
Several years ago I came across a story structure introduced by Dan Wells, an author of several books, he presented in a five-part YouTube series. Wells freely admitted that he adapted his narrative structure from the Star Trek Role Playing Game – Narrator’s Guide.
With a bit of online searching, I was able to find a PDF of the narrator’s guide.
Different structural models start at different points in the structure for planning purposes, and planning for this seven-part structure begins with the resolution. Below is a summary of each part in the order they should be considered.
Resolution
You need to have an idea how it will end. What will happen and where will it happen?
Stephen Covey wrote in The 7 Habits of Highly Effective People to “begin with the end in mind.” In this structural model, start by ending strong, with a main character who has gained knowledge or experience.
As with all of the posts in this series, I’ll be using the Tale of Peter Rabbit to illustrate the points of the structure.
Resolution: Peter Rabbit makes a beeline for the gate and returns home tired and sick, and missing all of his clothes.
Hook
The hook grabs attention. The hook is the scene that gets [characters] involved.
The hook, as the starting point, should be the opposite state of the resolution. If you end strong, you need to start weak (e.g., no knowledge or experience).
Hook: Mrs. Rabbit forbids her baby rabbits from playing in Mr. MacGregor’s garden because her husband (and Peter Rabbit’s father) was killed there.
Midpoint
The midpoint is the scene upon which the entire [story] balances. It is the scene that breaks the confrontation into two parts.
The midpoint is where characters move from reacting to events around them to acting. The midpoint connects the hook and the resolution.
Midpoint: Peter realizes the garden is full of dangers and wants to go home.
Plot Turn 1
Plot Turn 1 moves the story forward by telling the players that there is something unusual about the situation.
Plot Turn 1 is where the conflict is introduced in a significant way. The Hero’s Journey by Joseph Campbell refers to this as the “Call to Adventure.” This is where the enemy, which can be embodied by a character or represented as a concept, comes into conflict with the main character of the story.
Plot Turn 1: Peter ignores his mother’s warning.
Plot Turn 2
Plot Turn 2 is the signpost that the resolution has begun. It provides the final key.
Plot Turn 2 is the final realization that, according to Dan Wells, “The Power is in you,” where the main characters gains some insight that can be used to overcome the enemy.
Plot Turn 2: Peter climbs into a wheelbarrow and sees the entrance to the garden.
Pinches
Pinches are the conflict writ large and obvious. The story flows into these nexus points, scrunches down to create pressure, and flows out of them.
Pinch 1 forces the main character to action. It adds pressure to the story to move forward on the journey.
Pinch 1: As Mr. MacGregor spots Peter exploring the garden and makes an effort to catch him, Peter barely escapes from getting caught under a sieve.
Pinch 2 is a major crisis point for the main character. Major loss or threat of serious injury or death must occur.
Pinch 2: Peter runs into the shed and hides in a watering can filled with water. He barely escapes out the window and hides out in the garden.
The Tale of Peter Rabbit – Outline
Here are the seven parts of the Tale of Peter Rabbit in narrative order, starting with the hook.
Hook: Mrs. Rabbit forbids her baby rabbits from playing in Mr. MacGregor’s garden because her husband (and Peter Rabbit’s father) was killed there.
Plot Turn 1: Peter ignores his mother’s warning.
Pinch 1: As Mr. MacGregor spots Peter exploring the garden and makes an effort to catch him, Peter barely escapes from getting caught under a sieve.
Midpoint: Peter realizes the garden is full of dangers and wants to go home.
Pinch 2: Peter runs into the shed and hides in a watering can filled with water. He barely escapes out the window and hides out in the garden.
Plot Turn 2: Peter climbs into a wheelbarrow and sees the entrance to the garden.
Resolution: Peter makes a beeline for the gate and returns home tired and sick, and missing all of his clothes.
Star Trek Role Playing Guide References
- Resolution – p. 55
- Hook – p. 56
- Midpoint – p. 57
- Plot Turns – p. 58
- Pinches – p. 59