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Intertwining Elements

Advanced discussion

Main Elements Overview-Comedy

End

Start

MC highs and lows

Main Elements Overview-Comedy


Event
Catch

Lesson
Learned

Flaw
Situation
Start
Want
Reason
to care

Decision
Choice
Climax
Hell

End

12 Intertwining Elements
1.
2.
3.
4.
5.

Main Character (MC) with a Flaw


Reason to care about the MC despite flaw
MCs Want ties to the situation & is an external desire
What the MC really Needs is the story & is the internal struggle
Event that changes everything, also called the Act I-Act II break is about the situation but
sets up the story and MC gets what he wanted
6. Catch or ironic twist to the event is the perfect test for the flaw
7. Subplots seem disconnected in the beginning, relate to the situation at first but
eventually lead to the decision and effect the story.
8. Bad guy (antagonist) starts as small part of the situation but must be overcome to
resolve the story.
9. Conflict on every level: MCs flaw gets in the way, catch causes problems, subplots cause
problems, Bad guy causes escalating problems for the MC.
10. Hell or Heaven moment is where the flaw comes to a head. Exact opposite of the want.
Story becomes more important than the situation. Act II-Act III break.
11. Decision or Choice to be made and acted upon. Climax. Story is directly addressed.
12. Proof lesson learned or not. Brief scene at the very end.

Compare to Snyder
Snyders Beats

12 Elements

Opening image

Flaw, Reason to care

Theme stated

Want/situation

Set up

Need/Story

Catalyst

(Inciting incident at 10 min.)

Debate

Catch

Break into Two

Event that changes everything

B story

Subplots

Fun & Games

(1st half of Act II) (MCs high point in a comedy)

Midpoint

Conflict

All is lost

More Conflict, more Bad guy

Dark night of the soul

Hell (in a comedy)

Break into Three

Decision / Choice

Finale

Proof lesson learned (or not)

Seeds of the Flaw-Comedy


Flaw
Overcome

F
F

Flaw

F
F

Start

End

F
F

Flaw
comes to
a head

Seeds of the Situation-Comedy


S
S

Situation
Start

End

Situation
no longer
matters

Seeds of the Story-Comedy


S

S
S

S
Start

S
S
Story
becomes
most
important

End

Seeds of the Subplots-Comedy


SP
SP

SP

SP

SP
SP

Start

SP

End
Subplot
triggers
decision

Seeds of the Bad Guy-Comedy

BG

BG
BG

BG
BG

Start

BG
BG
BG
Bad Guy
triggers
the Hell

BG

End

Seeds of the Decision/Choice-Comedy

D
D

D
D

Start

Decision
Choice

End

Main Elements Overview-Tragedy

Start

End

Opposite ARC (MC highs and lows)

Main Elements Overview-Tragedy


Heaven
Decision
Choice
Climax
Flaw
Situation
Want
Reason
Start
to care

Lesson
End
Not
Learned
Event
Catch

Opposite ARC but same seed distribution

Both Comedy & Tragedy


Heaven

Event
Catch

Decision
Choice
Climax

Flaw
Situation
Want
Reason
Start
to care

Lesson
Learned
Or Not
Decision
Choice
Climax
Event
Catch

Hell

Small seeds would also be in the same positions

End

Rewriters Challenge
1. Identify your 12 elements. Are they all present?
2. Test the 12 elements against the outlined criteria. Do yours
comply?

3. Identify the location of your seeds. Are yours in the same places?
4. Brainstorm what if you followed the model exactly. How would
your script be different?
5. Restructure or rewrite to fit the model or make a deliberate
decision not to follow the comedy/tragedy models.

6. Map out your final elements and share with someone in class.