Seven-Point Structure
Design the ending first.
An ending can help you discover the beginning that will make it matter. Seven-Point Structure works between those states, identifying the turns and pressures that connect them. It is useful when you know where a character must arrive but need to develop the route.
How it works
Dan Wells presented the Seven-Point Structure in a 2010 talk at the Life, the Universe & Everything symposium, adapting it from the Star Trek Roleplaying Game Narrator’s Guide. Its central advice is to design the ending first. A writer plans the resolution, then the hook as its opposite, then the midpoint that carries the hero from one state to the other, and builds the remaining points around those anchors.
Every beat is a single point. The Hook at 0% shows the starting state, the opposite of the ending. At 25%, Plot Turn 1 brings conflict and changes the hero’s world. Pinch 1 at 37.5% is the first thing to go wrong, pressure that forces the hero to act, and the Midpoint at 50% moves the hero from reaction to action. Things get worse at Pinch 2 (62.5%), where the plan fails and the hero seems lost. Plot Turn 2 at 75% hands them the final piece, and the Resolution at 100% is Wells’s name for the climax, where the main conflict is settled.
The positions track Larry Brooks’s plot points and pinches almost exactly, though the second pinch does different work. Brooks uses it to remind the reader of the antagonist, while Wells makes it the hero’s darkest moment, at 62.5%, well ahead of the shared lowest point near 72%. With the Resolution standing in for the climax, there is no separate aftermath, and no inciting incident is named. The emphasis falls on the arc between two opposite states.
It’s at its best when the ending is already clear. Writing the Resolution and the Hook as a matched pair, brave against cowardly or loved against alone, makes the midpoint easier to find. In a series, each plotline can carry its own seven points, and interleaving them shows where storylines collide. The gaps between points are long, especially before Plot Turn 1, and need subplots or smaller cycles of trying and failing to fill them.
The framework, part by part
Positions are illustrative comparison references, not universal timing rules.
- Hook (0%, Ordinary world): The starting state, the opposite of the resolution.
- Plot Turn 1 (25%, Commitment): Conflict arrives; the hero’s world changes and they move toward the midpoint.
- Pinch 1 (37.5%, New world): Something goes wrong, and pressure forces the hero to act.
- Midpoint (50%, Midpoint): The hero moves from reaction to action.
- Pinch 2 (62.5%, Lowest point): More goes wrong; the plan fails and the hero seems lost.
- Plot Turn 2 (75%, Final push): The hero gets the final piece needed to win.
- Resolution (100%, Climax): Wells calls his climax the resolution: the moment the main conflict is settled.
Use it for
Outlining when you know the ending, and juggling several plotlines in a series.
Watch for
Seven points leave plenty of empty road between them.
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.
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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.