Seven-Point Story Structure
Dan Wells suggests designing the ending first, then the opposite beginning, then the midpoint that bridges them. The remaining four points (two plot turns and two pinches) push the character from one state to the other. It is a good way to make sure your ending is earned.
Step through the 7 beats
Click a point, use the buttons, or focus the diagram and press ← →. Drag the length slider to turn percentages into word positions.
The starting state, the opposite of the resolution.
In flash fiction: Design this after the resolution.
Example beatMara believes the light matters more than she does.
Seven-Point Story Structure beats in a 500-word story
| # | Beat | What happens | Starts near word | Example |
|---|---|---|---|---|
| 1 | Hook | The starting state, the opposite of the resolution. | 0 | Mara believes the light matters more than she does. |
| 2 | Plot turn 1 | New information sets the story moving. | 90 | The letter. |
| 3 | Pinch 1 | Pressure forces action; the antagonist shows. | 170 | The storm and the failing automatic lamp. |
| 4 | Midpoint | The character shifts from reacting to acting. | 250 | She stops waiting for the inspector and climbs. |
| 5 | Pinch 2 | Things fall apart; the plan fails. | 330 | The glass shatters; the flame gutters. |
| 6 | Plot turn 2 | The character gets the last piece to win. | 410 | Her coat as a windbreak; she keeps it burning. |
| 7 | Resolution | The ending state. | 500 | She knows the fishermen needed her, not the light. |
Seven-Point Story Structure: common questions
What are the seven points?
Hook, plot turn 1, pinch 1, midpoint, pinch 2, plot turn 2 and resolution.
Who created the seven-point story structure?
Author Dan Wells popularised it in a widely shared 2010 lecture series, crediting the Star Wars roleplaying game manual as his source.
Why plan the resolution first?
Wells argues that once you know the ending, you can set the hook as its opposite, which guarantees the story shows a change.