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Darlene's Daydream Café

A Musical Play

Darlene's Daydream Cafe










Playwrighting Notes  -- Structure





renaissance-man@vanceholmes.com

  


Nine Act Structure:



Act 0: Someone Toils Late into the Night.

Act 1: Start with an image.

Act 2: Something bad happens.

Act 3: Meet the hero (and the opposition).

Act 4: Commitment.

Act 5: Go for the wrong goal.

Act 6: The reversal.

Act 7: Go for the new goal (it doesn't go as planned).

Act 8: Wrap it up.



Act 0: Someone Toils Long Into the Night



A good story is a train wreck. A good train wreck involves two well-built

trains speeding toward each other from far away. The farther away, the more

spectacular the impact. Time is the basis of legitimate conflict. Bad guys

are not made overnight, and often have at least ten years of brewing conflict

before the opening curtain. In all cases it is the nemesis (and sometimes

also the protagonist) who has been working steadily for years and years,

getting ready to execute the big plan. There may be centuries of turmoil

and vested interests (prehistory), but the Nemesis is always a self-appointed

individual. Often, a seminal incident happened ten years prior to spark the

conflict.



Act 1: Open with an image.



The first major image it establishes arena and tone almost always expansive
and sweeping to set the scene.



Act 2: Something Bad Happens.



If it doesn't happen in the first four minutes, you've started the story

too soon. A legitimate act two involves the nemesis either beginning the

siege or making a critical error. Often a murder or a crime in which someone

is killed, or at the least - something mysterious or tragic. While mystifying

at first, it will become crystal clear by act 6.



Something quite bad in the first ten minutes that foreshadows the ensuing
conflict. The catch of the yarn that unravels the sweater. The bad guy in
action. This incident is separate and distinct from the bumps of the
protagonist in act three.



Act 3: Meet the Hero.



Who is going to fix the problem? Someone who has an unfulfilled need that

just happens to be related. The hero's objective is set. (Dorothy's need

is to satisfy her wanderlust and find her place in the world) Situation

establishes both a basis for a normal life and the qualifications for

extraordinary performance. The hero at first, refuses the call; the circumstances

require a long-shot, but with what time permits, the hero assembles the allies

and tools for the coming journey.



This is also the time to meet the opposing team. If we meet the mastermind

in this act, we rarely find out he is bad - just powerful. Sometimes

during this setup-period we meet the front man, who does the dirty

work of the mastermind, who will remain behind the scenes until the very

end of act 5.



The character development in Act three typically has three bumps, during

which the protagonist accellerates down the tracks toward the collision.

Each bump puts the protagonist one rung higher on the ladder that leads to

the diving board of act 4. [ "Three bumps and a push will get your protagonist

over the railing and into the pool with the bad guys."]





Act 4: Commitment.



The one-way door past which there is absolutely no turning back. This is

usually one scene that serves as a door to act 5.



Lets say you are standing at the rail of a ship - if someone pushes you over

they probably had a pretty good reason for pushing you. If you jump off

voluntarily, you do it because being in the water is a better choice than

being on the ship.



There are two kinds of pull, the kind where you jump to get away from someone

on board, and the kind where you jump to help someone in the water. There

are also two kinds of push, the kind where the pusher is malevolent, and

the kind where the pusher does it intentionally for your own good.



Act 5: Go for the wrong goal.



Increasing complications leading to the low point because the hero
doesn't have all the facts yet. (May involve 'the creature in the forest'
who aids the protagonist or the front man.) Between complications, the
hero uncovers pieces of the backstory but the nemesis has the upper hand
so act 5 ends at the protagonist's lowest point.



Act 6: The reversal.



When things are at their worst the bad guy reveals (or the hero discovers)

the last clue. This scene often takes the form of a history lesson, often

told at gunpoint, during which we pick up the final piece that completes

the puzzle. This single piece of backstory usually takes the form of a seminal

incident. Now act 2 makes sense. It can involve flashbacks. The history lesson

reveals the (weakness in the) mastermind's plan and legitimizes the conflict

just in time for the hero to save the day.



Revelation of the seminal incident that started everything and the Achilles'

heel of the nemesis, leading to a change of goal.



Act 7: Go for the new goal.



Now the clock is ticking or the cops are getting close. After realizing the

real situation, the hero comes up with a new plan. It usually takes a few

minutes to put the plan in action, and there is usually a change of venue

at this point. It is always a see-saw, with the hero and the nemesis trading

advantages. It never goes as planned, but with a bit of luck the hero defeats

the bad guy in the climax. Includes incredible luck, help, strength, or magic;

favors repaid, a plan that is whispered or kept secret, and the new goal

achieving the objective.



Act 8: Wrap it up.



Now the cops show up. Tie up loose ends. Lean and mean is the rule here;

resist the temptation to put in six endings. With the main conflict resolved,

leave most of the ramifications for the audience to piece together on their

way home. Coming back to where the film started, a feeling of accomplishment

and rebirth, the world restored to normal rather than exiting on the heights

of ecstasy.









* * * * * * * * * * * * * * * * * * * * * *









Georges Polti's



thirty six situations:



Supplication;



Deliverance;



Crime pursued by vengeance;



Vengeance taken for kindred upon kindred;



Pursuit;



Disaster;



Falling prey to cruelty or misfortune;



Revolt;



Daring Enterprise;



Abduction;



The enigma;



Obtaining;



Enmity of kinsmen;



Rivalry of kinsman;



Murderous adultery;



Madness;



Fatal imprudence;



Involuntary crimes of love;



Slaying of kinsman unrecognized;



Self-sacrifice for an ideal;



Self-sacrifice for kindred;



All sacrificed for passion;



Necessity of sacrificing loved ones;



Rivalry of superior and inferior;



Adultery;



Crimes of love;



Discovery of the dishonor of a loved one;



Obstacles to love;



An enemy loved;



Ambition;



Conflict with a God;



Mistaken jealousy;



Erroneous judgment;



Remorse;



Recovery of a lost soul;



Loss of loved ones.



It should be remembered that these situations are not plots.
Plots are developed from situations. And that is where the hard work and imagination of the writer takes over.







*************************************************************





PLOTTING:



Polti's 36 Dramatic Situations



1. Supplication: Persecutor, Suppliant, Authority Figure

2. Deliverance: Unfortunate, Threatener, Rescuer

3. Crime Pursued by Vengence: Criminal, Avenger

4. Vengence taken for Kindred upon Kindred: Avenger, Guilty Remembrance, a Relative of

Both

5. Pursuit: Punishment and Fugitive

6. Disaster: Vanquished Power, Victorious Enemy, Messenger.

7. Falling Prey to Cruelty or Misfortune: Unfortunate, Master

8. Revolt: Tyrant, Conspirator

9. Daring Enterprise: Bold Leader, Object, Adversary

10. Abduction: Abductor, the Abducted, Guardian

11. Enigma: Interrogator, Seeker, Problem

12. Obtaining: Solicitor, Adversaryor Arbitrator& Opposing

13. Enmity of Kinsmen: Malevolent Kinsmen, Reciprocally Hated Kin

14. Rivalry of Kinsmen: Preferred Kinsman, Rejected Kin, Object

15. Murderous Adultry: TwoAdulterers, Murdered Spouse

16. Madness: Madman, Victim

17. Fatal Imprudence: Imprudent, Victim, Object Lost

18. Involuntary Crimes of Love: Lover, Beloved, Revealer

19. Slaying of Kinsman Unrecognized: Salyer, Unrecognized Victim

20. Self-sacrificing for an Ideal: Hero, Ideal, Creditor, Sacrifice

21. Self-sacrificing for Kindred: Hero, Kinsman, Creditor, Sacrifice

22. All Sacrificed for Passion: Lover, Object of Pasion, Sacrifice

23. Necessity of Sacrificing Loved Ones: Hero, Beloved, Necessity

24. Rivalry of Superior & Inferior: Superior, Inferior, Object

25. Adultery: Two Adulterers, Betrayed Spouse

26. Crimes of Love: Lover, Beloved, SocialNorm

27. Discovery of Dishonor of Beloved: Discovered, Guilty

28. Obstacles to Love: Two Lovers, Obstacles

29. An Enemy Loved: Beloved Enemy, Lover, Hater

30. Ambition: Ambitious Person, Thing Coveted, Adversary

31. Conflict with (a) God: A Mortal, anImmortal or Holy Principle

32. Mistaken Jealousy: Jealous, Object,A ccomplice, Perpetrator

33. Erroneous Judgement: Mistaken One, Victim, Cause, Guilty

34. Remorse: Culprit, Victim or Sin, Interrogator

35. Recovery of Lost One: Seeker, One Found

36. Murder of Loved One: Slain Kinsman, Spectator, Executioner.





Five Basic Conflicts (from Polti's 36)



1. Man against Nature

2. Man against Man

3. Man against Society

4. Man against Himself

5. Main against Fate





Essence of Conflict



Protagonist + Goal + Opposition (Antagonist) = Drama





Ronald Tobais' 20 Master Plots



Quest

Adventure

Pursuit

Rescue

Escape

Revenge

The Riddle

Rivalry

Underdog

Temptation

Metamorphosis

Transformation

Maturation

Love

Forbidden Love

Sacrifice

Discovery

Wretched Existence

Ascension

Descension





CONFLICT:



(notes from David Freeman workshop):



Devices to heighten suspense:



An obstacle or enemy interferes with a hard goal

A enemy or obstacle interferes with a soft goal

Hero forced to face his emotional fear, limitation, block, or wound

Unclear motives

Question of whether a character can pull off a bluff

The uneasy mix, or "odd couple" situation

The fish out of water situation

Presence of ambivalence

A character forced to make a difficult moral choice

Mystery or a puzzle to solve

A reminder of the stakes or increase stakes

Increase stakes of the character so that this is the only way they can succeed

Situation is out of control

A surprise or unexpected disaster

Foreshadowing (many ways to do this)

Any scene in which a danger is present

Any scene that has conflict in it

Any scene where a seduction occurs, or might occur

Technique of cutting back and forth between a dangerous scene and one that isn't dangerous

Draw out a tense moment, i.e., "waiting for the other shoe to drop"

Resolution of a tense moment







EDITING:



After the final draft, edit using the "find" function for the
words on the following list. Next, read

the sentence containing the offender, and either correct it or leave it be, depending. They are

all valid words, if used in moderation, but are prone to misuse,
overuse and abuse.



"Fine Tooth Comb and Red Flags and Snags"



and - but (can indicate run-on sentences)

that (unnecessary in most sentences)

that (when you mean "who")

just

very

nearly - almost

really

seem - appear

felt - feel

begin - began

would - should - could

quite

few

rather

thing

stuff

anyway

because

"ly" adverbs

so

then

even

only

down - up (as in sit down, stand up - can be redundant)

got - get



Look for passive use:

it - is

am

are

was

were

has

had

have

been

to be

there is

there are

there was

there were







Link to Curriculum Vitae