
You wouldn’t show up to a nice party empty-handed, would you? Of
course not! The same holds true when writing your script; you’ve got to
bring something to the party. What this means is that you have to develop
and infuse your work with a unique talent or voice, the one that no one else
has.
In every script you write, indeed every scene, you must bring something
to the party; write something that only you can write. A great line of
dialogue, an interesting setting, something that needed you to write it, that
wouldn’t exist had you never been born. Think of Juno and the unique voice
and worldview Diablo Cody brought to that script. You must do whatever it
takes not to be a pedestrian writer because, frankly, if some other writer can
come up with the same stuff you’re coming up with, why the hell do we
need you?
8. DON’T GO AFTER MANAGERS AND AGENTS UNTIL YOU HAVE AT LEAST TWO
GREAT WRITING SAMPLES. THREE IS BETTER.
Unless you’re sitting on the next Juno, you will be hard-pressed to find an
agent willing to take you based on only one writing sample. Agents and
managers want to represent careers, not projects. You need a portfolio of
material — which you will have a year from now, remember? (See #5
above.)
After you have a stash of killer material, it’s time to solicit, but avoid the
big managers, agents, and production companies. You’ll get lost in those
places. Worse, you’ll get bandied about at the lowest levels because who else
at CAA is going to take you seriously?
Go after the smaller managers, smaller agents, and smaller production
companies. They’re hungrier, and if you get some traction at one of those
places it’s likely going to be at a higher level. I’m not talking about Uncle
Joe’s Literary Agency and Car Wash type of small; I mean an agency with
three or four agents instead of thirty or forty.
9. DON’T GO TO PITCH FESTS EXPECTING TO SELL ANYTHING
You’re too smart for that now anyway. If you must go to a pitch fest, use it
as a way to practice making eye contact, being enthusiastic about your ideas,
putting the QuickPitch into practice, networking, meeting people, basically
everything that happens around pitch fests that doesn’t involve selling a
pitch because you will not sell your pitch.
Better yet, just stay home and write a cool scene or something.
10. DON’T ENTER SCRIPT CONTESTS
Nowadays, it’s impossible to walk into a coffee shop anywhere around the
world and NOT trip over a quarter-semifinalist, third-demi-runner-up,
honorable-jury-mention winner of some script contest or another. Someone’s
making money from these things, and it’s not you.
Do I believe that there are no worthwhile competitions? I’m not sure. If
having a competition deadline looming serves as the kick in the rump you
need to finish your script, then that’s fine, I suppose. As far as a career being
launched because of winning or placing, I’m skeptical. If your script is good
enough to win a competition, it’s good enough to attract the attention of a
manager or agent without setting you back an entrance fee.
11. TURN IN EVERY SCRIPT WITH TREMBLING HANDS
There is an incredibly small window of opportunity during which a spec
screenplay has to impress a studio, agent, or producer. The expression “you
only get one chance to make a good first impression” has never been truer
than when applied to selling a script.
If you go out to producers and executives with a script and it doesn’t sell,
you can’t gather together your notes, rewrite the script, and then go out with
it again to the same producers and executives. Most of them will not spend
the time to re-read a script they’ve already passed on unless there is some
compelling reason to do so, such as having an actor or director attached to
the project that means something to the box office, or some financing that is
legitimately in place. A rewrite of the script does not qualify as a compelling
reason. That’s why many writers hire qualified, experienced script readers to
critique their scripts.
If you’re like most writers, you probably have a rogue’s gallery of friends
who are also writing and have offered to read your script. Unless they’re
professionals, thank them and decline. Can your friends advise you about
similar films in development? Can your friends advise you about trends in
the marketplace? Can they tell you which producers are looking for your
kind of material and which have sworn that they’ll never again make another
zombie/western/horror/musical? Can they tell you how your script compares
to others like it? Do they know why the others like it worked and can they
identify those elements in yours?
Can they tell you what they liked about your script? Oh… they didn’t like
your script? That’s even better. Can they tell you exactly what they didn’t
like and why? Best of all, can they tell you how to fix the problems based
not on their opinion but on an empirical knowledge about screenwriting?
This is what a skilled reader brings to your project.
I personally pay at least 15% of everything I earn to have my material
read before I go out with it; I have two agents, one in Canada and one in Los
Angeles, and they split 15%. Part of their job is to read my material and
make sure that it’s as good as it can be before we shop it to producers. Why
should I seek out their opinions? I mean, I’m a multi-award-nominated
writer, producer, and director. I’ve been in the WGA for twenty years. I’ve
earned my living exclusively as a writer for two decades. Don’t I know how
to write by now?
The reality is that even my scripts only get one chance to make a good
impression. And what would I do if I didn’t have agents whose opinions,
taste, and business acumen I trusted? I’d hire the best script reader I could
find and afford to make sure that I didn’t blow that one chance my script has
of making a good first impression.
Yes, there are some readers out there whose only qualifications are “failed
writer.” Yes, there are some readers out there who are only marginally more
qualified than you to critique your script. There are also some very sharp
people who can help you. Search for them the way you would search for the
best medical specialist to cure a sick child. As with anything in life, you
must make your own calculation between value and price.
CHAPTER 10 REVIEW
1. You will not sell your spec screenplay.
2. You don’t have to in order to have a career.
3. Diversify! Don’t just write features, or television, or family, or adult.
Write it all!
4. If you’re over forty, don’t do anything stupid like sell your house.
5. If you can, move to L.A.
6. Network.
7. Treat the business like it’s a business. It is.
8. Write something crazy and unproducible, but memorable.
9. Bring something to the party.
10. Have two or three really good writing samples ready before going
after a manager or an agent.
11. Don’t go to pitch fests expecting to sell anything.
12. Don’t enter script competitions unless they serve as external
deadlines for getting something written.
13. Turn in everything you write with trembling hands because you
only have one chance to make a good first impression.
In the following pages you’ll find five examples of films which nicely
demonstrate the My Story Can Beat Up Your Story! plot points. These
examples and many others are included in Mariner Software’s Contour
software development program. A big thank-you goes to my buds at Mariner
Software for their permission to use these examples here.
In order to show the universality of this structure, I’ve picked movies
from different genres: science fiction (Star Wars), action (The Dark Knight),
thriller (The Sixth Sense), comedy (Liar Liar), and animation (Up).
STAR WARS
By George Lucas
THE FOUR QUESTIONS
1. Who is your hero? Luke Skywalker.
2. What is your hero trying to accomplish? Physical: Destroy the Death
Star. Emotional: Save the Princess. Spiritual: Learn to use the Force and
become a Jedi like his father.
3. Who is trying to stop your hero? The Empire and Darth Vader.
4. What happens if your hero fails? The Princess dies and the Empire
destroys the rebels.
THE FOUR ARCHETYPES
1. How is your hero an Orphan in act 1? Luke is a real Orphan, who is
orphaned even further when his aunt and uncle are killed.
2. How is your hero a Wanderer in the first half of act 2? Luke joins with
Obi-Wan, finds Han Solo, makes a deal, and blasts off in Han’s ship to try to
get the plans to the Death Star to Alderaan. Luke and his party are pulled
into the Death Star, where he discovers that the Princess is being held
captive.
3. How is your hero a Warrior in the second half of act 2? Luke devises a
plan to save the Princess before they can escape from the Death Star. Luke,
Han, and Obi-Wan wage huge battles against the Stormtroopers in the Death
Star before getting away.
4. How is your hero a Martyr in act 3? Luke faces incredible odds as he
now lives his dream of being a fighter pilot. The life or death of the Princess
comes down to him and his one last shot as he is willing to shut down the
targeting computer (rejecting technology) and trust his life to the power of
the Force to destroy the Death Star.
THE QUICKPITCH
When an orphaned farm boy discovers a message from a captured
princess and his family is killed by an evil Empire, he joins forces with a pair
of droids, an old mystic, and a mercenary to deliver the plans contained in
the message to the leaders of the rebel movement. On their way they are
captured by a giant space station called the Death Star, only to discover that
the Princess is also there and is slated for execution. They must now mount a
rescue of the Princess and fight their way out of the Death Star, which they
do, only to discover that they have led the Empire to the rebel base. The only
possible response is to launch a suicide mission against the space station
that will rely on a miracle shot to save the life of the Princess and keep the
rebellion alive.
ACT I: THE ORPHAN
Plot Point 1: We meet either the hero, victim/stakes
character, or the villain.
Star Destroyer captures Leia’s ship and we meet Darth Vader.
Plot Point 2 : We see the hero’s flaw in relation to the stakes
character.
We meet Princess Leia as she puts a message into R2-D2. She’s clearly
brave and adventurous.
Plot Point 3: If we haven’t met our villain, we do now. If
we’ve already met the villain, this amplifies what we already
know.
Leia is stunned and captured, but only after blasting one of the
Stormtroopers.
Plot Point 4: The (or “A”) Deflector slows the hero down or
pulls the hero off the path.
The droids are now on Tatooine and go their own ways. R2-D2 is captured
by Jawas, as is C-3PO.
Plot Point 5: Inciting incident — the hero now becomes
emotionally involved.
We meet Luke as the droids are sold to his uncle. While cleaning the
droids, Luke discovers a message from the Princess and is immediately
intrigued.
Plot Point 6: This is the statement of your hero’s goal as it
relates to the stakes character or love interest. Your hero’s
problem is made clear to the audience.
During dinner with his aunt and uncle, Luke says that he wants to join the
academy early. Owen says no. His aunt cautions his uncle that Luke has too
much of his father in him. “That’s what I’m worried about,” his uncle says.
Plot Point 7: An ally (either a true one or an unintentional
one) helps propel your hero out of his or her comfort zone.
R2-D2 runs off and Luke has to go after him. Luke recovers R2 but is
attacked by Sand People. Luke is saved by Obi-Wan.
Plot Point 8: The hero seems ready to move forward towards
his or her goal and/or the stakes character, but just can’t do it.
Back in Obi-Wan’s home, Luke hears about Anakin. Obi-Wan asks Luke
to join him on his mission to save the Princess. Luke refuses, but agrees to
drive Obi-Wan a little of the way.
Plot Point 9: The villain or Deflector conflict stops the hero
or threatens the emotional stakes.
On the way, Luke and Obi-Wan find the Jawas dead. Luke races home,
fearing the worst.
Plot Point 10: The depth of feeling between the hero and the
stakes character, or the severity of the threat to the victims,
becomes evident.
Luke finds his aunt and uncle murdered and the farm destroyed.
Plot Point 11: The Deflector or Antagonist threatens to take
the stakes character from the hero.
Back on the Death Star, Darth Vader wants Princess Leia to tell him where
the rebel base is. Vader is going to drug Leia to get the information. For the
first time, we see that Leia is frightened.
Plot Point 12: The hero decides that he or she must act to
save the stakes character.
Back on Tatooine, Luke goes back to Obi-Wan and says that he wants to
be a Jedi like his father.
THE CENTRAL QUESTION
Will Luke destroy the Death Star (physical), save the Princess
(emotional), and become a Jedi like his father (spiritual)?
ACT 2, PART I: THI WAMDIRIR
Yes 1: He goes to Mos Eisley with Obi-Wan and the droids.
No 1: They are stopped by Stormtroopers.
Yes 2: Obi-Wan uses the Force and they get past.
No 2: They go to a bar. Luke is attacked.
Yes 3: Obi-Wan saves him. They find Han Solo. A deal is made. No 3:
Han is going to be killed by Greedo.
Yes 4: Han kills Greedo. He leaves the bar. Luke sells the Speeder. They
have enough to pay Han for the moment.
No 4: They are followed to the spaceport.
Yes 5: Unaware that they were followed, they prepare to take off.
No 5: They are fired on by troopers.
Yes 6: They blast off and escape.
No 6: They are followed out of orbit and fired upon.
Yes 7: Jump to hyperspace. Luke practices the Force.
No 7: They come out of hyperspace to find Alderaan destroyed. They’re
fired on by the TIE Fighter.
ACT 2, PART 2: THE WARRIOR
Yes 8: They chase the fighter and are ready to destroy it.
No 8: The see the Death Star. They can’t escape and are pulled into the
Death Star.
Yes 9: They hide in the cargo hold and then attack the soldiers, taking
their uniforms.
No 9: They enter the communications room. Obi-Wan leaves to shut off
the tractor beam.
Yes 10: They discover that the Princess is being held in the detention area
and decide to go after her.
No 10: They are discovered in the cellblock and attacked.
Yes 11: They get to the Princess and shoot their way out and into the trash
compactor.
No 11: Luke is pulled under by a monster.
Yes 12: Luke is released by the monster — he’s safe!
No 12: The trash compactor is turned on. Everyone will die!
Yes 13: R2-D2 saves them and they escape.
No 13: They are chased throughout the Death Star.
Yes 14: They get to the Millennium Falcon, thanks to Obi-Wan distracting
the troopers by fighting Darth Vader.
No 14: Obi-Wan is killed. They escape from the Death Star but are
immediately pursued.
ACT 3: THE MARTYR
Big Yes: They destroy the TIE Fighters and get away, take the plans to the
rebel base, and discover a weakness in the Death Star. They will attack.
No: They discover that they had a tracking beacon on them. The Death
Star is closing in on the rebel base.
Big No: Big fight. X-Wings are getting destroyed left and right. The
Death Star is too much for them. It comes down to Luke, who shuts off his
targeting computer. Vader is going to kill him.
Final Yes: Han swoops in; Luke uses the Force and destroys the Death
Star. The Princess is safe.
THE DARK KNIGHT
By David S. Goyer
THE FOUR QUESTIONS
1. Who is your hero? Bruce Wayne/Batman.
2. What is your hero trying to accomplish? Physical: Stop the Joker.
Emotional: Get Rachel to love him. Spiritual: Figure out how far he can go
before he ceases being the hero and becomes the villain.
3. Who is trying to stop your hero? The Joker, Maroni’s mob, Two-Face,
Gotham’s thugs, Harvey Dent… and anybody who thinks Batman is a bad
guy or challenges his methods. To an extent, Rachel also threatens to pull
him off the path.
4. What happens if your hero fails? The Joker will crush Gotham’s spirit,
murder hundreds of innocents, and destroy everything that Bruce
Wayne/Batman holds dear.
THE FOUR ARCHETYPES
1. How is your hero an Orphan in act 1? Bruce Wayne is an Orphan, and
the vigilante known as Batman is an outlaw. Being Batman also makes him
an outcast, literally and figuratively. Bruce is destined to be alone for as long
as he wears the mask.
2. How is your hero a Wanderer in the first half of act 2? Wayne tries to
figure out the Joker’s plan, how to catch him, and what it’ll take to defeat
him. He also questions what kind of hero Gotham needs: the Dark Knight
(him) or the White Knight (Dent). Wayne initially believes that Batman has
no limits, but soon learns that this is not true.
3. How is your hero a Warrior in the second half of act 2? Batman
attempts to turn Gotham over to the White Knight, but when Dent claims
he’s Batman to lure the Joker out, Batman is compelled to save Dent. When
the plan fails, Batman has to fight the Joker to save not only Dent, but
Rachel, thousands of innocents, and Gotham’s very soul.
4. How is your hero a Martyr in act 3? If Gotham discovered that the
Joker corrupted its White Knight, its spirit would be crushed. Not only is
Batman willing to die to stop Two-Face (“point the gun at those
responsible”), but he breaks his one rule by killing him to save Gordon’s
family. Batman then takes the blame for Two-Face’s deeds, so Gotham never
knows what happened. He becomes the hero Gotham needs, even if that
means being the villain. Batman becomes the “Dark Knight.”
THE QUICKPITCH
When a masked vigilante forces the mob to turn to the maniacal Joker,
Batman realizes not only that he’s up against a criminal he can’t understand,
but that he also has limits, making him wonder if the new DA (Gotham’s
White Knight) is the hero Gotham needs, only to discover that the Joker
wants nothing more than to get under his skin by killing Rachel and destroy
Gotham’s spirit by bringing Gotham’s White Knight down to the criminals’
level. Batman must now figure out how to stop the Joker without becoming
the villain.
ACT I: THE ORPHAN
Plot Point 1: We meet either the hero, victim/stakes
character, or the villain.
The Joker (villain) robs a bank, stealing the mob’s money.
Plot Point 2: We see the hero’s flaw in relation to the stakes
character.
Batman copycats try to stop a deal between the Scarecrow and the mob.
The real Batman (hero) stops the fight. His method of fighting crime leaves
him outcast and alone, compared to Rachel’s approach to crime fighting.
Batman tells the copycats, “I don’t need help.” Scarecrow says, “Not my
diagnosis.”
Plot Point 3: If we haven’t met our villain, we do now. If
we’ve already met the villain, this amplifies what we already
know.
Gordon arrives at the bank. Ramirez (Doubter) says of the Joker, “He
can’t resist showing us his face.” (The Joker will call for Batman to take off
his mask.) Batman meets Gordon (Believer). He wants to move against the
mob now. The Joker can wait — he’s just one man. Gordon mentions that
the new DA is going to want in. (Harvey later becomes the Joker’s weapon.)
At Batman’s temporary hideout, Alfred (Protector) tells Bruce to know his
limits, but Bruce claims Batman has no limits. (The Joker’s all about making
Batman break his one rule.)
Plot Point 4: The (or “A”) Deflector slows the hero down or
pulls the hero off the path.
Bruce has been watching the new DA, Harvey Dent, and realizes that
Harvey’s a crime fighter who has public support, success… and Rachel. He’s
making a lot of sacrifices being Batman. At Wayne Enterprises, an executive
named Reese (Deflector) is suspicious about where Bruce spends his money.
Fox (Thinker) deflects him. Bruce has dinner with Harvey (Deflector) and
Rachel (Feeler), realizing that Harvey supports Batman’s cause. Harvey:
“You either die a hero, or you live long enough to see yourself become the
villain.” Harvey thinks Batman is looking for someone to take over, maybe
him. Wayne sees how close Rachel and Harvey are, punctuating what he’s
missing, and wonders if Harvey might be the hero Gotham really needs.
Wayne offers to throw a fundraiser for Harvey.
Plot Point 5: Inciting incident — the hero now becomes
emotionally involved.
The Joker meets with Maroni’s mob. The Joker is aware of Dent, but
thinks Batman is their real problem. He offers to take care of Batman and
tells them to give him a call when they want to take things a little more
seriously….
Plot Point 6: This is the statement of your hero’s goal as it
relates to the stakes character or love interest. Your hero’s
problem is made clear to audience.
Bruce considers Harvey as Gotham’s new protector, realizing his
shortcomings regarding his approach to crime fighting, and Rachel.
Plot Point 7: An ally (either a true or an unintentional one)
helps propel your hero out of his or her comfort zone.
Because Lau fled to Hong Kong, Bruce is forced into action as Batman in
order to retrieve him, so Harvey can make him “sing” (“Batman has no
jurisdiction”). Dent uses Lau to send the mob to court, prompting them to
hire the Joker, who says that “Batman is the real problem.”
Plot Point 8: The hero seems ready to move forward towards
his or her goal and/or towards the stakes character, but just
can’t do it.
Bruce is preparing for the fundraiser, and Alfred half-kids him about
doing it just to impress Rachel. Then they see the Joker’s torture video of a
Batman impersonator. “If you want order in Gotham, Batman must take off
his mask.” Bruce decides to go ahead with the fundraiser instead of stopping
the Joker.
Plot Point 9: The villain or Deflector conflict stops the hero
or threatens the emotional stakes.
Bruce tells Rachel that Harvey is the hero Gotham really needs, a hero
without a mask. Maybe they could be together… That’s when Dent pulls
Rachel away to propose to her.
Plot Point 10: The depth of feeling between the hero and the
stakes character, or the severity of the threat to the victims,
becomes evident.
The Joker assassinates the judge and the commissioner. Harvey’s next on
the list and, by extension, so is Rachel. The mayor tells Harvey that every
criminal in Gotham will come for him now. The Joker throws a “Batman
corpse” at the mayor’s office. He soon sends out his video message, calling
for Batman to take off his mask, or he’ll kill people.
Plot Point 11: The Deflector or Antagonist threatens to take
the stakes character from the hero.
The Joker crashes the fundraiser, searching for Harvey, but finding and
threatening “Harvey’s squeeze.”
Plot Point 12: The hero decides he or she must act to save the
stakes character.
Bruce changes into Batman to confront the Joker at the party and save
both Harvey and Rachel.
THE CENTRAL QUESTION
Will Batman stop the Joker, get Rachel to love him, and learn how far he
can go before he ceases being the hero and becomes the villain?
ACT 2, PART I: THE WANDERER
Yes 1: Batman defeats the Joker’s cronies.
No 1: The Joker throws Rachel out of a window, buying himself time to
escape.
Yes 2: Batman leaps out of the window and saves her. Harvey’s safe, too.
No 2: Everybody thinks Gordon/Batman/Dent’s operation is over.
Nobody’s going to stand up to the Joker, a man without rules.
Yes 3: Harvey stays in Gotham despite being targeted by the Joker. He
plans to get Lau to testify. Bruce tries to figure out what the Joker wants.
No 3: Alfred tells Bruce about a bandit his old army unit once chased. The
bandit was in it purely for the chaos. Alfred explains that Bruce may not
understand the Joker. Some men aren’t after anything logical. They can’t be
bought, bullied, reasoned, or negotiated with. Some men just want to watch
the world burn.
Yes 4: Batman takes to the streets, listening for the Joker. He picks up the
Joker’s voice saying they’ll find “Harvey Dent” at a certain address.
No 4: The Joker is toying with them… They find two separate victims
named Harvey and Dent. The Joker left them a clue that he’s going after the
mayor at tomorrow’s parade. Gordon lets Batman examine the scene,
shouting down Ramirez’s claims that Batman is responsible. Batman takes a
ballistics sample, hoping to find fingerprints. Reese suspects that Bruce is
Batman and threatens Fox with blackmail.
Yes 5: Fox dares Reese to blackmail someone as powerful as Bruce
Wayne. Reese backs off. With Alfred’s and Fox’s help, Bruce obtains a
fingerprint. They cross-reference it with addresses near the parade, and get a
hit.
No 5: Bruce finds the apartment… but his skills are little match for the
Joker’s crazed genius — it’s all a set-up! Bruce looks out a window just as a
timer causes its blinds to spring up, distracting Gordon’s men who are
looking for a shooter. The Joker (hiding in plain sight) fires at the mayor, but
Gordon takes the bullet and seemingly dies. The Joker escapes. Harvey
questions one of the Joker’s captured henchmen, only to find that he’s
wearing a “Rachel Dawes” nametag. Furious, Harvey kidnaps the henchman.
Yes 6: Devastated about Gordon’s death, Batman grabs Maroni from his
club to find the Joker’s location. He breaks Maroni’s legs….
No 6: But he can’t kill him, and Maroni won’t talk. Maroni says that
nobody is going to cross the Joker for Batman. Everybody knows he has
rules… but the Joker’s got NO rules. Maroni tells Batman the only way he’ll
get the Joker is by taking off his mask. Or will he let more people die while
he makes up his mind? Harvey tries to find out what the Joker’s got in store
for Rachel, but the henchman won’t talk. Harvey’s about to demonstrate his
version of “justice” — the coin. As Harvey moves to kill….
Yes 7: Batman stops Harvey (before he becomes the villain). Dent is the
first ray of light Gotham has seen in decades. He’s the symbol of hope that
Batman can never be. If anyone saw this, all of it would be undone. The
criminals would be released, Gordon would have died for nothing. The Joker
will win. (Third-act solution): Batman tells Dent to hold a press conference;
he’s going to turn himself in. Gotham is in Dent’s hands now.
No 7: Rachel doesn’t think that Bruce’s quitting will stop the Joker. Bruce
thinks he has enough blood on his hands. He knows now what he would
have to become to stop men like the Joker. Rachel reminds Bruce that if he
turns himself in, they can never be together. Bruce and Alfred shut down
their base. Alfred wants him to endure. People will hate him for it, but that’s
the point of Batman: He can be the outcast. (Third-act solution reiterated):
Bruce found out Batman’s limits today; he can’t endure this.
ACT 2, PART 2: THE WARRIOR
Yes 8: Bruce is about to turn himself in at the press conference….
No 8: But Harvey claims that he’s Batman. He’s taken into custody.
Rachel doesn’t understand why Bruce let Harvey take the fall. Alfred
explains — Harvey and Bruce understand that Batman stands for something
more than the whims of a terrorist. Even if Bruce hates it, that’s the sacrifice
he’s making. He’s NOT being the hero. Rachel thinks Bruce is being a
coward. She gives Alfred a letter for Bruce.
Yes 9: Rachel learns that Harvey is using himself as a lure for the Joker,
trusting Batman to do the right thing and save him. During Harvey’s transfer
to another prison, the Joker attacks. Batman comes to the rescue.
No 9: The Joker tears apart Gotham trying to get Harvey. He even
destroys the Batmobile. Batman switches to the Batpod, and has a chance to
kill the Joker, but can’t break his one rule. Batman falls off the Batpod,
leaving him at the Joker’s mercy….
Yes 10: Gordon captures the Joker and saves Batman — he was on the
SWAT team! Harvey thanks Batman for saving him. Ramirez directs Harvey
to a car that’ll take him to Rachel. Gordon becomes the new commissioner,
and goes home to his family.
No 10: Gordon is called back to the station — Harvey has gone missing.
Gordon interrogates the Joker, but he won’t talk. But Batman’s there. He
takes a more brutal approach. The Joker thinks the only way to live in this
world is without rules, and tonight he’s going to make Batman break his one
rule. The Joker reveals that he’s taken not only Harvey, but Rachel too.
Yes 11: Batman finally gets his hands dirty and brutally tries to beat their
locations out of the Joker.
No 11: The Joker just laughs at him. Batman is powerless… nothing can
intimidate this clown. “You have nothing to frighten me with. Nothing to do
with all of your strength.” The Joker provides their locations of his own
whim, because he wants to see whom Batman chooses.
Yes 12: Batman goes after Rachel, leaving Harvey for Gordon.
No 12: The Joker switched their addresses. Gordon is too late to save
Rachel and she dies. Batman saves Harvey, but he’s severely burned. The
Joker planned everything. He escapes prison with Lau. Alfred reads Rachel’s
letter stating that she loves Harvey. A distraught Bruce thinks he let that
maniac blow Gotham’s real hero half to hell. He failed Harvey, Rachel, and
Gotham. He failed as a hero, and he’s powerless to do anything about it.
Perhaps worse, Bruce thinks Rachel was waiting for him, and now he’s truly
alone, a powerless “hero.”
Yes 13: Alfred consoles Wayne. Rachel believed in what he fought for.
Gotham will have to make do with Batman. Bruce asks how Alfred caught
the bandit long ago. Alfred, “We burned down the forest.”
No 13: Harvey is alive, horribly disfigured, and blames Gordon for
Rachel’s death. The Joker consolidates power — Gotham is his city now. He
kills Lau. Reese threatens to reveal Batman’s identity on TV. The Joker calls
the show — he doesn’t want Reese spoiling the fun. If Reese isn’t dead in
sixty minutes, the Joker will blow up a hospital. The Joker’s total power
over Gotham is demonstrated as the streets erupt in chaos. The Joker
manages to corrupt Gotham’s White Knight, Harvey, creating Two-Face.
Yes 14: Wayne and Gordon overcome the chaos in Gotham, keeping
Reese safe and making sure nobody dies in the ensuing hospital explosion.
No 14: The Joker kidnaps a bus full of hostages, then brings Gotham to a
standstill by threatening the ”traffic crowd.” Two-Face goes on a rampage,
delivering his “justice” to those he feels are responsible for Rachel’s death,
including Maroni. He soon forces Ramirez to lure Gordon’s wife and kids to
him. Fox discovers that Bruce has taken his echolocation device and turned
it into a tool to spy on the entire city. He fears Batman has gone too far…
The Joker hijacks two boats full of people, and sets up his “bomb game.”
ACT 3: THE MARTYR
Big Yes: Bruce knows this is too much power for one man; that’s why he
built the device so that only Fox could use it and destroy it once Batman has
the Joker. (Batman has to break rules to take out the Joker, but he won’t be
corrupted by it and become the villain.) They use the device to find the
Joker. He’s in a building full of his clown thugs. Batman calls Gordon,
securing a few minutes to go in before SWAT to stop the Joker from blowing
up the boats. Batman discovers that the clowns are the hostages, and now
has to fight SWAT in addition to the Joker’s goons. He manages to save the
hostages, those on board the boats, and capture the Joker….
No: But he hasn’t beaten him. Far from it. Joker: “You didn’t think I’d
risk losing the fight for Gotham’s soul in a fistfight with you. No, you need
an ace in the hole. Mine’s Harvey. I took Gotham’s White Knight, and I
brought him down to our level.” Once Gotham sees what he did to their
White Knight, the city’s spirit will break, and he will win!
Big No: Batman finds Two-Face. He explains that the Joker wants to
prove that even someone as good as the White Knight could fall. Batman
convinces Two-Face to point the gun at the people responsible. Two-Face
judges Batman and shoots him; he judges himself and lives. Then, instead of
judging Gordon, he decides to take away his son. It’s only “fair.” Batman
intervenes and kills Two-Face.
Final Yes: After what the Joker did to their White Knight, the people will
lose hope. Fox destroys the echolocation device. To save the city, Batman
takes the blame for Two-Face’s acts. He becomes the hero Gotham needs —
the villain they need to chase, because he can take it. Batman becomes the
Dark Knight.
THE SIXTH SENSE
By M. Night Shyamalan
THE FOUR QUESTIONS
1. Who is your hero? Dr. Crowe.
2. What is your hero trying to accomplish? Save Cole from hearing
voices.
3. Who is trying to stop your hero? Cole.
4. What happens if your hero fails? Cole will become homicidal and
suicidal like the young man who shot Crowe at the start of the film.
THE FOUR ARCHETYPES
1. How is your hero an Orphan in act 1? He is shot by Vincent and
becomes estranged from his wife.
2. How is your hero a Wanderer in the first half of act 2? He tries to figure
out the way to get Cole to trust him and tell him his “secret.”
3. How is your hero a Warrior in the second half of act 2? He fights to
believe Cole, and then once he does, he fights to help Cole be free of the
dead people who speak to him.
4. How is your hero a Martyr in act 3? He gives up his connection to Cole,
comes to peace with his situation with his wife, and moves on with his
“life.”
THE QUICKPITCH
When a “broken” child psychologist takes on a new patient with a secret,
he tries to get the child to confide in him, only to discover that the child can
“see dead people.” Knowing that this child is similar to another patient of
his from years ago, who took his own life, the psychologist must fight to save
this child from the same fate, ultimately being forced to confront his own
issues and his own “secret.”
ACT 1: THE ORPHAN
Plot Point 1: We meet either the hero, victim/stakes
character, or the villain.
Anna enters the basement cellar to select a bottle of wine. She shivers
from the cold, then quickly goes back up the stairs.
Plot Point 2: We see the hero’s flaw in relation to the stakes
character.
In the living room, Crowe and Anna sit by the fire drinking the wine.
Anna reads the award Crowe has received from the mayor of Philadelphia
for his dedication in child psychology. It is this dedication to his work that
has put Anna second.
Plot Point 3: If we haven’t met our villain, we do now. If
we’ve already met the villain, this amplifies what we already
know.
Crowe and Anna retire to the bedroom to discover the window broken and
someone in the bathroom. After confronting the intruder, Crowe learns that
he is, in fact, an old patient, Vincent Grey. Vincent accuses Crowe of not
helping him. He then shoots Crowe in the stomach.
Plot Point 4: The (or “A”) Deflector slows the hero down or
pulls the hero off the path.
The following fall, Crowe watches Cole, a young boy, leave his
apartment. Crowe follows Cole down the street to a cathedral.
Plot Point 5: Inciting incident — the hero now becomes
emotionally involved.
Cole hides amongst the church pews. He plays with toy soldiers and
religious statuettes and speaks to himself in Latin. Crowe introduces himself
to Cole. As they speak, Crowe notices some scratches on Cole’s wrist. Cole
leaves and on his way out the door he steals a statuette.
Plot Point 6: This is the statement of your hero’s goal as it
relates to the stakes character or love interest. Your hero’s
problem is made clear to audience.
Crowe returns home. He notices that Anna has eaten dinner without him
and is now asleep on the couch. Crowe walks over to the basement door but
it is locked.
Plot Point 7: An ally (either a true or an unintentional one)
helps propel your hero out of his or her comfort zone.
Crowe is at his table in the basement, working through his notes. He
translates the Latin that Cole was intoning. “Out of the depths, I cry out to
you, O Lord.”
Plot Point 8: The hero seems ready to move forward towards
his or her goal and/or towards the stakes character, but just
can’t do it.
Cole’s mother is getting ready for work. She notices that Cole, who is at
the kitchen table eating breakfast, has stained his tie, and she returns to the
laundry to fetch a clean tie. When she returns to the kitchen she is shocked to
discover that Cole has not moved from his place at the table but all of the
cupboard doors and draws are open. After leaving for school with Tommy,
she notes Cole’s sweaty hand print on the table.
Plot Point 9: The villain or Deflector conflict stops the hero
or threatens the emotional stakes.
Tommy walks with Cole on the way to school. He calls Cole a “freak.”
Plot Point 10: The depth of feeling between the hero and the
stakes character, or the severity of the threat to the victims,
becomes evident.
Cole stands alone outside the school after the bell has rung for class to go
in. He stares at the red main doors, unable to go in.
Plot Point 11: The Deflector or Antagonist threatens to take
the stakes character from the hero.
Cole gets home from school. Crowe sits across from his mother in the
living room. Cole and his mother tell each other about their day. Crowe
plays a game with Cole in a failed attempt to get Cole to sit down for their
session. Cole tells Crowe he’s nice but that he can’t help him.
Plot Point 12: The hero decides he or she must act to save the
stakes character.
Crowe is late for dinner with Anna. He tells her about the similarities
between Cole and Grey. Anna leaves. It’s their wedding anniversary.
THE CENTRAL QUESTION
Will Dr. Crowe save Cole, mend his relationship with his wife, and get
over his guilt about not having saved his patient, Vincent?
ACT 2, PART 1: THE WANDERER
Yes 1: Crowe and Cole walk down the street. Cole tells Crowe that he
doesn’t want his mother to know he’s a freak.
No 1: Cole’s mother is cleaning the house. She pauses to look at some
photos of Cole hanging on the wall and notices in each photo, a light near his
head.
Yes 2: At Cole’s house, Crowe and Cole talk. Crowe asks Cole about his
father and if he has ever tried free-association writing.
No 2: Meanwhile, Cole’s mother is cleaning his room when she discovers
examples of Cole’s free-association exercises. They are about people killing
and hurting each other.
Yes 3: Crowe asks what their goal should be. Cole doesn’t want to be
afraid anymore.
No 3: Crowe is in the basement working when there is a knock at the front
door. Anna answers, and it is her employee from the antique store. He invites
her out to visit the Amish. She declines. Cole is in class. He answers a
question the teacher has asked. The teacher looks at him funny, and Cole
gets upset, repeatedly calling the teacher his old nickname, “Stuttering
Stanley.” The teacher calls Cole a “freak.”
Yes 4: Crowe and Cole sit in the library. Cole doesn’t want to talk. Crowe
performs a cheap magic trick. Cole tells him it isn’t magic. Crowe arrives
home. On the TV, the video of his wedding to Anna is playing. The video
shows Anna’s best friend who says, “Anna was in love with you from the
very first moment you met.”
No 4: Crowe walks into the bedroom. Anna is taking a shower. Crowe
discovers a bottle of antidepressants that Anna is taking, in the medicine
cabinet.
Yes 5: Cole is at a birthday party and is performing the magic trick to a
friend.
No 5: The friend thinks the trick is stupid and asks for his penny back.
Yes 6: Cole’s mother attempts small talk with another mother….
No 6: … as Cole fallows a red balloon to the top of the stairwell. At the
top he hears someone in a closet calling for help, claiming he didn’t steal the
master’s horse. Two of the birthday guests, Darren and Tommy, notice Cole
upstairs. They walk up to the top and ask if Cole wants to play “Locked in
the Dungeon.” After the two boys lock Cole in the closet, the balloon pops
and Cole is screaming. His mother comes racing up and can’t open the door
to the closet.
Yes 7: At the hospital a doctor tells Cole’s mother that Cole is okay, but he
is concerned about some bruises and scratches on Cole. The doctor asks her
to speak with a social worker. Crowe is there also.
No 7: Crowe visits Cole in his hospital room. He attempts a bedtime story.
Cole wants to hear the story why Crowe is so sad. Crowe tells him he is sad
because he couldn’t help Vincent Grey and that he doesn’t speak to his wife
anymore.
ACT 2, PART 2: THE WARRIOR
Yes 8: Cole admits he sees dead people. They don’t know they’re dead
and they only see what they want to see.
No 8: Crowe leaves the hospital and records into a Dictaphone an
unfavorable analysis of Cole. He’s not helping him.
Yes 9: Cole and mother arrive home. She puts Cole to bed.
No 9: She notices a cut in one of Cole’s red jumpers and finds a
corresponding bruise on Cole. She calls Tommy’s mother, telling her to stop
Tommy from laying his hands on her son.
Yes 10: Cole wakes up in the middle of the night to go to the bathroom.
Cole gets a chill. He walks into the kitchen hoping it is his mother….
No 10:… but it’s a ghost. Cole runs to his room to hide in his red tent. It’s
full of religious statuettes.
Yes 11: At the school play, the narrator begins, “Once there was a boy, a
strange boy….” After the play, Crowe and Cole walk down a school
corridor. Crowe wants to know more about what Cole sees.
No 11: Cole stops suddenly. He sees people hanging from the rafters.
Crowe doesn’t see them. Cole wants Crowe to make them leave. He’s
working on it.
Yes 12: Cole and his mother leave a supermarket; she pushes a shopping
cart with Cole riding in the front.
No 12: Cole sees Tommy on the TV and turns it off. The heating in the
house is broken. Cole and his mother sit down at the table for dinner. His
mother wants Cole to confess to taking his grandmother’s bumblebee pin.
Cole gives her an unsatisfactory explanation and is sent to his room without
any dinner. “If we can’t speak to each other, we aren’t going to make it.”
Cole sees the ghost of a boy go into his room.
Yes 13: Cole asks his mother if he can sleep in her bed if she’s not too
angry. She asks why he is shaking.
No 13: Anna sells a diamond ring to a couple. She then gives a present to
her employee for his birthday. They kiss, and suddenly a pane of glass in the
door is smashed. Crowe is walking away down a side street. We hear a voice
over of what Crowe wants — to speak with his wife again. Crowe tells Cole
he can’t help him and that he’s going to transfer him. Cole asks if Crowe
believes his secret. Cole says to Crowe, “How can you help me if you don’t
believe me. Some magic is real.”
Yes 14: Crowe is listening to a cassette of a session with Vincent Grey. He
hears proof that a ghost is speaking on the tape and hears Vincent scared and
shaking. At the church Crowe meets up with Cole. “Have you been running
around?” asks Cole. Crowe asks Cole what the ghosts want when they speak
to him. “They want help.”
No 14: Crowe sees Anna’s employee leaving his apartment.
ACT 3: THE MARTYR
Big Yes: Back in his room, Cole hears a ghost. He goes into his tent.
There, a girl is throwing up. He runs out of the room but then goes back to
the tent. He asks the ghost if she needs to talk.
No: Cole and Crowe take a bus ride to the girl’s house. He’s clearly
nervous about what he’s about to do. People are arriving after a funeral. Cole
points out the ghost’s sister.
Big No: The house is full of people. Cole goes to the girl’s bedroom and
meets up with the ghost, of whom he is horribly frightened. She gives him a
box.
Final Yes: Cole gives the box to the father of the ghost, who finds out that
his daughter was poisoned by the mother. On the way out, Cole gives the
sister of the ghost a gift she wanted her to have. Cole is talking to a ghost
when his teacher calls him for his part in the play. Cole has the part of
Arthur and he comes on to pull the sword out of the stone, thus becoming
King Arthur. Tommy has the part of the village idiot. Crowe says goodbye to
Cole. Cole and his mother are in a traffic jam. There has been an accident.
Cole tells her about his secret and also tells his mother the truth about the
bumblebee pin. Crowe arrives home. His wedding video is on the TV again.
Anna is asleep on the couch. Crowe talks to her as she sleeps. She drops his
wedding ring on the floor. Crowe walks over to the basement door and sees
that it is blocked by a table. Crowe realizes that he is dead. We are back at
the moment when Crowe is shot by Vincent Grey. He tells Anna that the
pain is okay: “It doesn’t hurt anymore.” Crowe says good-bye to Anna and
tells her that she was never second. We see Crowe and Anna on their
wedding day. They embrace and kiss.
LIAR LIAR
By Paul Guay and Stephen Mazur
THE FOUR QUESTIONS
1. Who is your hero? Fletcher.
2. What is your hero trying to accomplish? Win the case while keeping his
wife from taking his son away from him.
3. Who is trying to stop your hero? His wife.
4. What happens if your hero fails? His son will be moved away across
the country.
THE FOUR ARCHETYPES
1. How is your hero an Orphan in act 1? He is divorced and cut off from
his wife and son, both of whom he still loves. And when he is cursed to tell
the truth, he finds that he can’t be with people without causing great trouble.
2. How is your hero a Wanderer in the first half of act 2? He is cursed with
having to tell the truth and tries to figure out how to break the curse.
Additionally, he tries to figure out what he needs to do to prove to Audrey
that he is a good father to Max.
3. How is your hero a Warrior in the second half of act 2? He fights to
finish the case so he can get to Max before Audrey takes him away.
4. How is your hero a Martyr in act 3? He gives up the partnership at the
firm in order to chase after his son.
THE QUICKPITCH
When a selfish, dishonest lawyer misses his son’s birthday because of
getting a big case, his son makes a birthday wish that his dad must tell the
truth for twenty-four hours. The wish comes true, and the lawyer tries to
figure out what’s happening to him while he continues to figure out how to
win the case, only to discover that his lies have caught up with him and his
wife is now going to move his son across the country. The lawyer must now
fight to win the case (without being able to lie!) while proving to his wife
that he’s really a good father. He wins the case, gives up being partner, and
races to the airport and risks his life to stop the plane from leaving with his
wife and son on it.
ACT 1: THE ORPHAN
Plot Point 1: We meet either the hero, victim/stakes
character, or the villain.
We see Max at school, who says to his class, ”My Dad is a liar.”
Plot Point 2: We see the hero’s flaw in relation to the stakes
character.
Dad talks to lawyers instead of going to see his son. Max waits for Dad.
Dad arrives, loves his son. Makes up some story about why he’s late.
Plot Point 3: If we haven’t met our villain, we do now. If
we’ve already met the villain, this amplifies what we already
know.
Meet Jerry. He’s moving to Boston. He goes to play with Max. We get the
feeling that Jerry would be a more attentive father than Fletcher.
Plot Point 4: The (or “A”) Deflector slows the hero down or
pulls the hero off the path.
Fletcher takes Max to the office. Miranda wants to find someone who will
lie to win the case. Extended office scene. Lots of lies and info about
wanting to make partner. Blows off wrestling to take the case.
Plot Point 5: Inciting incident — the hero now becomes
emotionally involved.
Jerry proposes. Audrey doesn’t answer yet.
Plot Point 6: This is the statement of your hero’s goal as it
relates to the stakes character or love interest. Your hero’s
problem is made clear to audience.
Fletcher gives Max birthday stuff and promises to play with him “after
your party tonight.” He goes back to work. Max is upset.
Plot Point 7: An ally (either a true or an unintentional one)
helps propel your hero out of his or her comfort zone.
Mom and Jerry pick up Max. Audrey wants to talk to Fletcher. He
obviously doesn’t remember the party… again. They’re going to talk tonight
after the party.
Plot Point 8: The hero seems ready to move forward towards
his or her goal and/or towards the stakes character, but just
can’t do it.
Fletcher meets Mrs. Cole and sells the approach to the trial. He convinces
her that she’s the victim. Mrs. Cole says that she offered joint custody and
that her ex-husband is a wonderful father. Fletcher gets her all fired up, and
is promised that he will be made partner if he wins.
Plot Point 9: The villain or Deflector conflict stops the hero
or threatens the emotional stakes.
Fletcher is seduced by Miranda.
Plot Point 10: The depth of feeling between the hero and the
stakes character, or the severity of the threat to the victims,
becomes evident.
At the birthday party, Audrey turns Jerry down, recognizing that Max
loves Fletcher.
Plot Point 11: The Deflector or Antagonist threatens to take
the stakes character from the hero.
Audrey gets called by Fletcher. He’s with Miranda. Says he can’t come to
the party. Promises to pick Max up tomorrow at school. Max is upset at the
party that Fletcher isn’t there. Audrey promises him that Fletcher will pick
him up at school. He makes his wish.
Plot Point 12: The hero decides he or she must act to save the
stakes character.
Fletcher insults Miranda and gets kicked out of his office. He wakes up
the next morning, and thinks that what he said was funny. He insults a
woman in the elevator and insults a beggar on his way to the courthouse. He
can’t speak to the defense council. The judge enters. Fletcher wants a
continuance.
THE CENTRAL QUESTION
Will Fletcher learn not to lie, stop Max from going to Boston, and learn
how to become a good father?
ACT 2, PART 1: THE WANDERER
Yes 1: He takes a taxi to Audrey’s house.
No 1: She’s upset with him for being late. She takes him to get his car. A
guy in the garage lies about the scratch on the car.
Yes 2: Fletcher doesn’t want Audrey to go. He confesses that he’s a bad
father. Big moment of realization.
No 2: Audrey doesn’t want to change her mind.
Yes 3: He’s given one more chance to show up tonight at 6 p.m. Audrey
tells him about the birthday wish.
No 3: Fletcher goes to school to get Max and tells Max that the wish came
true. He wants Max to reverse the wish so that he can lie. He goes to test it
out and gets slapped. Max can’t unwish it. He tells Max that he’s coming
over tonight.
Yes 4: Fletcher goes back to the office and tells Greta that the wish came
true. Miranda overhears. Greta asks him about a raise.
No 4: Can’t get continuance. Greta quits.
Yes 5: Back to court. Mrs. Cole brings kid to court. (Kids are stakes
characters.)
No 5: Miranda brings him into the conference room to meet the head of
the partnership meeting. He insults him, but the guy laughs. Thinks it’s
funny. “I love a good roast.” Insults everyone. Backfires on Miranda.
Yes 6: Fletcher takes a bathroom break (pay-off from him drinking lots of
water).
No 6: Beats himself up.
Yes 7: Fletcher is brought back to courtroom. Can you proceed?
No 7: Yes. Short recess is called.
ACT 2, PART 2: THE WARRIOR
Yes 8: Gets phone call from Max. All about playing ball. Sweet phone
call. Max is all excited.
No 8: We know from Audrey’s face that she’s skeptical. Mrs. Cole and
lover outside of courtroom.
Yes 9: Trial proceeds. Lover on the stand.
No 9: Fletcher badgers lover.
Yes 10: Calls Mrs. Cole to the stand. Gets her to admit that she lied about
her age. Wins the case.
No 10: Mrs. Cole contests custody. I’m the victim here; you said it
yourself. This is symbolic of the attack on the kids.
Yes 11: Emotional moment for Fletcher. He sees a good father.
No 11: I hold myself in contempt. It’s my last chance.
Yes 12: Phone call to Audrey.
No 12: She’s taking Max away.
Yes 13: Greta bails Fletcher out. Thinks he’s fired. “This truth stuff is
pretty cool.”
No 13: Audrey and Max meet Jerry at the airport.
Yes 14: Audrey obviously isn’t as excited about Jerry. Neither is Max.
No 14: They’re on the plane, leaving.
ACT 3: THE MARTYR
Big Yes: Fletcher arrives at the airport.
No: Plane has already boarded. Fletcher stows away on baggage conveyor
belt.
Big No: Plane has left the gate. It’s taxiing away.
Final Yes: Audrey is very tense on the flight and she wants an alcoholic
drink. Fletcher bursts out of the bag. Chases after Max on the stairwell. Jerry
tells Audrey that he loves her. Fletcher finds Max on the plane. Goes to cut
the plane off. Gets tossed off the stairwell. Fletcher tells the truth about how
much he loves Max, not because he’s compelled to but because he wants to.
The curse is lifted. Flash forward to a year later. It’s Max’s birthday again
and we see that the family is back together.
UP
By Pete Docter and Bob Peterson
THE FOUR QUESTIONS
1. Who is your hero? The main character is Carl Fredricksen, a widowed
balloon salesman.
2. What is your hero trying to accomplish? Carl is trying fulfill the dream
of his late wife Ellie by going to Paradise Falls in Argentina.
3. Who is trying to stop your hero? Trying to stop Carl from reaching his
destination is Charles Muntz, the adventurer and Carl’s boyhood hero.
4. What happens if your hero fails? If Carl fails, he and his accidental
ward, Russell, will die.
THE FOUR ARCHETYPES
1. How is your hero an Orphan in act 1? Carl is an Orphan when he loses
his childhood sweetheart and wife, Ellie. He then separates himself from the
world, wanting to be alone.
2. How is your hero a Wanderer in the first half of act 2? Carl is a
Wanderer as he and Russell land close to his destination in the jungle. They
discover a rare bird and come upon Carl’s childhood idol, Charles Muntz.
3. How is your hero a Warrior in the second half of act 2? Carl is a
Warrior as he fights Charles to protect both Russell and the bird.
4. How is your hero a Martyr in act 3? Carl is a Martyr as he gives up
home and his ties to Ellie to help Russell get home.
THE QUICKPITCH
When a lonely, bitter widower is threatened with being sent to a retirement
home, he escapes in his home propelled by balloons and with a young boy
accidentally along for the ride. Landing near his destination point, he
discovers both a rare bird and his childhood adventuring idol, only to
discover that his idol is a malicious man who is willing to do anything to
capture the bird. The widower must now risk everything, including his dream
of living out the rest of his life with the memories of his late wife, to save the
life of the bird and the young boy.
ACT 1: THE ORPHAN
Plot Point 1: We meet either the hero, victim/stakes
character, or the villain.
We meet young Carl Fredricksen, who is in a movie theater with an
aviator hat and goggles, watching a newsreel centering around his hero
Charles Muntz. Charles is an adventurer who travels around the world. One
of his finds is called a fake, and Charles sets off in his dirigible, The Spirit of
Adventure, vowing to be vindicated.
Plot Point 2: We see the hero’s flaw in relation to the stakes
character.
As Carl races home wearing his goggles and carrying a balloon with “The
Spirit of Adventure” written on it, he hears noises coming from within an
old, abandoned home. He goes into the home where he meets someone just
as adventurous as he is — a tomboy by the name of Ellie, who is quite a
chatterbox, and she quickly accepts him into the club, pinning a badge on
him, making him the newest and only member of her adventurer’s club.
Carl, who let go of his “Spirit of Adventure” balloon, goes up to the attic to
retrieve it, only to fall through the ceiling and be taken to the hospital via
ambulance. In the hospital, Carl is visited by Ellie who shows him a
scrapbook of her adventures; a special section, what she plans to do, is
blank. Ellie leaves, and it’s obvious by the look on Carl’s face after she
leaves that he’s smitten by her.
Plot Point 3: If we haven’t met our villain, we do now. If
we’ve already met the villain, this amplifies what we already
know.
The rest of Carl and Ellie’s life together is told in a touching montage.
They get married and move into the old, abandoned house and fix it up.
They dream, looking up into the clouds, which take various shapes. Carl
starts his balloon business and Ellie accompanies him. They try to have
children, but Ellie miscarries. To cheer Ellie up, Carl decides to save up to
take her to her dream destination of Paradise Falls, but unfortunately, life
gets in the way, and they have to raid their savings. As they grow old
together, it’s Ellie, who had been the tomboy with boundless energy at first,
now having to be helped up the hill to their favorite place to lie together,
look up at the sky, and dream. In the hospital, Ellie pushes her scrapbook
toward Carl. Ellie dies, and Carl returns from the funeral home alone.
Plot Point 4: The (or “A”) Deflector slows the hero down or
pulls the hero off the path.
Now a widower, we see Carl going through his lonely morning routine,
ending up going outside to sit on the porch. It’s here where we learn that
Carl’s house is surrounded by a major building project.
Plot Point 5: Inciting incident — the hero now becomes
emotionally involved.
As Carl goes outside to get the mail from his mailbox, which he and Ellie
painted together, he’s approached by the foreman of the building project who
informs him that the developer is offering him double the original asking
price for his home. Carl seizes the bullhorn from the foreman and tells the
somewhat faceless developer in the distance to get lost, and then goes back
inside his house.
Plot Point 6: This is the statement of your hero’s goal as it
relates to the stakes character or love interest. Your hero’s
problem is made clear to the audience.
As he rests inside his house, there’s a knock on the door, and he opens it
to find Russell, a wilderness explorer scout, who wants to earn his Assisting
the Elderly merit badge. At first, Carl tells him to go away, but realizing
there’s no getting rid of the kid, he sends the kid on a snipe hunt. Carl
doesn’t want anyone to help him. He just wants to be left alone with his
memories of Ellie.
Plot Point 7: An ally (either a true or an unintentional one)
helps propel your hero out of his or her comfort zone.
As Carl sees Russell go off in search of snipes, he also sees a cement truck
run into his mailbox. Carl is horrified and rushes to fix it.
Plot Point 8: The hero seems ready to move forward towards
his or her goal and/or towards the stakes character, but just
can’t do it.
One of the construction workers offers to help him, but in an accidental
altercation, Carl hits the worker with a cane, drawing blood. Everyone sees
the altercation happen, including the developer.
Plot Point 9: The villain or Deflector conflict stops the hero
or threatens the emotional stakes.
Carl is forced to go to court, and he is sentenced to spend the rest of his
life in a retirement home. He has no idea what he’s going to do.
Plot Point 10: The depth of feeling between the hero and the
stakes character, or the severity of the threat to the victims,
becomes evident.
The next morning, the people from the retirement home arrive to take Carl
to the retirement home. Carl asks to be left for a moment to say good-bye to
his home. He goes back inside, and, within moments, a portion of the roof
opens and a host of balloons rise. The house is pulled off its foundations and
becomes airborne.
Plot Point 11: The Deflector or Antagonist threatens to take
the stakes character from the hero.
Carl, who is headed toward his destination of Paradise Falls, sits down in
his chair and settles in for his journey. Suddenly, there’s a knock on the door.
He looks out to see Russell braced against the side of the house; he was
under the house looking for the snipe when the house became airborne.
Russell asks Carl to come in, but Carl says no. Finally, he has a change of
heart, and lets Russell inside the house. As soon as Russell enters, his
babbling drives Carl to distraction to the point that Carl imagines Russell
falling to his doom. Russell continues to babble, and Carl turns his hearing
aid down so that he can’t hear Russell.
Plot Point 12: The hero decides he or she must act to save the
stakes character.
After a while, Carl, sensing that something isn’t right, turns around to see
the house heading toward some menacing-looking storm clouds. Carl seizes
control of the house and tries to steer it away from the storm clouds, but the
house is sucked toward the clouds and goes out of control, with Carl,
Russell, and the contents of the house flying everywhere.
THE CENTRAL QUESTION
Will Carl make it to Paradise Falls with his house, learn how to love
again, and get over the loss of his wife?
ACT 2, PART 1: THE WANDERER
Yes 1: The house descends through the clouds. The house stops abruptly,
and Russell and Carl are thrown from the house, which starts to fly away.
Russell and Carl stop it in the nick of time by grabbing onto the fire hose,
which they use as a rope. A huge wind blows the fog away to reveal that
they have landed near Paradise Falls.
No 1: Paradise Falls is a three-day journey, and Carl isn’t sure that the
helium in the balloons will last that long. Russell and Carl strike a deal;
Russell will help Carl make it over to the falls if he will sign off on Russell’s
Assisting the Elderly merit badge.
Yes 2: A pack of dogs chase a bird through the jungle and almost get it,
but the high-pitched squeal of Carl’s hearing aid sends the dogs running, and
the bird flies away. As Carl and Russell slog through the jungle, Russell,
who goes to the bathroom and then goes off on his own when he sees large
bird tracks, thinks that it is a snipe. The bird tracks end, and Russell comes
face-to-face with a large bird that takes an instant liking to Russell and his
chocolate; Russell names the bird Kevin. Russell takes Kevin back to meet
Carl, who is taken aback by Kevin and who wants nothing to do with Kevin,
telling him to go away. Russell entices Kevin to follow them against Carl’s
wishes. They come upon a dog, with a collar that voices his thoughts; the
dog’s name is Dug.
No 2: Dug wants to take Kevin prisoner and has a tracking device. The
dogs that were previously chasing Kevin see Kevin in the small video
screen, and they start to go after Kevin and company.
Yes 3: Kevin, Russell, and Dug drive Carl to distraction and cause the
house to crash into a cliff. Carl takes one of the tennis balls off his walker
and throws it so that Dug will go after it. He takes a piece of Russell’s
chocolate and throws it; Kevin goes after it, and Carl and Russell take off.
No 3: Russell and Carl don’t get very far, though, as Kevin and Dug catch
up to them, much to Carl’s chagrin.
Yes 4: That night, Russell convinces Carl to help him protect Kevin, since
they’ve heard Dug say that he wants Kevin as a prisoner. Russell makes Carl
promise that he’ll help him, and makes him cross his heart — the same way
that Ellie made him promise things in the past.
No 4: Carl and Russell wake up the next morning to find that Kevin is
gone. The three dogs converge upon Dug, Russell, and Carl, and force them
to follow them away from the falls. The further they follow the dogs, the
more additional dogs join them. Everyone is unaware that Kevin is hiding on
top of the house.
Yes 5: Carl is surprised and overjoyed when he finds out that the owner of
the dogs is Charles Muntz, who invites Russell and Carl into the Spirit of
Adventure dirigible.
No 5: The dogs put the Cone of Shame on Dug and prevent him from
entering the dirigible.
Yes 6: Charles takes Carl and Russell on a tour of the dirigible, in which
there is a museum of Charles’ most memorable catches. Charles invites Carl
and Russell as dinner guests, when Charles tells them that many other
explorers have tried to take what he thinks is rightfully his — the bird.
No 6: Russell blabs about knowing Kevin and having been able to get him
to follow him. Carl looks out the window to see Kevin on the rooftop. Carl
says they’re done with dinner, and they must get going — Charles doesn’t
want them to leave so fast — he has lots of questions for them. Suddenly,
Kevin squawks, pulling Charles’ focus.
Yes 7: Charles, Russell, Kevin, and Dug escape, making a mad dash
through the mountains.
No 7: The Doberman leader bites Kevin’s leg before the dog plunges into
the river below.
ACT 2, PART 2: THE WARRIOR
Yes 8: Carl agrees to help Russell take Kevin, who’s actually a girl bird,
back to her children.
No 8: Back at the dirigible, Charles uses the tracking device on Dug to
find Dug’s whereabouts.
Yes 9: Russell and Carl talk as they help Kevin get back home. Russell
talks about his absentee father, and how his father took him out for ice cream
at Fenton’s ice cream parlor. They are within reach of Kevin’s nest.
No 9: Charles and the dirigible catch up with Kevin and trap him in a net.
Carl tries to cut Kevin free. Charles gets out of the dirigible and starts to set
the house on fire. Carl has to make a choice: the house or the bird. The dogs
drag Kevin back onto the dirigible.
Yes 10: Carl puts out the fire.
No 10: Russell lays into Carl for choosing the house over the bird. Carl
blows up and yells at both Russell and Dug, and tells him that he’s going to
make it to the falls with or without Russell’s help.
Yes 11: Carl and his house arrive at Paradise Falls. Russell throws down
his sash with his merit badges and goes to sulk.
No 11: Carl goes inside his house — it’s a bittersweet accomplishment.
He opens Ellie’s scrapbook.
Yes 12: Carl turns to the section of things that Ellie wanted to do, which is
filled with pictures of her life with Carl. At the end of the scrapbook is a
message Ellie wrote before she died — it’s time for Carl to go on his own
adventure.
No 12: Carl goes out to talk to Russell, only to find Russell taking off
after Kevin, using some balloons and a leaf blower. Carl wants to go after
him, but the house is too heavy with the balloons that are left.
Yes 13: Carl tosses everything out of the house to lighten the load,
including the two chairs that Carl and Ellie used to sit in. Russell makes it to
the dirigible and sneaks inside.
No 13: Russell is captured by Charles and the dogs. Charles knows that
Carl can’t be far behind. The house catches up to the dirigible. The ramp in
the cargo hold opens and Russell’s chair starts to slide downward.
Yes 14: Carl saves Russell and puts him in the house for safekeeping.
Russell says he wants to help, but Carl says he doesn’t want his help — he
wants him to be safe. Carl and Dug catch up with Kevin, who is locked up in
a cage.
No 14: The cage is surrounded by a pack of dogs.
ACT 3: THE MARTYR
Big Yes: Carl takes one of the tennis balls off his walker and throws it out
into the hall, playing fetch with the dogs, who go after it. Carl slams the door
behind them. Carl frees Kevin.
No: Russell frees himself, but falls out of the house, grabbing the hose on
the way down and holding onto the house for dear life. Charles instructs
someone to destroy the house. Three dogs in planes start shooting at Russell
and the house.
Big No: Charles is about to kill Carl, but Dug bites him in the leg. Charles
shakes him off and throws Dug out into the hall, where Dug finds himself
surrounded by dogs. He slams the door shut, leaving Carl and Charles alone
in the museum to fight a duel to the death. Charles, pinning Carl against an
exhibit, asks Carl if he has any last words and to spit them out. Carl spits out
his dentures, which hit Charles in the face. Dug is chased into the navigation
area and backs against the steering wheel, causing the dirigible to go out of
control, giving Carl and Kevin the chance to climb outside. Charles chases
Carl and Kevin up and around the dirigible. Dug is about to be attacked by
the Doberman, which gets its head caught between the holes in the steering
wheel. Dug slaps the Cone of Shame on him, and Dug becomes the Alpha
Dog. Russell, who’s at the end of his hose, climbs back up on the house.
With the three fighter planes heading straight for them, Russell yells out
“Squirrel!” — something that was set up earlier in the story (third-act
solution), which distracted the dogs. The dog pilots are distracted, and the
planes crash into each other. Carl and Kevin make it to the top of the
dirigible and reunite with Dug. Russell pilots the house over to Carl, Kevin,
and Dug and they climb onto the porch. A shot rings out — Charles shoots
some of the balloons and the house is sent sliding toward the edge of the
dirigible. Carl struggles to steady the house, holding onto the hose as Charles
goes inside the house. The hose winder starts to come loose from the house.
Charles storms inside the house and takes aim at Kevin, Russell, and Dug.
Final Yes: Outside, Carl shows Kevin a bar of chocolate. Russell, Kevin,
and Dug bolt from the house. Charles tries to go after them, but the house
starts to float away. Charles gets his legs caught in some balloon strings.
Charles plunges to his death. Carl pulls Dug, Kevin, and Russell to safety.
Carl sadly watches the house float away and disappear into the clouds. Carl
finally realizes that it’s just a house — and not Ellie. Kevin is reunited with
her baby birds; Carl and Russell take control of the Spirit of Adventure and
head for home. Denouement: Russell stands alone on stage, having no one to
pin his Assisting the Elderly merit badge on him. Carl steps on stage and
does the honors, but bestows on Russell a more poignant award — the same
badge that Ellie gave him as a child. Carl and Russell count cars while they
eat ice cream, something Russell’s father used to do with him, with the Spirit
of Adventure dirigible in tow.
ABOUT THE AUTHOR
JEFFREY ALAN SCHECHTER has been beating up stories for more than
twenty years. He is a WGA, WGC, Emmy, and BAFTA-nominated writer,
producer, and director, a million-dollar spec screenplay writer, and the
developer of the story principles behind Mariner Software’s Contour Story
Development program.
Jeff’s first credits were in action films such as Bloodsport 2, The Tower,
and Street Knight. Turning to his love of family films, Jeff sold his spec
screenplay Little Bigfoot to Working Title Films and then worked on The
Amazing Panda Adventure, Dennis the Menace Strikes Again!, It Takes Two,
The Other Me, and Beethoven’s 3rd, and two Care Bears movies: Journey To
Joke-A-Lot and Big Wish Movie, for which he was nominated for a Writers
Guild of Canada award.
Jeff’s spec screenplay Stanley’s Cup was bought by Walt Disney Pictures
in a deal worth more than a million dollars, leading to him working on I’ll
Be Home for Christmas and the Disney Channel movie Brink!, for which he
was nominated for the Writers Guild of America Award for Outstanding
Television Writing. Recently, his TV movie, Out of the Woods, premiered on
the Hallmark Channel to record ratings.
In episodic television, Jeff has written and/or served as executive story
editor on dozens of episodes for series such as The Famous Jett Jackson,
Animorphs, Martin Mystery, Totally Spies!, Team Galaxy, Get Ed, Freefonix,
Di-Gata Defenders, Hot Wheels: Battle Force 5, and Jane and the Dragon.
He was an executive story editor and director on the hit Discovery
Kids/NBC series Strange Days at Blake Holsey High (aka Black Hole High),
for which he was nominated for two Emmy Awards for Outstanding Writing.
His work also earned the series a BAFTA Award nomination for Best
International Series. Jeff has also co-created and executive-produced several
television series, including the Disney Channel original series Overruled!,
which just completed its third season. Most recently, Jeff has finished work
on two feature scripts and is the president and CEO of PadWorx Digital
Media Inc, an interactive media company he founded to develop and
produce innovative original content for tablet computers.
In his spare time Jeff is married and has four kids.
SCRIPT CONSULTING, STORY ANALYSIS,
AND SEMINARS
Now that you know how effective and powerful the My Story
Can Beat Up Your Story! way of looking at story is, where can
you go to get coverage, script analysis, and story notes that
speak the same language?
Jeffrey Alan Schechter has trained a small crew of Story
Beaters who are ready to help. Using the principles in
this book, the My Story Can Beat Up Your Story! team
can provide you with everything from brainstorming
help and QuickPitch review to script coverage, story
notes, and full screenplay analysis. These are working
writers: funny, empathetic, creative, and smart. They’re
so good, Jeff actually uses them to review his work.
Additionally (and depending on his schedule), Jeff is
personally available for script coaching, story analysis,
and mentoring.
All of the features of Contour can be right there when you need it. For Mac
OS X users and for Windows users, you can take advantage of seeing all the
major storytelling secrets needed to craft a highly marketable movie.
Included in Contour are entire scripts of successful blockbusters broken
down with the Contour system.
Promo Code:
Use this special promo code to receive 25% off your
copy of Contour when you visit the Mariner Software
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Now available for the iPhone too! Visit the Apple App Store to get the
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INDEX OF FILMS
A
Aliens
American Beauty
Armageddon
Avatar
B
Back to the Future
Batman (1989)
Beverly Hills Cop
Big Chill, The
Billy Jack
Bloodsport 2
Bruce Almighty
Butch Cassidy and the Sundance Kid
C
Care Bears, The
Casablanca
Charlie and the Chocolate Factory
D
Dark Knight, The
Dennis the Menace
Dennis the Menace Strikes Again!
Die Hard
Down Periscope
E
E.T.: The Extra-Terrestrial
F
Forrest Gump
G
Get Smart
Ghostbusters
H
Harper
Harry Potter
Harry Potter and the Sorcerer’s
Stone Home Alone
Hook
How the Grinch Stole Christmas
I
I Am Legend
Incredibles, The
Inglourious Basterds
Iron Man
J
Jaws
Juno
Jurassic Park
L
Lethal Weapon
Liar Liar
Lion King, The
Little Shop of Horrors
Love in the Time of Cholera
M
Madagascar
Matrix, The
Mrs. Doubtfire
My Big Fat Greek Wedding
N
No Country for Old Men
P
Pirates of the Caribbean: The Curse of the Black Pearl
R
Raiders of the Lost Ark
Raising Arizona
Rush Hour
S
Schindler’s List
Sea of Love
Sense and Sensibility
Shrek
Sixth Sense, The
Sleepless in Seattle
Spider-Man
Star Trek (2009)
Star Wars: Episode I — The Phantom Menace
Star Wars: Episode III —Revenge of the Sith
Star Wars: Episode IV — A New Hope
Star Wars: Episode V — The Empire Strikes Back
Star Wars: Episode VI — Return of the Jedi
Stuart Saves His Family
T
Tin Cup
Titanic
Toy Story
Toy Story 2
Transformers
U-Z
Up
Wedding Crashers
Zyzzyx Rd
{ THE MYTH OF MWP }
In a dark time, a light bringer came along, leading the curious and the
frustrated to clarity and empowerment. It took the well-guarded secrets out
of the hands of the few and made them available to all. It spread a spirit of
openness and creative freedom, and built a storehouse of knowledge
dedicated to the betterment of the arts.
Michael Wiese
Publisher/Filmmaker