Standard Structures for your Novel
The structure of a novel is the skeleton upon which the story's flesh is built. It guides the narrative's pace, tension, and development, shaping the reader's experience. Among the myriad ways to structure a novel. Use the templates below to help craft your prompts in order to get the most out of ChatGPT when outlining your novel.
The 3 Act Structure
Think of a novel like a rollercoaster ride at your favorite amusement park. This ride is divided into three main parts: the slow climb up, the thrilling middle with all its twists and turns, and finally, the ride home where you catch your breath and reflect on the adventure. That's what the 3 Act Structure does for a story.
Act 1: The Setup
The Climb Up: This is where you strap in and start your ride. The story introduces the main characters, the world they live in, and the initial situation. It's like meeting a new friend and finding out where they live and what they dream of. There's also a moment, called the "inciting incident," that pushes the main character into action. Imagine this as the point where the rollercoaster reaches the top of the climb, and you're just about to drop. The character's normal life is about to change big time.
Act 2: The Confrontation
The Thrilling Middle: Now, we're in the heart of the rollercoaster with all its loops, sharp turns, and sudden drops. This is the largest section of the story. The main character faces a bunch of challenges, makes new friends or enemies, and tries to achieve their goal. But it's not easy. They have to deal with problems and setbacks, kind of like how a rollercoaster might suddenly flip you upside down when you least expect it. This part of the story is all about the journey, with ups and downs, as the character grows and changes.
Act 3: The Resolution
The Ride Home: After all the excitement, the story begins to wrap up. The main character faces their biggest challenge yet, kind of like the final, biggest loop on the rollercoaster. This is where everything they've learned is put to the test. After they face this challenge, the story starts to cool down. The conflicts are resolved, and the characters' lives are changed from the journey. It's like when the rollercoaster slows down, and you're heading back to the start, thinking about all the crazy turns you just experienced.
Save the Cat
Alright, think of "Save the Cat" as a guidebook to making your story as cool and likable as a new video game everyone wants to play. It's not just about having a hero and some challenges; it's about making your readers cheer for your hero from the very start. Imagine you're playing a game where, in the first level, you help a lost kitten find its way home. You'd like that character right away, right? That's the essence of "Save the Cat." What is "Save the Cat"?
The Cool Move: "Save the Cat" is a term from a book about screenwriting by Blake Snyder, but it works for novels too. It refers to the moment when the hero does something nice—like saving a cat—making you like them because they did a good deed. This moment makes you root for the hero throughout the story.
How it fits into writing a novel:
Make Your Hero Likable Early On: Right at the beginning, show your hero doing something that makes us go, "Hey, that's a good person!" It doesn't have to be literally saving a cat—it could be anything that shows they have a kind heart.
Structure Your Story in Beats: "Save the Cat" also talks about beats in a story, like different levels in a game. Each level (or beat) has a specific purpose that helps push the story forward. Imagine these beats as checkpoints or missions in the game that the hero needs to complete to reach the end.
The Key Beats: There are several important beats, like:
The Opening Image: The game's start screen, showing you what kind of adventure you're about to jump into.
Theme Stated: The game's mission statement pops up, hinting at what you're going to learn.
Set-Up: You're introduced to the game's world, the main quest, and any side quests.
Catalyst: The moment something big happens that kicks off the main adventure.
Debate: The hero wonders if they're really up for this quest. You deciding if you're really going to try to beat this game.
Break into Two: The hero decides to go for it, and you're fully committed to the game.
Midpoint: A big twist happens, changing the game's stakes.
Bad Guys Close In: The challenges get tougher, and it seems like the enemies might win.
All Is Lost: The lowest point, where it looks like the hero won't make it.
Finale: The final showdown where everything the hero learned is put to the test.
Final Image: The end screen of the game, showing how the hero's world has changed because of their adventure.
The Hero’s Journey
The Hero's Journey is like the ultimate adventure map for stories, showing how a hero grows and changes from an ordinary person into a champion of their world. Think of it as the blueprint for the coolest video game ever, where you start in your normal life but end up saving the universe. This journey has several key steps:
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The Ordinary World
The Starting Point: This is where your hero begins, in their normal, everyday life. It's like the starting village in a game, where everything is familiar and safe.
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The Call to Adventure
The Quest Begins: Something happens that invites the hero into an adventure. Imagine getting a mysterious letter or a quest from a character in a game, telling you it's time to leave your village and start your journey.
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Refusal of the Call
Hesitation: The hero doubts or is scared to leave their comfort zone. It's like when you're not sure if you're ready to face the challenges in the next level of the game.
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Meeting the Mentor
Getting Help: The hero meets someone who helps them get ready for the journey. Think of this as finding a guide or a wise character in a game who gives you advice or a special item to help on your quest.
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Crossing the Threshold
Adventure Time: The hero finally leaves the ordinary world behind and steps into the adventure. It's like crossing into a new, unexplored area in the game where the real quest begins.
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Tests, Allies, Enemies
Challenges and Friends: The hero faces challenges, makes friends, and encounters enemies. This part is like the levels in a game where you have to overcome obstacles, find allies, and battle foes.
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Approach to the Inmost Cave
Getting Closer: The hero gets ready for the big challenge in the story's heart. It's like preparing for the final boss in a game, where you know you're close to the end but have to get through some tough challenges first.
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The Ordeal
The Big Test: The hero faces their biggest challenge yet. This is like the boss fight in a game where you use everything you've learned to win.
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Reward (Seizing the Sword)
Victory: After beating the challenge, the hero gets a reward. It could be a treasure, knowledge, or power. In a game, this is where you get the big prize for defeating the boss.
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The Road Back
Heading Home: The hero starts to return home, but there might be a few more challenges on the way. It's like making your way back through the game, possibly facing a few more tests.
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The Resurrection
Final Test: The hero faces one last test, often where they have to use everything they've learned. It's the final level in the game, where the stakes are the highest.
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Return with the Elixir
The Hero Comes Home: The hero returns home, transformed by their journey, with something that can help others (the elixir). In a game, this is like returning to your starting village as a hero, with a powerful new item or knowledge that can help everyone.
Romancing the Beat
"Romancing the Beat" by Gwen Hayes is like a special recipe for cooking up a delicious romance story. It breaks down the story into specific "beats" or steps that make sure your romance feels satisfying and heartwarming. Each beat is a key moment or ingredient that helps the love story progress from the first glance all the way to happily ever after. Here are the main beats you'll find in "Romancing the Beat":
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The Setup (Introducing the Characters)
Meet the Characters: We get to know the main characters, their backgrounds, and what they're missing in their lives. It's like setting the stage before the main performance.
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The Meet Cute
First Encounter: This is where our lovers meet for the first time, but it's not just any meeting. It's memorable and sets the tone for their relationship. It's like the spark when you strike a match.
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The No Way (Initial Resistance)
Barriers to Love: Despite the attraction, there's something keeping them apart. It could be a misunderstanding, external obligations, or personal insecurities. This is the "they can't be together" phase.
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The First Kiss (or Equivalent)
Moment of Connection: Here, the characters share a moment of real connection. It doesn't have to be a literal kiss but some event that deepens their bond. It's like a sneak peek at how great they could be together.
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Midpoint (Deepening the Relationship)
Getting Closer: The relationship starts to become more serious. They share more moments together, revealing vulnerabilities and deepening their emotional connection. It's the part where they're building their little world together.
** This loops as many times as necissary **
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The Dark Moment (The Breakup)
Biggest Challenge: Something happens that pulls them apart. It's a misunderstanding, a mistake, or a realization that makes it seem like all is lost. This is the storm that threatens their love.
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The Grand Gesture
Making It Right: One or both of the characters make a big, romantic gesture to show they're serious about making the relationship work. It's like the hero moment in a movie where they rush to the airport to stop the other from leaving.
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Happily Ever After (HEA) or Happy For Now (HFN)
The Resolution: The story wraps up with the characters overcoming their obstacles and committing to each other. Whether it's a full-on "happily ever after" or a "happy for now," we get to see them enjoying their love, showing us the promise of their future together.
Dan Harmon’s Story Circle
Harmon's Story Circle is made up of eight steps that form a circle, showing that stories move from a familiar place, through challenges, to growth, and back to familiarity, but with a change. Here's how it breaks down:
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You
The Comfort Zone: The story starts with a character in their normal life. Think of it as the home base in a game where you feel safe and everything is familiar.
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Need
The Quest: Something is missing in the character's life, creating a need for change or adventure. It's like when you realize you need to level up or find a key item to progress in a game.
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Go
Jumping In: The character steps into the unknown, leaving their comfort zone. Imagine pressing "Start" on a new, unexplored level of a game where you're not quite sure what to expect.
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Search
The Quest Gets Complicated: The character looks for what they need, facing challenges and trying to figure things out. This is like the main part of the game where you're solving puzzles, battling enemies, and exploring new areas.
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Find
The Big Discovery: The character finds what they were looking for, but it might not be what they expected. Think of this as reaching the boss fight or finding the treasure chest, but the game throws a twist at you.
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Take
The Price: Getting what they want comes with a cost. The character might have to face their fears or lose something important. In game terms, this is like defeating the boss but realizing the journey has changed you or the world around you in some way.
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Return
Coming Back: The character starts to head back to their normal life, but they're not the same as when they started. It's like making your way back to the home base after a long quest, but now you're stronger or wiser.
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Change
The New Normal: The character returns to their familiar world, but they've changed because of their journey. They've learned something or become different in some way. In a game, this is when you return to the starting area, but now you have new abilities or knowledge that change how you interact with the world.
Dan Harmon's Story Circle shows us that stories are about growth and change. It's a loop where characters go out, face challenges, learn something important, and come back changed.
Derek Murphy's 24 Act Novel Outline:
- Really Bad Day: The protagonist's ordinary world is introduced with a flaw and lack.
- Something Peculiar: An unusual event occurs, but is initially dismissed.
- Grasping at Straws: The protagonist attempts to regain control, facing setbacks.
- Call to Adventure: An extraordinary event forces attention, signaling a major setback.
- Head in Sand: Conflict arises as the new disrupts the old.
- Pull out Rug: Efforts to solve problems while ignoring the supernatural.
- Enemies & Allies: Exploration of the new world and introduction to key characters.
- Games & Trials: Struggles with belonging and overcoming trials.
- Earning Respect: A small victory demonstrates the protagonist's capabilities.
- Forces of Evil: Antagonists and their stakes are revealed.
- Problem Revealed: A surprising problem or situation demands attention.
- Discovery & Ultimatum: New information leads to a vulnerable moment and a choice.
- Mirror Stage: The protagonist has a self-realization or discovery.
- Plan of Attack: A strategy to confront the antagonist is devised.
- Crucial Role: The protagonist is trusted with an important task.
- Second Battle: Execution of the plan results in direct conflict.
- Surprise Failure: The plan fails due to unforeseen issues.
- Shocking Revelation: The antagonist's full plan or identity is unveiled.
- Giving Up: The protagonist loses confidence facing overwhelming odds.
- Pep Talk: An ally provides encouragement and perspective.
- Seizing the Sword: A choice is made to continue despite the odds.
- Ultimate Defeat: The villain triumphs, seeming to dash all hope.
- Unexpected Victory: A turn of events or new ally leads to success.
- Bittersweet Reflection: The aftermath and growth of the protagonist are pondered.