How to approach Sequence 3, the beginning of Act 2
When I was younger, I thought Act 2 was the hard part. It really isn't.
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When I was younger, I thought Act 2 was the hard part. I could write up an Act 1 like I was cramming for a final essay the night before. No problem.
But Act 2? Act 2 was the desert where my stories went to die.
Keep in mind, this was when I was younger. And I didn't know what I didn't know.
I may have breezed through those Act 1s pretty easily, but that doesn't mean I was writing them well. I was confusing speed with effectiveness. These are not the same things.
29 years into this career, I find Act 1 much tougher to really nail. You need to get so much more right, and the stakes are much higher when you get it wrong. You can make a choice that looks just fine on the surface, and only realize you've undercut the whole thing 70 pages later.
If Act 1 doesn't work, Act 3 won't work.
Nor do you have the concept to play with yet, only the ordinary world. And on top of all that, you are dealing with a skeptical reader!
In Act 2, you're building off the work you did in Act 1.
You've defined the sandbox. The audience knows the characters. They know who wants what and they know why they care. The reader now has a feel for you and trusts you. They're along for the ride.
It's the difference between designing a game and playing it. Playing the game is easier.
This is especially true in Sequence 3.
In case you're new to the Weekly Email, I write and teach in 8 sequences.
There are, of course, other ways to do it, but my writing evolved to 8 sequences because I found it more flexible and reliable in generating narrative momentum and emotional resonance than other approaches.
It wasn't until I started teaching that I even realized I was doing it! This is what I mean by my writing evolved into it. Because I teach, I formalized it into a documented process.
I am not familiar with how others teach 8 sequences, but one thing they all have in common is:
Act 2A, like all the acts, is made up of two sequences.
2A's sequences are Sequence 3 and Sequence 4.
I call them "First Steps" and "First Attempts," respectively.
First Steps is just what it sounds like.
They are the first steps into what Joseph Campbell called the "special world." The first steps of the protagonist's journey and the first steps to solving their problem.
We define all the sequences in Mastering Structure, but today we will focus on:
SEQUENCE 3:
The protagonist leaves their ordinary world, and they assess the dangers of the new one. They attempt to react in the most rational way possible given their character and the circumstances of Act 1.
When you think of it this way, it gets a heck of a lot easier.
Focus on Action.
This is where most people get this wrong. They worry about plot. They worry about "What could happen?" They worry about "Fun and Games."
These are all secondary concerns.
Our primary concern, as dramatic writers, is what the protagonist chooses to do. The action.
What is the very first, logical thing they need to do to solve their problem?
- If we don't see them do this, we will not necessarily believe the more extreme choices they will make later on.
- YOU get to decide what these first steps need to be.
The Special World is the world with the problem.
Some stories have very distinct special worlds. In these stories, "Special" isn't metaphorical. It's literal.
It may be an entirely different environment. A different planet, a different island, a different city, a new job.
But what all special worlds have in common is that they are the world with the problem.
For the protagonist, the ordinary world was the world where they were unaware of the problem. The special world comes after they decide they need to solve it.
Don't get bogged down in world building here.
World building is best shared through exploration, not exposition.
Let the protagonist map out their territory through action, rather than plot events.
Give them a want, and that want requires collision with this special world.
Some examples:
Well, the one we all know and (mostly) love is STAR WARS.
STAR WARS is one of my favorite examples of what I mean by "you get to decide what the first step is."
We are in a space movie. No one would call foul if Obi-Wan Kenobi had a spaceship in his backyard. Lucas could have made any rule he wanted to, but he decided that they needed to hire a ship and a pilot and for Luke to get his "friends and allies" this way.
So Act 1 ends when Luke tells Obi-Wan he will go with him to Alderaan to deliver the R2 unit and help destroy the Death Star.
At that point, they are now in Sequence 3, First Steps. And the first step is to hire a pilot and get off Tatooine. They spend all of Sequence 3 doing that, and as soon as they leave Tatooine, Sequence 3 is over.
Pretty simple, right?
Mos Eisley is about as special a special world can get and it is explored through a very clear want driving the action.
SKYFALL is another great example of this same thing.
In SKYFALL, Bond has to recertify as a 00. This is his first step and a problem entirely of the storytellers' choosing. In no way was the audience demanding that Bond recertify after being out of service for so long.
But from a character, relationship, and thematic point of view, it is a wonderful choice and pays off even bigger later when we find out that Bond had actually failed and M overrides it.
As soon as Bond is recertified, he is given the location of the bad guy and told, "Go get him."
No mystery, no hunt, no clues. Just, "go get that guy," and we are now in Sequence 4.
In THE PROPOSAL, two characters need to learn enough about each other to fool others into thinking they are in love.
This is so one of them can stay in the United States with a green card marriage. They have one weekend to pull this off, but for story reasons, they need to fly to Alaska for a family event to do it.
Sequence 3 is the physical journey to Alaska, to the family house, and the first introductions to his family as they pose as an engaged couple. They pull it (mostly) off, and when that first day ends, so does Sequence 3.
DIE HARD is the most logical of the bunch.
Sequence 3 focuses on John McClane trying to call the cops. A very boring choice, right? "Call the cops." But it's the most logical thing anyone would do in this predicament, and it is the predicament itself that makes this fun.
The world building of an empty office building is explored through action. Failure. New tactic. Failure. New tactic.
When he gets a hold of a radio and realizes he can call the cops from the roof, Sequence 3 is over, and we are on to Sequence 4.
The key to outlining a sequence is to know where you are going.
This is one of the most important bits of advice I can give.
If you know the last scene in each sequence, you never have to outline outside of a 12-14 page scope. Think about how freeing that is.
How do you get from A to B? That's it.
You move from, "What could happen next?" to "What needs to happen next?"
This is a much more productive, liberating, and fun question to ask and answer.
So if you were outlining DIE HARD:
You would be asking, "What needs to happen to get him from running up the stairs to avoid the 'terrorists' to getting a radio and realizing the roof is the best place to call for help?"
"How do I make it fun?" explores the concept.
"How does it affect him?" tells the story.
If you were writing THE PROPOSAL:
What needs to happen between them leaving New York City and the two of them sleeping in a room together, she in the bed, and he on the floor, in Alaska?
"How do I make it fun?" explores the concept.
"How does it affect the two of them?" tells the story.
This is not prescriptive.
If you know what you want to do, going with your gut can go a long way.
If things are working just the way you want them to in your story, there is never a reason to adjust that to fit preconceived ideas of what your structure is supposed to be.
Narrative momentum and emotional resonance are all that count.
If you've got that, you're in good shape.
That said, if you're struggling and you're pounding your head against the wall, leaning into a consistent approach can do wonders.
A great way to do that is simply to decide Point A and B, and then ask, "What needs to happen to get from here to there?"
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