The Dialectic of Conflict
Every play proves a premise.
An idea becomes dramatic when characters with particular needs bring it into conflict. Egri’s approach asks how their actions develop a premise toward its outcome. It helps you examine whether the meaning of a story grows through the behavior of its characters.
How it works
Lajos Egri wrote How to Write a Play (1942), republished in 1946 as The Art of Dramatic Writing. His claim is that every play proves a premise, a short statement such as “great love defies even death” for Romeo and Juliet, and proves it through characters in conflict. From Hegel he borrowed the dialectic: a thesis meets its antithesis, and the clash climbs in steady transitions until the crisis and climax settle the premise.
The Point of Attack (0–8%) opens at the moment a decision forces the conflict to begin, with little ordinary world before it. Rising Conflict then carries most of the story, from 8% to 75%, as attack and counterattack climb one step at a time. The Crisis (75–82%) is the turning point where the outcome hangs in the balance, and the Climax (82–92%) is the peak where the conflict is decided. Last comes the Conclusion (92–100%), the outcome that proves the premise. A dialectic layer runs underneath, with thesis to 35%, antithesis to 80% and synthesis to the end.
Egri starts in conflict and stays there. After the opening, the only marked turn is the Crisis at 75%, right on the usual act-two break, with no midpoint along the way. Freytag’s Pyramid peaks at 50% and falls; Egri’s line keeps rising until 82%. The row credited to Hitchcock also treats a play as an argument, and Egri differs by building the argument into the characters and by caring most about the rate of escalation.
Egri’s model rewards writers who know what their story is about. A premise stated in one line, with a cause and a result as in the Romeo and Juliet example, gives every scene something to prove. In revision, it helps to mark the level of the main conflict scene by scene. Two scenes at the same level suggest a stall, and a character who leaps from calm to violence without the stages between will feel unearned.
The framework, part by part
Positions are illustrative comparison references, not universal timing rules.
- Point of Attack (0%–8%, Inciting incident): Start at the moment a decision forces the conflict to begin.
- Rising Conflict (8%–75%, New world): Attack and counterattack climb in steady transitions.
- Crisis (75%–82%, Lowest point): A turning point where the outcome hangs in the balance.
- Climax (82%–92%, Climax): The peak, where the conflict is decided.
- Conclusion (92%–100%, New normal): The outcome, which proves the premise.
Use it for
Stories built around an idea, and character growth that has to feel earned.
Watch for
Conflict that jumps or stalls; Egri wants it rising in steady steps.
See how your story works.
Explore 30 approaches to story structure through short films and illustrated guides. Bring an idea or a draft, build your outline, and compare how different frameworks organize its events.
Free to use. No account needed to write. Save a backup to keep your work.
A short film on every structure
Each of the 30 structures has a 90-second animation that draws its shape beat by beat, and a page with every beat, how its parts work, questions to try, and when it can help. Start with one you’ve heard of.
All 30 structures on one timeline
Each row is one structure. The story runs left to right, from the first page (0%) to the last (100%). Bars are beats that last a while; diamonds are single moments. Drag the red line to any point, and the list below shows the nearby beats in each structure.
- Bar: a beat that lasts a while
- Diamond: a beat at one moment
- Red line: the point you’re reading
- A blank stretch: that structure names no beat there
- Act II-A and II-B are the two halves of Act Two, split at the midpoint.
Rows 1 to 13 follow Robert Carlson’s Ultimate Story Structure Chart (2015). Rows 14 to 21 are the structures readers of that thread asked him to add, and rows 22 to 30 are nine more we added. Positions combine source conventions and editorial estimates. Use them to compare approaches; they are not universal timing rules.
† Credited on Carlson’s chart. We found no primary source; the tree line is also credited to George Abbott and George M. Cohan.
Outline your story in any structure
Choose a framework and give its prompts a few sentences. Compare suggested placements in other frameworks to find a useful question or a different way to develop an event.
Pick a structure you know
Not sure? Try one of these, or any of the 30.
Write a sentence for each beat
A beat is one turn in the story, like the Catalyst that knocks your hero’s life off course. Each beat comes with a question to help you answer it.
Compare another framework
The comparison suggests where your notes could fit. Review each match. You decide which prompts matter to your story.
We wrote The Wonderful Wizard of Oz as a Save the Cat! outline. These excerpts from our outline of Baum’s 1900 novel show how suggested placements change between frameworks. Unmapped prompts describe this partial outline, not a flaw in Oz. Pick any structure you know and try it with your own story.
Sketch your story’s ups and downs
Kurt Vonnegut drew stories as a line that rises when things go well for the main character and falls when they go badly. Draw yours from left to right and we’ll name the classic shape it’s closest to.
Take it to the page
The free 91-page guide has the full chart, a chapter on each structure, printable worksheets and beat calculators for films, episodes and novels.