Monday, April 12, 2010

Checklista för modellen med tre "akter"

Här är tio handfasta råd från författaren Alexandra Solokoff (rysare).
Råden efterföljs av en checklista för treaktsmodellen som hon använder sig av. Jag älskar berättarstrukturer och kan inte låta bli att lägga in den här (den är en egen variant av A Heros Journey från Joseph Campbell som Christopher Vogler skriver om i A Writers Journey):

STORY ELEMENTS CHECKLIST

ACT ONE
* Opening image
* Meet the hero or heroine
* Hero/ine’s inner and outer desire.
* Hero/ine’s arc
* Hero/ine's ghost or wound
* Inciting Incident/Call to Adventure
* Meet the antagonist (and/or introduce a mystery, which is what you do when you’re going to keep your antagonist hidden to reveal at the end)
* State the theme/what’s the story about?
* Allies
* Mentor (possibly. May not have one or may be revealed later in the story).
* Love interest
* Plant/Reveal (or: Setups and Payoffs)
* Hope/Fear (and Stakes)
* Time Clock (possibly. May not have one or may be revealed later in the story)
* Sequence One climax
* Central Question
* Act One climax

ACT TWO
* Crossing the Threshold/ Into the Special World (may occur in Act One)
* Threshold Guardian (maybe)
* Hero/ine’s Plan
* Antagonist’s Plan
* Training Sequence
* Series of Tests
* Picking up new Allies
* Assembling the Team
* Attacks by the Antagonist (whether or not the Hero/ine recognizes these as being from the antagonist)
* In a detective story, questioning witnesses, lining up and eliminating suspects, following clues.

THE MIDPOINT
* Completely changes the game
* Locks the hero/ine into a situation or action
* Can be a huge revelation
* Can be a huge defeat
* Can be a “now it’s personal” loss
* Can be sex at 60 — the lovers finally get together, only to open up a whole new world of problems

ACT TWO, PART TWO
* Recalibrating — after the shock or defeat of the game-changer in the Midpoint, the hero/ine must Revamp The Plan and try a New Mode of Attack.
* Escalating Actions/ Obsessive Drive
* Hard Choices and Crossing The Line (immoral actions by the main character to get what s/he wants)
* Loss of Key Allies (possibly because of the hero/ine’s obsessive actions, possibly through death or injury by the antagonist).
* A Ticking Clock (can happen anywhere in the story)
* Reversals and Revelations/Twists. (Hmm, that clearly should have its own post, now, shouldn't it?)
* The Long Dark Night of the Soul and/or Visit to Death (aka All Is Lost)

THE SECOND ACT CLIMAX
* Often can be a final revelation before the end game: the knowledge of who the opponent really is
* Answers the Central Question

ACT THREE
The third act is basically the Final Battle and Resolution. It can often be one continuous sequence — the chase and confrontation, or confrontation and chase. There may be a final preparation for battle, or it might be done on the fly. Either here or in the last part of the second act the hero will make a new, FINAL PLAN, based on the new information and revelations of the second act.

The essence of a third act is the final showdown between protagonist and antagonist. It is often divided into two sequences:

1. Getting there (storming the castle)
2. The final battle itself

* Thematic Location — often a visual and literal representation of the Hero/ine’s Greatest Nightmare
* The protagonist’s character change
* The antagonist’s character change (if any)
* Possibly allies’ character changes and/or gaining of desire
* Could be one last huge reveal or twist, or series of reveals and twists, or series of final payoffs you've been saving (as in BACK TO THE FUTURE and IT'S A WONDERFUL LIFE).

* RESOLUTION: A glimpse into the New Way of Life that the hero/ine will be living after this whole ordeal and all s/he’s learned from it.

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