Stage & drama · 3 elements shown

Proposition, Argument, Resolution

Alfred Hitchcock (attributed)

A play argues a proposition.

A story can put an idea to the test through what its characters do and what happens as a result. This model follows that test from its initial proposition to an outcome. It helps you examine whether the conclusion emerges from the events the audience has witnessed.

How it works

Carlson’s chart credits Alfred Hitchcock with describing a play as a proposition, an argument and a resolution. Nobody has traced the remark to a primary source, so the credit rests on the chart and remains unconfirmed. The idea is useful whoever said it. A story puts a question on the table and argues it until events deliver a verdict, much as a debate does, and the chart draws the parts with crossing lines to show each one handing off to the next.

The first quarter, 0–25%, belongs to the Proposition, which states the question or claim the story will test. Most of the running time goes to the Argument (25–75%). Characters fight it out in action there, and each side gains ground and loses it. From 75% to the end, the Resolution delivers the verdict through events, so the outcome itself is the answer.

On the shared timeline it matches the other three-part rows, the ones credited to Billy Wilder (The Tree) and George Lucas (Characters, Problem, Solution), with turns at 25% and 75%. The difference lies in what the labels track. Wilder’s follow a character up a burning tree and Lucas’s follow a plot problem, while this row follows an idea under test. It marks no midpoint and no lowest point, so the middle half reads as one sustained exchange with the emphasis on theme.

Courtroom dramas and debate stories fit it naturally, as does any plot hung on one clear question. It helps to phrase the proposition so it could be answered yes or no, and to state it before the 25% mark. The middle works best when each side belongs to a character with something personal at stake and the advantage swings more than once. A verdict lands hardest when an event decides it. If a character exists only to voice a position, give that person a want the verdict will reward or cost.

The framework, part by part

Positions are illustrative comparison references, not universal timing rules.

  1. Proposition (0%–25%, Ordinary world): State the question or claim the story will test.
  2. Argument (25%–75%, New world): Characters argue it out in action, each side gaining and losing ground.
  3. Resolution (75%–100%, Climax): The verdict, delivered by what happens.

Use it for

Courtroom and debate dramas, and any story built around a clear question.

Watch for

An argument still needs characters who want things.

A free guide and workspace for writers

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.

30 short films240 beatsFree 91-page printable guide
Now playing
Learn

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.

Compare

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.
The chart30 rows

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.

Write

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.

  1. Pick a structure you know

    Not sure? Try one of these, or any of the 30.

  2. 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.

  3. Compare another framework

    The comparison suggests where your notes could fit. Review each match. You decide which prompts matter to your story.

Here’s Oz in three structures

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.

Story shapes

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.

The field guide

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.

Where this came from