Screenwriting · 3 elements shown

Characters, Problem, Solution

George Lucas (attributed)

Characters, problem, solution.

Who are we following, what becomes difficult for them, and how does that difficulty resolve? This broad outline helps you describe the central movement of a story before dividing it into smaller parts. A failure to solve the problem can still provide a decisive ending.

How it works

Characters, Problem, Solution is the plainest version of the three acts on the timeline. Carlson’s chart attributes it to George Lucas, but no primary source has turned up, so the credit is secondhand. The model says a story has three jobs to do, in the order its name gives them. Whoever first framed it this way, it holds up as a check on any outline.

Introduce the Characters takes the first quarter, 0–25%, where the audience learns whom to follow and why they matter. Introduce the Problem occupies the middle half, 25–75%, as the trouble arrives and grows. Solve the Problem fills the last quarter, 75–100%, where the characters solve it or fail in a way that settles it. No turning points are named, and each block hands straight to the next.

Read literally, the model holds the problem back until 25%, the turn into Act Two, while Snyder’s Catalyst comes at 11% and Field’s Inciting Incident at 9%. Its blocks match Wilder’s Tree and Proposition, Argument, Resolution, which Carlson’s chart credits to Hitchcock, also without a traced source. The Tree fills its middle with escalation and Hitchcock’s version with an idea under test. This one puts the problem itself at the center and marks no midpoint or low point.

The model earns its place at the start of outlining, or when a pitch must be told in three lines. Writing one sentence per block is a quick check; if one won’t come, the story isn’t clear yet. Once the blocks hold, it hands off well to a finer structure, such as Field’s Paradigm or Gulino’s Sequence Approach, that can shape the long middle.

The framework, part by part

Positions are illustrative comparison references, not universal timing rules.

  1. Introduce the Characters (0%–25%, Ordinary world): Who we follow, and why we care.
  2. Introduce the Problem (25%–75%, New world): The trouble arrives and grows.
  3. Solve the Problem (75%–100%, Climax): The characters solve it, or fail in a way that settles it.

Use it for

A first pass at an outline, or a pitch that has to fit in three sentences.

Watch for

Too blunt to show where the middle should turn.

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
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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