Jo-ha-kyū
Slow, then faster, then swift.
The pace of an experience changes how an audience receives it. Jo-ha-kyū offers a way to think about an opening, a developing break or unfolding, and a swift conclusion. You can use it to examine the movement within a scene as well as across a larger work.
How it works
Jo-ha-kyū began as a principle of pacing in gagaku, the Japanese court music. The Noh actor and playwright Zeami Motokiyo made it central to Noh in his treatises of the early 1400s. It describes tempo, a pattern of gathering speed that ends in a swift close, and Zeami used it at every scale, from one gesture up to an entire day’s program of plays.
Jo fills the first 20%. It is slow and inviting, and it gives the audience time to settle in. Ha, the break, runs from 20% to 80% across the long middle, where the established pattern gives way and development speeds up. Kyū takes the last fifth, 80–100%, as a swift rush to a sudden and complete close.
Among the structures on the shared timeline, jo-ha-kyū is the one that measures speed. Its first shift at 20% comes a little before the usual commitment near 25%, and Kyū begins at 80%, in line with the common final push. With Ha covering sixty percent of the story, the model says nothing about a midpoint or a lowest point. The Fichtean Curve also climbs, though in discrete crises; jo-ha-kyū concerns the acceleration between events. It also nests, so a scene inside Ha can have its own slow start and fast finish.
Because it supplies no events of its own, jo-ha-kyū pairs well with a plot model, which provides what happens while jo-ha-kyū sets how fast. In revision the usual faults sit at the edges: a Jo that lingers past its welcome, or a Kyū that keeps going after the decisive moment. The principle works just as well inside a single fight or the closing pages of a chapter, anywhere the reader should feel the pace tighten. A useful check is to read a draft for speed alone and mark where it first quickens.
The framework, part by part
Positions are illustrative comparison references, not universal timing rules.
- Jo (0%–20%, Ordinary world): Slow and inviting; the audience settles in.
- Ha (20%–80%, New world): The pattern breaks, and development speeds up.
- Kyū (80%–100%, Climax): A swift rush to a sudden, complete close.
Use it for
Pacing a scene, an action sequence, a trailer or a whole act.
Watch for
It shapes speed and intensity; you still need events to pace.
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.