When to Start ?

Describe all then your ready to write your screenplay


 1.Who is: HEROES Central figures in stories. Everyone is the hero of his or her own myth.
 2.Who is: SHADOWS Villains, antagonist or enemies, perhaps the enemy within. The dark side of the Force, the repressed possibilities of the hero, his or her potential for evil. Can be other kinds of repression, such as repressed grief, anger, frustration or creativity that is dangerous if it does not have an outlet.
 3.Who is: MENTORS The hero’s guide or guiding principles, for example Yoda, Merlin, Gandalf, a great coach or teacher.
 4.Who is: HERALD One who brings the Call to Adventure. Could be a person or an event.
 5.Who is: THRESHOLD GUARDIANS The forces that stand in the way at important turning points, including jealous enemies, professional gatekeepers, or your own fears and doubts.
 6.Who is: SHAPESHIFTERS In stories, creatures like vampires or werewolves who change shape. In life, the shapeshifter represents change or ambiguity. The way other people (or our perceptions of them) keep changing. The opposite sex, the way people can be two-faced.
 7.Who is: TRICKSTERS Clowns and mischief-makers, Bugs Bunny and Daffy Duck, Richard Pryor and Eddie Murphy. Our own mischievous subconscious, urging us to change.
 8.Who is: ALLIES Characters who help the hero through the change. Sidekicks, buddies, girlfriends who advise the hero through the transitions of life.


1.Where is: THE ORDINARY WORLD. The hero, uneasy, uncomfortable or unaware, is introduced sympathetically so the audience can identify with the situation or dilemma. The hero is shown against a background of environment, heredity, and personal history. Some kind of polarity in the hero’s life is pulling in different directions and causing stress.
 2. When and where is: THE CALL TO ADVENTURE. Something shakes up the situation, either from external pressures or from something rising up from deep within, so the hero must face the beginnings of change.
 3. When and where is: REFUSAL OF THE CALL. The hero feels the fear of the unknown and tries to turn away from the adventure, however briefly. Alternately, another character may express the uncertainty and danger ahead.
 4. When and where is: MEETING WITH THE MENTOR. The hero comes across a seasoned traveler of the worlds who gives him or her training, equipment, or advice that will help on the journey. Or the hero reaches within to a source of courage and wisdom.
 5. When and where is: CROSSING THE THRESHOLD. At the end of Act One, the hero commits to leaving the Ordinary World and entering a new region or condition with unfamiliar rules and values.
 6. When and where is: TESTS, ALLIES AND ENEMIES. The hero is tested and sorts out allegiances in the Special World.
 7. When and where is: APPROACH TO THE IN-MOST CAVE. The hero and newfound allies prepare for the major challenge in the Special world.
 8. When and where is: THE ORDEAL. Near the middle of the story, the hero enters a central space in the Special World and confronts death or faces his or her greatest fear. Out of the moment of death comes a new life.
 9. When and where is: THE REWARD. The hero takes possession of the treasure won by facing death. There may be celebration, but there is also danger of losing the treasure again.
 10.When and where is: THE ROAD BACK. About three-fourths of the way through the story, the hero is driven to complete the adventure, leaving the Special World to be sure the treasure is brought home. Often a chase scene signals the urgency and danger of the mission.
 11.When and where is: THE RESURRECTION. At the climax, the hero is severely tested once more on the threshold of home. He or she is purified by a last sacrifice, another moment of death and rebirth, but on a higher and more complete level. By the hero’s action, the polarities that were in conflict at the beginning are finally resolved.
 12.When and where is: RETURN WITH THE ELIXIR. The hero returns home or continues the journey, bearing some element of the treasure that has the power to transform the world as the hero has been transformed.



What is a : A BEAT is an exchange of behavior in action/reaction. Beat by Beat these changing behaviors(modes) shape the turning of a scene.

Keys to saving the Cat


1. Opening Image(1):
2. Theme Stated(5):
3. Set-up(1-10): 1
4. Catalyst(12): 2-3
5. Debate (12-25): 3-6
6. Break into Two(25): 6-9
7. B Story (30): 15-16
8. Fun and Games (30-55):16-25
9. Midpoint (55):30
31-34
10. Bad Guys In Close In (55-75):35

11. All Is Lost (75):36-40
12. Dark Night of the Soul (75-85):41-42
13. Break into Three (85):43-45
14. Finale (85-110):50


What is a : A Story Event, When and What does it create? What gives it  "meaning" how does it effect "change"? Where in : life situation of a character does it take place? And How, Does:  that  expressed and experienced in terms of a value

How is  and What causes the :  ACHIEVED THROUGH CONFLICT

A series of acts builds the largest structure of all the Story. A story is one huge master event.....each should have the arc of the film,

What causes : the great sweep of change that takes life from one condition at the opening to a change condition at the end.

When is the : The final condition, the end change must absolute and irreversible.


What is a : STORY CLIMAX : A story is series of acts that build to a last act climax or story climax which brings about absolute and irreversible change.


What is a : An Act is a series of sequences that peaks in an climactic scene which causes a major reversal of values, more powerful in its impact than any previous sequence or scene.



Name a:  SEQUENCE is a series of scenes-generally two to five-that culminates with greater impact than any previous scene.


Setup:
 
 
Scene One:
 
 
Scene Two:
 
 
Scene Three:
 

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