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Art Drama Beat Sheet Template


A script reader will tell you that the first ten pages are where they make the determination about whether or not they want to recommend a script.

1. Opening Image (pg 1): So make your opening image stand out and try to link it to the theme of the story. (pgs 1-2)

2. Theme Stated (pgs 1-3): The World Around Us , This is where you really set the tone as well. (p. 3)

3. Set-Up (pgs 1-5): Protagonist Introduction, we want to know them and know their story. Try to put them in a situation that makes us care about them or understand their struggle. (pgs 1-3)

4. Catalyst (p. 6): The Character Traits, some of the beats can occur in the same scene, or series of scenes together. When you meet your character, we need to see what's driving them. what stands out about them. What do we think they need to change? Hint at possible arcs. Allude to who they are and how they interact with others. (p. 13)

5. Debate - The Emotional Hurdle, external conflict in stories, but what about internal conflict? We want to know what's inside the character that can hold them back. who he is, how society views him, (pgs. 6-13)

6. The Physical Hurdle (pg 13): beginning of the external conflicts in the story. what impedes the characters. (pg 17)

7. B Story (Subplot Intro by) The Reason Forward , He wants to stop the Nazis, that's his external driving force, but he also wants to secure the greatest find in human history.(pg 16)

8. The Decision to Try -As you enter the second act, your character needs to fully decide to participate in the quest. (pgs 16-29)

9. Midpoint - Why We’re Here = racks up the body count and gives you the suspects. (pgs. 29-31)

10. Bad Guys Close In - While the successes here involve an investigation, the answers to the questions are damning. This is not fun and there's no joy here, but as the intrepid team gets answers, the story moves forward. (pgs 29-40)

11. All Is Lost (Low Point) Consequences and Casualties , we need to see is a failure. Things can't go smoothly. Beats of failure are the most important part of a second act. This is where great characters deal with their actions. When you see your character fail, you can expose the character traits you want to see them fix. You can also build in the backstory to explain those failures. (pg 40)

12. Dark Night of the Soul - The Final Straw - What's the low point? The one where people want to quit. Where the mission stops making sense. What's war? Why are we fighting? Is this all worth it? (pgs 44- 46)

13. Rock Bottom - Let him wallow in that loss. And make that loss hurt. (pg 43)

14. Finale -The Bounce Back and despite the trouble and danger, You player was down, but now he's up taking one last swing, (pgs 44-57)

15. Final Image - Triumphs - communicate to the audience triumph here. That's the lesson, the moral, the reason you want people to tune in and watch. (pg 57)

16. The Final Frame - this is where your story ends. What image will you leave in your reader's mind?











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