Fabula One.

The structure templates

17 shapes, in 5 kinds. None of them is a rule. A structure is a set of headings placed through a script so that you can see where you are — the app never moves a scene to fit one, and it never tells you a beat is late.

Every heading below carries a target position, given as a share of the finished script. The app places it at the nearest scene boundary, so it is where the beat is aimed, not where it must land. Reading "midpoint: 50%" against a structure that puts it at 61% is the whole point of the feature.

Act structures

Containers to fill. Boundaries only — you decide what goes inside.

Three Act

Setup, confrontation, resolution. The default shape of a feature, as three boundaries and no further instruction.

3 acts

  • ACT ONE Act 0%

    Setup. Roughly the first quarter: the world, the want, and the event that ends the status quo.

  • ACT TWO Act 25%

    Confrontation. The middle half, in which the protagonist tries and fails and the cost keeps rising.

  • ACT THREE Act 75%

    Resolution. The last quarter: the final attempt, the outcome, and the world it leaves behind.

Four Act

The three-act middle split at the midpoint, which is where a sagging second act usually needs the help.

4 acts

  • ACT ONE — Setup Act 0%

    The world, the want, and the choice that makes going back impossible.

  • ACT TWO — Reaction Act 25%

    The protagonist responds to events rather than driving them.

  • ACT THREE — Action Act 50%

    After the midpoint, they take the offensive, and each move costs more than the last.

  • ACT FOUR — Resolution Act 75%

    Climax and consequence.

Five Act (Freytag)

The classical dramatic arc. Native to the stage, and still the clearest way to think about a tragedy.

5 acts

  • EXPOSITION Act 0%

    Who these people are, where they stand, and what is unstable about it.

  • RISING ACTION Act 12%

    Complication upon complication, towards a commitment that cannot be withdrawn.

  • CLIMAX Act 50%

    The turning point: the highest tension, and the moment the outcome is decided.

  • FALLING ACTION Act 62%

    Consequences unfold; the outcome becomes inevitable.

  • DÉNOUEMENT Act 90%

    Resolution — the knot untied, for better or worse.

Eight Sequence

Three acts cut into the eight sequences a film is actually built from — each with its own beginning, middle and end. The detailed version of Three Act.

3 acts, 8 sequences

  • ACT ONE Act 0%

    Setup.

  • Sequence 1 — Status quo Sequence 0%

    The world as it works before the story disturbs it, and what is already wrong with it.

  • Sequence 2 — Inciting incident Sequence 13%

    The thing that happens. By the end of this sequence the old life is no longer available.

  • ACT TWO Act 25%

    Confrontation.

  • Sequence 3 — First attempt Sequence 25%

    The obvious solution, tried and failed. The failure is what makes the rest necessary.

  • Sequence 4 — Raising the stakes Sequence 38%

    The cost of losing becomes clear. Allies and opposition take their positions.

  • Sequence 5 — Midpoint Sequence 50%

    A reversal that changes what the story is about. Often a false victory, or a false defeat.

  • Sequence 6 — Things fall apart Sequence 63%

    The plan collapses and the protagonist loses what they were relying on.

  • ACT THREE Act 75%

    Resolution.

  • Sequence 7 — Final push Sequence 75%

    A new understanding, and one last attempt made on different terms.

  • Sequence 8 — Climax and after Sequence 88%

    The confrontation, its outcome, and the shape of the world it leaves behind.

Beat sheets

Named moments to hit, in order, with the acts they belong to.

Fifteen Beats

Blake Snyder’s beat sheet, from Save the Cat!, with the page numbers each beat is conventionally hit on in a 110-page script.

3 acts, 15 sequences

  • ACT ONE Act 0%

    Pages 1–25.

  • Opening image (p.1) Sequence 0%

    The before picture. The tone and the world in one shot.

  • Theme stated (p.5) Sequence 5%

    Someone says what the film is about. The protagonist is not ready to hear it.

  • Set-up (p.1–10) Sequence 5%

    The world, the flaw, and what needs fixing.

  • Catalyst (p.12) Sequence 11%

    Something arrives that the protagonist did not choose and cannot ignore. The world stops being the one they woke up in.

  • Debate (p.12–25) Sequence 11%

    Should they go? The last chance to refuse.

  • Break into Two (p.25) Sequence 23%

    They choose. The new world begins.

  • ACT TWO Act 23%

    Pages 25–85.

  • B story (p.30) Sequence 27%

    The relationship that carries the theme.

  • Fun and games (p.30–55) Sequence 27%

    The stretch that delivers what the poster sold: the premise played for everything it is worth, before the plot closes in again.

  • Midpoint (p.55) Sequence 50%

    A false victory, or a false defeat. Stakes are raised.

  • Bad guys close in (p.55–75) Sequence 50%

    External pressure and internal doubt converge.

  • All is lost (p.75) Sequence 68%

    The opposite of the midpoint. Something dies.

  • Dark night of the soul (p.75–85) Sequence 68%

    Wallowing in the loss, before the idea arrives.

  • ACT THREE Act 77%

    Pages 85–110.

  • Break into Three (p.85) Sequence 77%

    A and B stories meet, and the answer arrives with them.

  • Finale (p.85–110) Sequence 80%

    The new plan executed; the old world dismantled and rebuilt.

  • Final image (p.110) Sequence 99%

    The after picture, answering the opening.

Hero’s Journey

Campbell’s monomyth in its twelve-stage screen form. Suits myth, adventure and coming-of-age; fights against ensemble and ironic material.

3 acts, 12 sequences

  • ACT ONE — Departure Act 0%

    Leaving the known world.

  • Ordinary world Sequence 0%

    Home, and what is missing from it.

  • Call to adventure Sequence 8%

    The invitation, or the demand.

  • Refusal of the call Sequence 14%

    Fear, duty, or plain good sense.

  • Meeting the mentor Sequence 19%

    Someone who has been further along this road.

  • Crossing the threshold Sequence 25%

    Committing, and leaving the familiar behind.

  • ACT TWO — Initiation Act 25%

    The unfamiliar world and its trials.

  • Tests, allies, enemies Sequence 30%

    Learning the rules of the new world by breaking them.

  • Approach to the inmost cave Sequence 40%

    Preparation for the ordeal, and the fear of it.

  • The ordeal Sequence 50%

    The confrontation with the thing most feared. Something dies here.

  • The reward Sequence 60%

    What is seized, learned, or survived.

  • ACT THREE — Return Act 75%

    Bringing it home.

  • The road back Sequence 75%

    Pursued, and pulled between two worlds.

  • Resurrection Sequence 85%

    The final test, in which the change is proved.

  • Return with the elixir Sequence 95%

    Home again, carrying something that changes it.

Seven Point

Dan Wells’ seven points, built backwards from the resolution. Short, load-bearing, and unusually good at exposing a story with no middle.

7 acts

  • Hook Act 0%

    The opposite of the resolution. Wherever the character ends up, start them as far from it as you can.

  • Plot Turn 1 Act 12%

    The world changes and the story proper begins. The call, the crime, the arrival.

  • Pinch 1 Act 25%

    Pressure applied from outside. Something goes wrong; the opposition shows its face.

  • Midpoint Act 50%

    The turn from reaction to action. The character stops being moved and starts moving.

  • Pinch 2 Act 62%

    The hardest pressure. The mentor dies, the plan collapses, the help runs out.

  • Plot Turn 2 Act 75%

    The last piece arrives — the knowledge or resolve that makes the ending possible.

  • Resolution Act 90%

    The change completed. Write this one first; everything else is built back from it.

Story Circle

Dan Harmon’s eight-step cycle. Short, repeatable, and well suited to episodes and continuing characters.

3 acts, 8 sequences

  • ORDER Act 0%

    The familiar half of the circle.

  • 1 — You Sequence 0%

    A character in a zone of comfort.

  • 2 — Need Sequence 12%

    But they want something.

  • 3 — Go Sequence 25%

    They enter an unfamiliar situation.

  • CHAOS Act 25%

    The unfamiliar half.

  • 4 — Search Sequence 38%

    They adapt to it.

  • 5 — Find Sequence 50%

    They get what they wanted.

  • 6 — Take Sequence 63%

    And pay a heavy price for it.

  • RETURN Act 75%

    Back across the threshold, changed.

  • 7 — Return Sequence 75%

    They go back to where they started.

  • 8 — Change Sequence 88%

    Having changed. The zone of comfort is not the same place.

Fichtean Curve

No setup to speak of — open in the middle of trouble and escalate through a run of crises. Suits thrillers, horror and anything that cannot afford a slow first act.

3 acts, 5 sequences

  • RISING ACTION Act 0%

    Begins in medias res. Exposition arrives while the story is already moving, or not at all.

  • Crisis 1 Sequence 5%

    Trouble on arrival. The reader learns the world by watching someone fail in it.

  • Crisis 2 Sequence 25%

    Worse, and caused by the last one.

  • Crisis 3 Sequence 42%

    The stakes become personal.

  • Crisis 4 Sequence 58%

    The cost of continuing exceeds the cost of stopping — and they continue.

  • Crisis 5 Sequence 72%

    The last one before the top. Everything is in play.

  • CLIMAX Act 85%

    The highest point of the curve, and the decision made there.

  • FALLING ACTION Act 94%

    Brief. The curve drops fast, and the story stops soon after.

Short film

One idea, one turn. A short is not a feature compressed, and a feature template will over-structure it.

One Turn

The workhorse short: one situation, one complication, one answer. A short film asks a single dramatic question — a second one is a second film.

4 acts

  • SITUATION Act 0%

    Who, where, and the one thing that matters. Establish it fast; there is no room for a second idea.

  • COMPLICATION Act 30%

    The single thing that goes wrong, and the question it raises.

  • RESOLUTION Act 70%

    The question answered — not necessarily happily, but answered.

  • BUTTON Act 92%

    The last image. Optional, and often the whole reason the film exists.

Story Spine

Kenn Adams’ improv exercise, widely associated with Pixar. Seven sentences chained by cause, which is exactly what a weak short is missing.

7 acts

  • Once upon a time… Act 0%

    The world as it stands.

  • Every day… Act 10%

    The routine — what makes this a pattern rather than a moment.

  • Until one day… Act 22%

    The break in the pattern.

  • Because of that… Act 38%

    The first consequence. Caused, not merely next.

  • Because of that… Act 55%

    The second consequence, escalating.

  • Until finally… Act 75%

    The climax the chain has been building to.

  • And ever since then… Act 92%

    The new normal, and how it differs from the old one.

Kishōtenketsu

The four-movement structure from Chinese poetry, long used across East Asian narrative. Its third movement is a turn, not a conflict — which makes it the right tool for observational, comic and quiet pieces the Western model handles badly.

4 acts

  • KI — Introduction Act 0%

    Establish. Who and where, without promising a fight.

  • SHŌ — Development Act 25%

    Deepen what was introduced. Still no antagonist required.

  • TEN — Turn Act 55%

    The unexpected element. Not opposition — a shift that recontextualises everything before it.

  • KETSU — Conclusion Act 80%

    Reconciliation. The turn and the opening are seen together, and the piece means something new.

Short Form (Hook & Payoff)

Vertical and social video — Shorts, Reels, TikTok. Practitioner convention rather than craft tradition, but it is what the work is actually built on.

4 acts

  • HOOK Act 0%

    The first two or three seconds. State the promise or pose the question; there is no patience to spend.

  • CONTEXT Act 12%

    The minimum needed to make the payoff land. Every second here is one the viewer may not give you.

  • ESCALATION Act 35%

    Raise it, or twist it. The middle is where retention is lost.

  • PAYOFF Act 70%

    Deliver the promise from the hook. If it can loop back to the first frame, it will be watched twice.

Other traditions

Shapes the three-act model does not describe well.

Frame Story

A story told inside another. The frame is not decoration — it decides who is telling this, to whom, and why they might be lying.

3 acts, 3 sequences

  • FRAME — OPENING Act 0%

    The teller, the listener, and the occasion. Establish why this is being told now.

  • THE INNER STORY Act 12%

    The tale itself, with its own shape.

  • Beginning Sequence 12%

    The world of the told story.

  • Middle Sequence 40%

    Its complication. Return to the frame here if the telling is to be interrupted.

  • End Sequence 70%

    Its climax.

  • FRAME — CLOSING Act 88%

    Back to the teller. What the telling has cost or revealed — often the real ending.

Rashomon

One event, several irreconcilable accounts. The subject is not what happened but what each teller needs to be true.

5 acts

  • THE EVENT Act 0%

    What is not in dispute: who was there, and that something occurred.

  • FIRST ACCOUNT Act 12%

    Told to be believed. Establish the version the audience will measure the others against.

  • SECOND ACCOUNT Act 35%

    Contradicts the first in a way that flatters its teller.

  • THIRD ACCOUNT Act 58%

    Contradicts both. By now the audience is watching the tellers, not the event.

  • WHAT REMAINS Act 82%

    No reconciliation. What survives all the accounts, and what the discrepancies say about the people.

Episodic

Self-contained units held together by a character, a place or a theme rather than by cause. Picaresque, portmanteau, anthology.

5 acts

  • OPENING Act 0%

    Establish the thread — the person, place or question every episode will hang from.

  • EPISODE ONE Act 10%

    Complete in itself. It must satisfy alone, or the form fails.

  • EPISODE TWO Act 32%

    Complete in itself, and varying the first rather than repeating it.

  • EPISODE THREE Act 58%

    Complete in itself. The accumulation, not the causation, is the argument.

  • CLOSING Act 85%

    What the episodes together have said that none of them said alone.

Start from scratch

Build your own, one heading at a time.

Blank

One act and nothing else. Rename it, then add the acts, sequences and beats you actually want.

1 act

  • ACT ONE Act 0%

    Yours to name. Add headings from the foot of the structure.