A Basic Hollywood Movie Plot Outline Template

There’s no single, right way to structure a movie plot. However, Hollywood executives have gotten addicted to a certain format. So if you want to impress them, youR best strategy is to give them what they want. Many successful scriptwriters have reverse engineered the formula by breaking down existing movies, and a few of them have been gracious enough to share their findings. I’ve studied them all and have been frustrated by each of them. They all leave key bits of information out, which makes them feel like pieces of a treasure map. So I laid them all out, side by side and compared them. Then I studied popular movies to fill in the gaps. The outline below is the most standardized, generic outline that uses the most popular plot points. It isn’t meant to be followed 100%. This is just a baseline. As you fill in the key points, you can flesh out the spaces between them and even push the plot forward or backward a little bit.

The A-story is the hero’s external quest to achieve the goal that’s most important to him, such as: saving the world, saving his home, getting rich, paying off a debt, escaping a dangerous place, getting back home, etc. The B-story is the love story or the hero’s secondary quest to overcome an internal character flaw.

A beat is a series of events that usually fit in one scene, is one minute long, and equals one page of a screenplay. For every beat that’s longer than one minute, another beat must be equally shorter. The sequence of a beat goes like this:

Set up a situation with a goal. Put a conflict between the hero and their goal. The hero reacts to the conflict and tries to overcome it. This produces an outcome. Typically, the hero meets a person. They have tense conversation or a fight, which the hero either succeeds or fails to overcome. If the hero succeeds, something good happens to him in the next beat. If he fails, something bad happens to him. If he wins in one of the major conflict beats, his success tends to be a false victory. He wins the battle, but it backfires and sets him back worse than he was before, which raises the stakes and lowers his hope of succeeding at his ultimate goal.

The beat chains on the right are suggestions for how you can fill in the blank beats between major conflicts and points of no return. You don’t have to follow them exactly, but a hero’s actions will only be believable and relatable if you show or state the hero’s goal, the conditions of achieving the goal, and his plan to fulfill the conditions. You also need to show or state his motivation. This means the stakes. If he succeeds, something good him will happen that’s important to him. If he fails, something bad will happen. In other words, either his wildest dream or worst nightmare will come true.

As the hero works towards fulfilling the conditions of his quest, he will constantly run into setbacks that will change the conditions of completing his goal. Then he’ll have to identify the new conditions, debate going forward and make a new plan. Each time he encounters a setback, the stakes get raised and his chances of success get lower until all hope is lost. The hero’s successes are rarely luck. They happen when the hero uses his signature strength. His failures are rarely luck as well. They happen when the hero uses his signature flaw. So the plot is driven more by the hero’s flaws than his strengths. If he was perfect, there would be no story to tell. The hero resolves his signature flaw through the course of the B-story. It’s only by accomplishing that goal, which he probably didn’t even know he had, can he accomplish his ultimate goal in the A-story.

CLICK HERE TO VIEW A GOOGLE SPREADSHEET WITH PLOT BREAK DOWNS OF 14 ICONIC MOVIES

Spreadsheet showing a generic movie script arragned by acts and beats with standard conflicts

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What Is A Beat In Screenwriting?

A 90-120 minute movie breaks down like a 5-episode season of a sitcom, which you can see examples of in my movie break downs and my basic Hollywood movie plot outline template. Each Act is an episode that revolves around the hero accomplishing a goal that’s a condition of his final goal. Each episode/Act can be further broken down into smaller self-contained, goal-accomplishing cycles. These mini action cycles are called beats.

My definition of a “beat” is, everything that happens between the time the hero enacts a plan to achieve an immediate goal and fails or succeeds to accomplish it.

Beats tend to be 1-3 minutes long and last 1-5 scenes, though most beats are only 1 scene long. This way, each scene opens to a new action sequence and ends with the hero succeeding or failing to accomplish a goal. The only time a beat lasts 4-5 scenes is during a montage, chase or fight scene. The longer the movie, the longer the beats tend to be. In Avatar, an unusually long movie, each beat is about 2 minutes long. In Inception, an equally long movie, each beat lasts a minute or less, making it much more fast paced.

Regardless of the length of movie, the first Act tends to always have 8-12 beats, with the average being 10. The final act almost always has 3 beats. The exception is when you have multiple characters who all need a dedicated denouement for their story line. Every other Act tends to be 10-20 beats long, usually closer to 10 than 20. Movies that are 90 minutes long tend to have 40-100 beats. 120+ minute long movies tend to have upwards of 180 beats. You can find examples of beat break downs in famous movies in the list of links at the bottom of this page. They show there’s not an exact number of beats a movie should have.

STEPS OF A BEAT

Beats tend to follow the same 9 steps, which are listed below, though for short, fast beats, you can eliminate steps 6 and/or 7.

  1. Opening image:

Each beat begins with the hero approaching a problem he needs to solve in order to accomplish a goal that will help him achieve his ultimate goal. This establishes where the camera will start rolling. So it needs to include the location and what the protagonist is doing when the director shouts, “Action.” Describe how the hero arrives or is found at the scene. The most common opening image is the hero walking through a door into a room where needs to do something.

  1. Hero’s opening action:

Once the hero’s presence is established on the scene, he needs to do what he came there to do. He already has a goal and a plan in mind. This is the first thing he does to engage the environment in pursuit of his goal.

  1. Opponent with a conflict of interest or opportunity:

There is always something standing between the hero and his immediate goal. It’s usually a person who has a conflict of interest with the hero. However, the “opponent” can be an ally of the hero, and the opponent’s ultimate goals can align with the hero’s. There still needs to be a source of conflict standing between them. In those cases, the conflict is the hero doesn’t want to the opportunity.

  1. Hero’s response:

After the hero encounters his opponent, he must logically react to it. The hero can only act in his character. The only way the audience can know the hero’s character is by watching him demonstrate his values and skills, of which he has 5-10 he reuses in every beat.

  1. Opponent’s response:

After the hero responds to the conflict in character, the opponent will counteract the hero’s action. Their action is usually a worst-case scenario that minimizes the hero’s chance of success. If the opponent has been seen before, they will use responses that were introduced in their first one or two appearances.

  1. Hero’s escalated response:

After the hero is hit with the opponent’s response, he will counteract the opponent’s move. This move will be more dramatic than his first response.

  1. Opponent’s escalated response:

The opponent will get at least one more chance to counter the hero. If the hero is destined to lose the conflict, this will be the deciding blow that neutralizes the hero and prevents him from achieving his goal. If the hero is destined to win the conflict, he would get another chance to respond with action after the opponent’s turn is over.

The beat can go on longer by having the hero respond again, and the opponent can respond again after that. In an action movie where the hero is physically fighting an enemy, the tit-for-tat can go on for five minutes in a single beat. Most conflicts are conversations where two people parse words briefly and then reap the consequences.

  1. Final outcome:

The final outcome is whether or not the hero won or lost the conflict.

  1. Hero’s closing image:

The closing image is what the camera sees right before the director shouts, “Cut.” This shows the immediate aftermath of the encounter and either implies or states how the outcome affects the hero’s progress towards his ultimate goal. If the hero wins, he may be doing a victory dance. If the hero loses, he may be laying in a gutter bleeding.

EXAMPLES FROM “AVATAR”

The clip includes the first two beats from “Avatar.” The first beat ends, and the second begins, at minute 1:30. The conflict in the first beat is general malaise. The conflict in the second is a basic physical fight. Both are a metaphor for the hero’s life:

Here are another two beats from Avatar. The first ends, and the second begins at minute 1:42. The conflict in the first beat is Jake wanting to use his Avatar body before he’s ready. The conflict in the second is the challenge of using his Avatar body in the training grounds.

This an example of a fight scene beat with multiple escalations within a single conflict:

This is an example of a beat from Avatar with multiple scenes. The central conflict is to climb a mountain, but it takes several steps. Technically, you could consider each step its own short beat. Sometimes beats can be subjective and open to interpretation.

Click here to see a complete break down of all the beats in Avatar.

 

 

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How To Add Multiple Story Lines When Writing A Movie

"Subplots & Storylines"

A 90-120 minute movie about a hero who only accomplishes one goal, would require him to complete at least a dozen steps to fill all the screen time. This would be painfully slow and lack depth. The solution is to give the hero multiple needs to fill, each with their own goal, conditions and complications. There’s no right answer for how many story lines you should have, but the industry standard is three: An “A-story,” “B-story,” and “C-story.” This gives you just enough content to fill 90-120 pages without things getting too complicated, choppy or fast.

If all three story lines contain the same amount of screen time, each one would feel equally important, and it would be unclear what the driving force of the movie is. Therefore, the standard is for the A-story to take up 60-70% of the screen time. The B-story takes up 20-30%, and the C-story takes up 5-10%. This gives the hero enough time to complete the twelve-steps to accomplishing a goal, 3-4 times in the A-story, 1-3 times in the B-story and once in the C-story.

The A, B and C-storylines serve a specific purpose, which defines the need/s the hero is attempting to satisfy in each storyline:

 

The A-story

 

 

The A-story is the longest storyline. So it carries the story, which means the hero’s ultimate goal in the A-story is the driving force of the story. Since the story needs the hero to be active, it makes sense that the hero’s A-story goal is to achieve an external, tangible goal. It’s what he wants to do most in life. It’s the impact/change he wants to have on the external universe.

Below are some of the most common A-storyline goals:

  • Save his world, home, business or a loved one’s home or business.
  • Win a contest.
  • Stop a killer, monster, oppressor or kidnapper.
  • Find or return home.
  • Fulfill a job contract.
  • Get rich, powerful or otherwise successful.
  • Get revenge.

The B-story

 

 

The B-story could be another tangible goal, but the standard is for the B-story goal to be what the hero’s heart wants most in life. It’s what he wants to become. It’s his quest for intangible, interpersonal, metaphysical, and/or internal accomplishment. It’s the impact/change he needs/wants in his internal universe. The hero may have to do something tangible to fulfill the condition of the B-story goal, but the topic/theme of the quest is psychological, inter-personal or spiritual.

It creates the most tension when the B-storyline goal is a condition of the A-story goal. This means the hero has to achieve his B-story goal before he can achieve his external goal. This is psychologically satisfying for the audience, because the hero’s external progress depends on his internal growth, which brings the quest full circle.

Below are some of the most common B-storylines:

  • The hero wants someone to fall in love with him. This is the most common B-story.
  • The hero wants to save, protect or help a loved one (if that’s not already the A-story goal).
  • The hero wants to prove his worth/virtue and be respected or accepted by himself, his lover, boss, children, parents, teacher or social group.
  • The hero wants or needs to overcome an internal flaw. For a list of character flaws, do an internet search for lists of personality disorders, emotional disorders, behavioral disorders or character flaw tropes.

If you want to write a story that is more emotion-based and focused on interpersonal relationships, you can swap the A-story and B-story so that the longer A-story revolves around the hero’s internal goal, and the shorter B-story revolves around the hero’s external goal. The shorter action-oriented storyline can still drive the story if you want.

In “Back to the Future,” Marty spends most of his screen time unifying his parents to fulfill his dream of having a functional family, which is a condition he must fulfill before he can use his time machine to go back to the future, which he only spends about 20 minutes doing.

In “Along Came Polly,” the hero spends most of his time falling in love with a woman named Polly. He only spends about 20 minutes completing a job for his boss, in which he learns the life lesson he needs to know in order to keep Polly.

 

The C-story

 

 

The C-story is an optional miniature side-story. If you have a C-story, it will appear in the last beat of the movie, which hints at what the future holds for the hero. So the C-story arc would logically involve solving a problem that sets the hero up for his next adventure.

 

You have three options when adding your third (or more) storyline/s.

 

1: Each storyline represents another quest for the hero. It’s the hero’s quest to accomplish whatever the third most important goal in life is for him, based on his beliefs. It can be used tactically to provide the hero with a resource he’ll need to solve the A-story line, or it can be a fun time-filler that could be cut without affecting the main storylines. In “Back to the Future,” the hero tries to prevent his mentor from dying in the future.

 

2: Each storyline follows a character’s quest to fulfill their need other than the hero, such as the antagonist, love interest or sidekick. The storyline should be relevant to the hero’s ultimate goal or it will feel irrelevant and distracting. The C-story will have the most impact if it’s the character’s B-story and conflicts with the hero’s A or B-story goals.

 

3: Each storyline represents a quest for one of the minor characters. This option has less impact on the story and the viewer, which can be a good vehicle for comic relief or fleshing out the tone of a genre-centric story… unless you’re doing a story like “Snatch” or “Lock, Stock and Two Smoking Barrels” where there are multiple characters with conflicting goals that keep crossing paths. Either way, the minor character/s’ goals should somehow align or conflict with another main character’s ultimate goal/s, preferably the hero. Otherwise, the storyline is an unnecessary distraction. However, that can work to your advantage if you’re writing a mystery story where you want to misdirect the audience’s attention.

 

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12 Steps Fiction Characters Must Follow To Accomplish A Goal

In my post, “How writers can use the psychology of motivation to create believable characters,” I explain the 18 steps every real-life human being follows when choosing and accomplishing a goal. Here, I boil those down to 12 simple steps for you to use in your stories to make sure your character’s actions are logical and believable.

The process of motivation: Unsatisfied need -> Tension -> Drives -> Search Behavior -> Need Fulfilled -> Reduced Tension

1: State the hero’s need.

In order for a hero’s actions to be logical, they must be done in pursuit of obtaining an incentive that will satisfy an unfulfilled need. So the first step is to state or illustrate the hero’s need.

2: State the stakes of completing/failing to fulfill the need.

If a hero has a goal but no reason to accomplish the goal, then his actions will only be half-logical. The more clearly the audience understands the hero’s motive, the more reason they have to care if he accomplishes his goal. The less they understand his motive, the more distracted they’ll be trying to figure out why the hero is doing anything. The more poignant the hero’s motive, the more poignant the story will be to the audience. The less poignant the hero’s motive, the less reason the audience will have to finish watching or reading the hero’s story.

The reason the hero wants to accomplish his goal is because there are stakes at risk. If he succeeds, something good will happen. If he fails, something bad will happen. Since there are foreseeable good and bad consequences, the hero could literally write down the cost/benefit analysis of trying to accomplish his goal and come to the logical conclusion that he must take action. It could be patronizing to the audience to have the hero spell out his motives so explicitly, but the audience does need to know the consequences of both success and failure to fully understand the hero’s behavior.

When brainstorming the stakes in your story, bear in mind that the stakes will define the hero’s character. Whether the author intends it or not, the fact that the hero cares about the stakes, says something about his internal character. If you use the most exciting stakes you can brainstorm, it will make the hero seem like an exciting person. The more you personalize the stakes to the hero, the more depth the hero’s character, and his relationship to the story, will have.

3: State the condition of fulfilling the need.

The fact that the hero has an unfulfilled need, implies that he must do something to satisfy it. If he didn’t have to do anything, then that would imply it’s already satisfied, unimportant or absurd.

The thing the hero must do to get the incentive is the condition (aka, goal). One condition/goal can have multiple conditions. The hero can learn all the conditions at the beginning of the story or along the way. If/when the hero doesn’t know his goal’s conditions, his immediate goal can be to learn them.

4: State the hero’s decision to fulfill the conditions.

If the audience doesn’t witness the hero consciously decide to engage in his quest, then his behavior will appear random. When the hero chooses to commit to accomplishing a goal, he takes ownership of his quest. Plus, when he states what he’s about to do and why, the audience can follow the story.

5: State the hero’s plan to achieve his ultimate goal.

After the hero has stated his goal and the condition to complete it, but before he takes action, he must decide what action to take. He must have a plan. The more clearly the plan is stated, the easier it is to follow the story.

Children’s stories state the hero’s plan almost every step of the way so children don’t get confused, but adults find this patronizing . They can easily follow the plot if the hero’s plans are implied.

The hero should state his plan for his major goals, but the audience doesn’t always have to know what the hero intends to do before he does it, especially when he’s completing minor goals. If the plan isn’t stated, as long as his behavior is within his character, the audience will accept the hero’s unexplained behavior as natural.

6: The hero enacts his plan to meet the condition.

Once the hero knows what he wants to do, the next step is to do it. If he does anything between the time he formulates his plan and acts on it, he’s wandering around aimlessly. He might have an interesting adventure, but the story won’t move forward until he gets back to his plan, and a tightly written story is always moving forward.

7: The hero encounters an obstacle or complication.

Technically, it would make a logical, coherent story if the hero decides to do something, does it and succeeds. Psychologically, though, that’s not very interesting. An enthralling story needs tension, and tension comes from the fear the hero won’t succeed.

So, the hero must encounter something at odds with him achieving his goal. Since a hero is measured by the quality of his opponents, the hero should encounter poignant ones that are tailored to reflect and draw out his character.

Whatever stands between the hero and his goal must have a logical reason to be there. Surprises are great, but the less relevant they are to the story, the more absurd your story will be.

The obstacle must have a conflict of interest with the hero achieving his goal. If the problem is a person, they will have a reason why they would benefit from the hero failing and lose something they value if the hero succeeds.

If the obstacle is inanimate, then its existence is the worst-case scenario God or the universe could put in front of the hero to prevent him from achieving his goal.  It helps to imagine that “God” is the antagonist, and God has a conflict of interest with the hero achieving his goal. So God keeps putting worst-case scenario obstacles and complications in the hero’s path.

8: The hero reacts and adapts to the obstacle or complication

The obstacle will require the hero to perform an action to neutralize it. The hero can use one of his signature moves and neutralize minor opponents directly and immediately, but his major goals will need more eloquent problems and solutions.

9: The hero fulfills the condition of the need.

Ultimately, the hero will either succeed or fail to fulfill the condition/s of his ultimate need. The only question is how many conditional steps he has to accomplish along the way.

10: The hero attains the incentive.

The act of the hero accomplishing his goal is the catalyst of a cause/effect reaction that manifests the incentive that will satisfy his need. In other words, he gets the prize.

11: The repercussion

The premise of the whole story is that something good would happen if the hero satisfies his need, and something bad would happen if he didn’t. Whenever a hero accomplishes a minor goal, the repercussions of that accomplishment will determine what he does next. In the second to last scene of the movie, the audience sees the repercussions of the hero fulfilling his ultimate need.

12: The sunset

After the hero fulfills his need and experiences the repercussions, the story still begs the question, what does the future hold for the hero? What’s the hero’s next goal? The beginning of each beat is the sunset of the previous beat, and the last scene is the final sunset of the story.

Technically, a story doesn’t have to include steps 10-12 at the end of the story, but the whole story has been a stick and carrot leading up to this point. The author practically promised it, and the audience will be insulted and let down if they don’t get what they expected. You’re really not being clever by ending a story abruptly.

 

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How To Tie The Purpose Of A Story To The Hero’s Goal

In my post, “How writers can use the psychology of motivation to create believable characters” I explain how every story is about a hero attempting to accomplish a goal that yields the incentive that will satisfy his need. If your hero were a hungry lab rat in a maze built by psychologists, his need would be hunger. His goal would be to press the lever that gives him a food pellet, and the pellet would be the incentive.

Drawing of a scientist with a clip board studying a rat, who is in a long box with a piece of cheese at the other end. There are no obstacles between the rat and the cheese. The rat is thinking, "Should I be insulted?"

Deducing the incentive from the need can be straightforward, because the very nature of the need practically dictates the answer. If the hero is thirsty, the incentive is water. If the hero is love-starved, the incentive is a lover. If the hero is in danger, the incentive is safety.

You should brainstorm as many incentives as you can to make sure you find the best one your mind has to offer. When you’re brainstorm, you need to keep in mind that every detail in your story will extrapolate from these. So it’s of the utmost importance that the need and incentive cater to the purpose of the story.

Ultimately, all stories serve one of two purposes:

  1. Elicit emotion
  2. Convey information

Below is a list of purposes your story can serve, including examples of popular movies and the needs and incentives they used to achieve their respective purposes:

ELICIT EMOTIONS

The purpose of your story doesn’t have to be profound. Movie studios know the films they’re making are consumer products, and their target audience is bored, overworked suburbanites who don’t have the time, money or freedom to experience life to its fullest; so they live vicariously through their television sets. Sure, some viewers are looking for answers to life’s deepest questions, but most people are just trying to feel alive in between the relentless chores and stresses of modern life.

Any entrepreneur will tell you, in order to be successful in business, you have to find a need and fill it. People need to feel emotions. So the purpose of your script can be to elicit an emotion from your audience. If you decide that’s your story’s purpose, you need pick a goal that caters to the desired emotion.

  • Elicit excitement

Most of the movies that have grossed more than $1 billion didn’t have much to say about life. The one that did, “Avatar,” did so in the most exciting way possible. The one love story, “Titanic,” had more action sequences than love scenes.

If you want to write an exciting story, then you need to know what causes humans to feel excited. The sensation of excitement is caused by the release of adrenaline in the human brain. Adrenaline is released when something triggers the fight or flight response in the sympathetic nervous system. The fight or flight response is, “a physiological reaction that occurs in response to a perceived harmful event, attack, or threat to survival.”

So if you want your story to trigger the release of adrenaline, your hero’s goal should revolve around a threat to survival. This is why the most common goal in summer blockbusters is to save the world.

Your hero doesn’t have to save anyone but himself. The threat just has to be interesting. So, to pick your hero’s goal, ask yourself, “What the most exciting goal a hero can have?”

In “The Dark Knight” the hero’s need is to protect people, and his goal is to stop an anarchist serial killer. The incentive is the antagonist’s absence, and the stakes are peace vs. death.

In “Lord of the Rings” the hero’s need is survival, and his goal is to stop an evil wizard from overrunning the world with orcs. The incentive is the antagonist’s absence, and the stakes are peace vs. death.

In “Star Wars” the hero’s need is security, and his goal is to stop an evil galactic empire from oppressing the galaxy. The incentive is a rebel-controlled government, and the stakes are peace vs. death.

In “Indiana Jones” the hero’s need is “fortune and glory,” and his goal is to find a priceless treasure. The incentive is the Ark of the Covenant, and the stakes are fortune/glory vs. Nazi domination.

  • Elicit fear

Fear is also a product of the fight or flight response. It’s also triggered by a threat to survival, and it can be divided into two types: terror and horror.

“Terror is usually described as the feeling of dread and anticipation that precedes the horrifying experience. By contrast, horror is the feeling of revulsion that usually occurs after something frightening is seen, heard, or otherwise experienced. It is the feeling one gets after coming to an awful realization or experiencing a deeply unpleasant occurrence. In other words, horror is more related to being shocked or scared, while terror is more related to being anxious or fearful. Horror has also been defined as a combination of terror and revulsion, but it can be triggered by the anticipation of a threat in the future.”

Depending on which type of fear you want to elicit, ask yourself, “What’s the most terrifying threat you could be hunted by?” or “What’s the most shocking threat you could be harassed by?”

In “It” the hero’s need is survival, and the goal is to stop the magical killer clown that is eating children. The incentive is the antagonist’s absence, and the stakes are survival vs. death.

In “The Blair Witch Project,” the hero’s need is truth, and the goal is to find evidence. The incentive is documenting the truth, and the stakes are life vs death.

In “Hostel” the hero’s need is survival, and the goal is to survive being killed by murderous tourists. The incentive is freedom, and the stakes are life vs death.

  • Elicit laughter

Many people have said that humor can’t be explained, but like anything else in the physical universe, if it happens, it happens because of a real cause/effect chain of events that can be reverse engineered. Laughter is a survival mechanism, just like the fight or flight response. It exists because the human mind is designed to think logically.

The human brain is wired to find patterns in the world so it can anticipate them and react appropriately. When it is shown a pattern and then is shown an unexpected variable, it will try to figure out how the new variable relates into the old pattern. If the new variable is threatening, the brain will trigger the fight or flight response. If the unexpected variable doesn’t fit the pattern but is nonthreatening, the brain will reject it for being illogical. The physical manifestation of the mental rejection is laughter.

Every joke has three parts: A subject, a predicate and a conclusion. Together they form a logical cause/effect pattern. The simplest formula for a joke is 1+2=-3.

Subject

The number 1 is the subject of the joke. You can call it the introduction or setup. Either way, it begins establishing a pattern. This is why jokes often begin, “A guy walks into a bar…” “Two rabbis were eating at a deli…” “I was eating dinner with my mother in law last night…”

You introduce a situation that the audience has preconceived expectations about in preparation to deviate from the expectations. You can even begin a joke by breaking the expected pattern immediately by saying, “A horse walks into a bar…” “Two rabbis were eating in a church…” “I was having sex with my mother in law last night…”

Predicate

The number 2 in the formula above is the predicate. In a sentence, the predicate says something about the subject. When you combine the subject and the predicate, you can deduce the logical outcome. So you could make a joke by saying, “A man walks into a bar (subject) and orders a beer (predicate)…” The logical expectation is that the bartender will serve him a beer (conclusion). Finishing the joke is simply a matter of finding a surprisingly ridiculous conclusion for the situation.

Again, you can also create humor by using an unexpected predicate such as, “A man walks into a bar and orders a horse…” or “Two rabbis were eating at a deli, when my mother in law rides in on a horse…”

Conclusion

When you hear the subject and predicate of a joke, your subconscious brain is thinking, “When the first variable is added to the second, I can predict what the outcome will be.” Why the joke is funny depends on why the conclusion doesn’t follow the premise. The unexpected ridiculousness of the conclusion is the punch in the punch line. The conclusion can be absurd, exaggerated, under/overstated, reframed, misinterpreted or opposite of what you expected.

You can also make a successful joke by having a conclusion that does follow the premise logically, but it’s unexpected because nobody has ever pointed it out to you, or you’re surprised to hear someone say it because it’s taboo, poignantly accurate, or has unexpected implications.

Ideally, your whole story could be summarized as a joke, where Act 1 introduces a subject, Act 2-4 builds on the pattern in a way that leads the audience to expect a certain conclusion, and Act 5 deviates from it in an unexpected, ridiculous way.

However, a lot of comedies are written with a basic adventure or love story that drives the plot, and  jokes have been crammed into every scene. If that’s the route you want to take, then plot the movie like it’s an action or love story, and worry about the funny details later. If you want the story itself to be a joke, ask yourself what expectation of the audience’s you want to pull the rug out from under.

In “Airplane,” the hero’s need is survival, and his goal is to land an airplane after the crew dies of food poisoning. The incentive is being on the ground, and the stakes are life vs death.

In “Monty Python and the Holy Grail,” the hero’s need is to fulfill the will of God, and his goal is to find the Holy Grail. The incentive is the Holy Grail, and the stakes are God’s approval vs God’s disapproval.

In “The Big Lebowski,” the hero’s need is tranquility, and his goal is to get back a rug that was stolen from him. The incentive is his rug, and the stakes are order vs chaos.

  • Elicit love

The instinctual need to feel loved is as strong as the instinctual need to have sex. The less we feel loved, the more of a relief it is to live vicariously through fictional characters’ love lives. A love story is just that, a reenactment of two people falling in love. This means the hero’s goal is to fall in love. The rest of the story is just details that will fall into place as you reverse engineer the circumstances. Similarly, if the purpose of your story is to elicit lust, the hero’s end goal will be to have sex, and the rest of the story explains how the hero got laid.

  • Elicit sadness

Fear is triggered when you’re afraid you’re about to lose something. The more important the thing is, the more powerful your fear is. A sad story is like a bad joke, where, instead of the conclusion being ridiculous. The conclusion involves losing something important. That’s why the following joke is sad, instead of funny: “A man walks into a bar and orders a beer… because his infant daughter just died, and there was nothing he could do to prevent it.”

Sadness is triggered by losing the thing you value most. You can be sad by knowing you’ll lose something in the future, by losing it right now, or thinking about something you lost in the past. Someone just has to lose something profoundly important, but with one caveat. The loss has to be hopeless. If there’s a chance of saving the thing you lost, the correct emotional response is anger, because your brain will release adrenaline to get you off your butt and trying to save the world.

The movie, “Taken” wasn’t a sad story, even though it started with the hero losing everything he valued most. It was exciting, because the hero had hope that fueled his anger. However, the movie would have been sad if he had lost his family at the end despite his best efforts. The point is, every minute in your story that you want to elicit sadness, the chances of the hero attaining the thing he wants most should be hopeless.

If you want to write a sad story, ask yourself, “What’s the most poignant thing a person can lose, and what’s the most poignant way to lose it?”

In “Schindler’s List,” the hero’s need is to honor life, and his goal is to save as many Jews as he can from concentration camps. The incentive is the people he saves, and the stakes are being good vs. being evil.

In “Brokeback Mountain” the hero’s need is love, and his goal is to be with the man he loves. The incentive is his lover, and the stakes are happiness vs. sadness.

In “Dancer in the Dark” the hero’s need is to take care of her family, and her goal is to pay for her son’s eye surgery. The incentive is her son’s sight, and the stakes are her son’s security vs. insecurity.

In “Requiem for a Dream,” the hero’s need is to be successful, and his goal is to sell enough drugs to make his dreams come true. His incentive is money, and the stakes are prosperity vs. degeneracy.

  • Elicit anger

Sadness is a watered down version of the flight response, and is triggered by loss. Anger is a watered down version of the fight response, and is also triggered by the threat or experience of loss. Most people don’t go to the movies because they want to feel angry, but there are markets and uses for anger-inducing content, aka, propaganda.

Tabloids, reality TV shows, religious programming, social justice films, eco-conscious cartoons, and extreme right wing entertainment news segments sell their consumers content that makes them angry at celebrities, politicians and outsiders.

The most poignant example is Disney’s WWII propaganda films such as “The Ducktators” and “Education for Death.” Those films inform the viewer there’s a threat to something they value, and they should be angry and take action to prevent the impending loss. The same thing happens in “Avatar,” “Fern Gully,” “Garbage Warrior” “Medicine Man,” “Hotel Rwanda,” “Crash,” “Network,” “God’s Not Dead,” “Reefer Madness,”  “Fahrenheit 9/11,” and “2016: Obama’s America.”

The formula for a story is perfectly suited for propaganda. A story is a dramatized enactment of a person who identifies what’s most important to him in life, loses it and tries to get it back. It walks through the steps of how he lost it and what can be done to get it back. To write your own propaganda film, you just need to pick something in the real world that’s important to you and is under threat. Have the hero walk through the steps of losing it or trying to prevent its loss, trying to neutralize the threat and experiencing the consequences of success/failure.

The story can be a metaphor for what’s happening in the world, or a blue-print for what could happen. As long as your call to action isn’t absurd or immoral, there’s nothing sinister about making a story that points out a valid threat and explores how it got here and how to fix it. The question you need to ask yourself to write a propaganda film is, “What’s the biggest threat to the most important thing that there’s still a chance to fix?”

  • Elicit inspiration/motivation

Inspirational and motivational movies hinge on the threat of loss as well. What makes them feel good is that the hero overcomes the seemingly hopeless threat in a spectacular manner. Sad stories tell how someone lost something. Angry stories tell how someone could lose something. Inspirational stories tell how someone got something.

That’s why the following joke makes you feel good, “A man walked into a bar and ordered a beer only to find out it was more expensive than he thought, and he couldn’t afford it. The bartender smiled at the man and said, ‘You look like you’ve had a rough day. I can tell you’ve been working hard and deserve a beer. So I’ll tell you what, it’s on the house. I appreciate you choosing my bar over all the others, and I’m glad to have you here.’”

To make an inspirational story, pick a poignant and seemingly hopeless goal for the hero to achieve.

In “Forest Gump,” the hero’s need is social acceptance, and his goal is to have a normal life despite his mental and physical handicaps. The incentive is Jenny’s love, and the stakes are companionship vs. loneliness.

In “The Shawshank Redemption” the hero’s needs are survival and autonomy, and his goal is to escape prison. The incentive is freedom, and the stakes are life vs. death.

In “Rocky,” the hero’s need is to prove himself, and his goal is to last 12 rounds in a boxing match with the world champion. The incentive is Adrian’s love, and the stakes are purposefulness vs. purposelessness.

In “The Pursuit of Happyness,” the hero’s needs are survival and taking care of his family. His goal is to become a stock broker. The incentive is a good paying job, and the stakes are being a good father vs. being a bad father.

  • Elicit curiosity

It’s human nature to want to understand the unknown because it makes us feel safe. Understanding the world around us makes us feel like we’re in control of our environment, instead of it controlling us. We’re especially curious to identify sources of danger, because we evolved for thousands of years listening to strange noises in the night, hoping a monster wouldn’t come out of the shadows and eat us.

To make a mystery story, ask yourself, what’s is the most interesting and dangerous “unknown” a person would want to know?

In “The Maltese Falcon,” the hero’s need is for truth, and his goal is to find out who killed his partner. The incentive is the culprit, and the stakes are justice vs. injustice.

In “The Usual Suspects,” the hero’s need is to do his job, and his goal is to learn the identity of Keyzer Soze. The incentive is knowledge, and the stakes are justice vs. injustice.

In “The Game,” the hero’s need is truth, and his goal is to find out why he’s being accosted by strangers in ways that reflect his inner flaws. The incentive is survival, and the stakes are life vs. death.

  • Elicit awe/wonder

Awe and wonder are pleasant emotions that can be triggered in humans by showing them a reason to hope that they don’t fully understand. It’s the rational response to a positive mystery. To write an awe-inspiring movie, ask yourself what the most interesting and wonderful unknown a person would want to know?

In “The Never Ending Story,” the hero’s need is to honor his culture, and his goal is to find the reason his world is dying. The incentive is his home world, and the stakes are survival vs. death.

In “The Matrix,” the hero’s need is for truth, and his goal is to find his place in the Matrix. The incentive is fulfilling his destiny, and the stakes are life vs. death.

In “Inception,” the hero’s need is to be with his family, and his goal is to fulfill a job contract. The incentive is having his criminal record erased, and the stakes are family vs. separation.

CONVEY INFORMATION

Propaganda merges anger entertainment with conveying information, but sometimes the purpose of a story is to convey information about important topics that aren’t under threat. Listed below are some examples.

  • Teach a functional lesson

Stories are perfectly suited for being used as instructional guides, since they revolve around a hero setting a goal and going through the steps of accomplishing it while avoiding the occupational hazards. You could write a story about a man who wants to build a house. So he does it, demonstrating how to accomplish every step in the process and overcoming each tasks risks.

The goal and process don’t have to be so literal. You may just want to give the viewer an idea of how people climb Mount Everest, survive a plane crash in the Andes, survive on a deserted island, build a media empire, run for political office, or teach a classroom. In that case, you would write a story that revolves around the hero accomplishing the goal you want to educate the audience about.

These don’t have to be concrete, external tasks. Most non-fiction how-to books are self-help. They walk you through the steps of overcoming common hazards of the human condition. You could go down the list of Amazon’s best-selling self-help books and write stories based on each of them, wherein the hero’s goal is to overcome his character flaw, and to do that, he has to go through the steps listed in the table of contents of the whatever-help book you’re looking at.

Alternately, you can demonstrate the wrong way to do something for comedic effect, like in “Bad Golf My Way” or “Caddyshack,” or as a cautionary tale like in “Deep Water Horizon.”

  • Teach responsibility

The reason some behavior is considered responsible is because it has a positive long-term effect on the most important goal in life, survival. Responsible behavior is relative to the environment one is trying to survive in. The most useful skills and goals a child raised in a remote African tribe will be different than those of an African American raised in the ghettos of Detroit or the penthouses of Manhattan.

Wherever you live, there are rules and best-practices for surviving and thriving in your local environment. These will change as technology, politics, business and social movements change, but some life lessons are universal, like the importance of drinking water and giving/receiving compassionate touch. Everyone needs to learn how to solve problems, manage conflict, cope with not getting everything they want, come to terms with death, etc., etc.

Half the fables ever written are basically metaphors for ways people get ahead or fail at life. If you want to write a fable, you need to ask yourself, what’s the most poignant lesson people should know to succeed in life, and what is the most common way people fail, and what are the consequences of success and failure? With that information, you can write a story about a hero who goes through the steps real humans go through to succeed and/or fail at the chores of life.

  • Teach morality

All the rules in life don’t revolve around your own personal survival and well-being. There are other people in the world, who are equally important. From a cosmic perspective, it’s equally important that they be able to survive and flourish.

The determining factor in the morality of an action is whether it helps or hinders someone from fulfilling their potential. There are best-practices for helping and not hurting people. There are flawed goals, flawed rules and flawed processes for interacting with people respectfully and productively that can be illustrated by having a hero walk through the steps of making the same mistakes and suffering the same consequences. These types of stories constitute the second half of the fables ever written. If you want to write a morality-based fable, ask yourself, what are the best/worst and most common ways people interact with each other that helps or hurts one or both of them? And what are the steps and consequences?

  • Teach about a topic

You might have a burning passion for astronomy, WWII, the food service industry, maps, zoos, weight lifting, computers, video games, or anything else with a page on Wikipedia. You might not want to teach people how to WWII, but you want people to know about WWII. To do that, ask yourself what goal a person would have to have to lead him on a journey through the facts you want to relate. Then create the hero who would be most logically and entertainingly positioned to walk the path to the goal you’ve set.

In “Rabbit Proof Fence,” the hero’s need is to be with family, and her goal is to travel across Australia to get home. The incentive is family, and the stakes are belonging vs. separation. The story allows the author to explore the culture and geography of Australia.

In “Hugo,” the hero’s need is to fulfill curiosity, and his goal is to find out how/why an automaton works. The incentive is understanding, and the stakes are awe vs. impoverishment. The story allows the author to explore the life and filmography of Georges Méliès.

In “Moulin Rouge,” the hero’s need is love, and the goal is to win the love of a woman. The incentive is his lover, and the stakes are love vs. loneliness. The story allows the author to explore life in the Moulin Rouge.

 

If you enjoyed this post, you’ll also like these:

 

Formula Plot Templates
Screenwriting for Movies
Screenwriting for TV
Short Stories
Erotica
Choose Your Own Adventure
Movie plot break downs
TV plot break downs
Free story prompts
Writing tips
Blogging
Art

 


How Writers Can Use The Psychology Of Motivation To Create Believable Characters

When sitting down to write a story, it’s tempting to begin by completely fleshing out your hero first, and then figuring out what kind of situation to put him in, but that’s putting the cart before the horse. It’s more efficient to start by asking yourself what need the hero is trying to fulfill, and then reverse engineer everything else, including your hero, to cater to the goal he’s trying to accomplish. The hero may be the star of the movie to the audience, but to the author, during the writing process, the need the hero is trying to fulfill is the star, and the hero is just another dependent variable.

Until you’re ready to define your hero, visualize him as a blank-faced man named, Homo Economicus, “Homo economicus, (aka economic man), is the concept in many economic theories portraying humans as consistently rational and narrowly self-interested agents who usually pursue their subjectively-defined ends optimally.”

Drawing of a faceless man. Below him are the words, "HOMO ECONOMICUS: A consistently rational and narrowly self-interested agent who usually pursues their subjectively-defined ends optimally."

A psychologist could tell you why all the 250 highest ranking movies on IMBD are about a consistently rational and narrowly self-interested hero who accomplishes a goal to attain an incentive that satisfies a need. It’s because every member of the paying audience is a rational, sentient human being whose understanding of reality is based on the human experience.

When a story revolves around a hero who thinks and acts like a rational, sentient being, and whose actions follow the same cause/effect pattern that happens in reality, then the audience will instinctively understand the narrative structure. The more similar the hero’s thoughts and actions are to the audience’s, the more they can relate to him as if he were a real person, see themselves in him or live vicariously through him.

You don’t need a degree in psychology to write a realistic hero, because human behavior follows a predictable pattern that revolves around attempting to satisfy unfilled needs:hen your mind or body is lacking something it needs, it triggers a response in your nervous system that makes you conscious of the need you’re lacking.

  1. Your brain recalls/deduces the consequences/results of satisfying the need vs. not satisfying it.
  2. The desirability of fulfilling the need, and the undesirability of not fulfilling the need, triggers the desire/hunger/want/frustration/anxiety/internal tension to fill it.
  3. The want triggers your brain to identify a source where you can get the thing that satisfies your need.
  4. Finding the source triggers your brain to search its memory for behaviors that have worked in the past to get the desired outcome and calculate each option’s chances of success.
  5. If your brain doesn’t find a pattern of behavior that has achieved the desired outcome before, it will analyze the problem logically and deduce the behavior it expects to be the most productive towards achieving the goal, according to its unique understanding of reality.
  6. Your brain will calculate how much it expects the behavior to cost, how much need the behavior will satisfy, how likely the behavior is to achieve the desired outcome and whether or not the cost/benefit analysis adds up.
  7. If the cost/benefit analysis of performing the behavior adds up, that will trigger a state of internal tension that pushes or pulls you towards the goal.
  8. If the cost/benefit analysis of performing the behavior doesn’t add up, that will trigger a state of internal tension that pushes or pulls you away from the goal.
  9. If your brain is pushing/pulling you towards the goal, the physiological tension will drive you conscious mind to make a decision to enact the behavior.
  10. As your body executes the behavior, and after the fact, your brain will measure how productive your behavior is at achieving the desired outcome, and it will compare that to how productive it expected your behavior to be.
  11. The more the productivity level meets and exceeds your brain’s expectations, the more you experience a state of physiological and psychological arousal, which pushes/pulls you to your goal.
  12. On a conscious level, this drive is experienced as hope/belief/confidence that you can achieve your goal.
  13. As long as your actions are productive and meet the cost/benefit analysis, you will continue to enact behaviors your brain calculates to be the most productive at achieving the goal.
  14. If less your behavior’s productivity level meets the expected level of productivity, the more it will create a state of physiological and psychological tension.
  15. On a conscious level, this tension is experienced as fear, frustration, anxiety, hopelessness and anger.
  16. The more your actions are unproductive and don’t meet the cost/benefit analysis, your brain will rationalize losing hope to the point of giving up.
  17. You either give up or keep seeking the need until you satisfy it.

These are the fundamental steps of the hero’s journey, because they’re the fundamental steps of the human journey. I’ve shortened this list to 12 easier-to-understand steps in my post, “12 steps fictional characters must follow to accomplish a goal.”

If you want your hero to be truly realistic, you should give him one of the needs that real people, specifically, your target audience, has. Psychologists have many theories on how to define and organize motivational needs. For the sake of fictional character creation, you can divide them into 3 categories: Biological, Social and Personal.

BIOLOGICAL NEEDS

Your body has physical needs it must fill to survive. They may seem normal to the point of being blasé, but these needs are universal, and many profitable movies have been made about heroes who accomplish a goal because they’re trying to fill their biological needs, such as:

  • Food

In “The Donner Party,” “Ravenous,” and “Alive” the heroes eat humans to survive a brutally desolate wilderness. In “Harold and Kumar Go to White Castle,” the heroes go on a crazy adventure in pursuit of hamburgers.

  • Water

In “The Ballad of Cable Hogue,” the hero finds a water well in the Arizona desert that saves his life and then opens a watering hole business and tries to manage it. In “The Water Boy,” the hero devotes his life to dispensing water because he believes his father died of dehydration.

  • Oxygen

In “Air,” the hero must survive in an underground complex that protects him from toxic air on the earth’s surface. In “Bubble Boy,” the hero lives in a plastic bubble because he believes he has a weak immune system and unfiltered air will kill him.

  • Shelter

In “The Money Trap,” the hero wants to repair the house he sunk his life savings into. In “Poltergeist” and “House,” the hero puts up with ghosts because he put all his money into a haunted house. In “Warrior,” the hero enters a mixed martial arts contest because he can’t afford his mortgage on a teacher’s salary.

  • Elimination of waste

I don’t know of any movie where the hero’s end goal is to use the bathroom, but the need can be used to motivate or characters on minor quests or complicate their quests.

  • Regulation of body temperature

In “The Day After Tomorrow,” and every snow-themed movie, the hero tries to survive the cold. In “The Core,” “Sunshine,” and every asteroid movie, the hero attempts to save himself and others from melting.

  • Immediate survival

Every apocalypse and horror movie is based on the need to survive. So are most action and crime movies. In “Alive,” “The Revenant,” “Life of Pi” and “Castaway,” the heroes must fulfill all their biological needs to survive.

  • Long term safety

In “The Shawshank Redemption” the hero wants to get out of prison because he knows he won’t survive there forever. In “Interstellar” the hero travels to other planets in an attempt to not starve on planet Earth. In “An Officer and a Gentleman,” the hero joins the military because he has nowhere else to go and no way to make a living.

  • Sex

Every love story is basically about sex. “American Pie,” and “Fifty Shades of Grey” revolve around fulfilling the need for sex.

  • Recovery

In “Dallas Buyers Club,” “Philadelphia,” “Escape From New York,” the hero attempts to recover from something poisoning his body.

  • Money

In a modern, capitalist society, everything you need to survive and thrive is obtained with money. So the pursuit of money directly equates to being able to fulfill all your biological needs. In a movie where the hero’s goal is to make money, you almost don’t even need to explain why, but it helps if you do.

  • Emotional gratification

Human beings need to feel alive. This drives us to seek out incentives that make us feel each of our emotions. In “Beetlejuice,” Delia Deetz is motivated to seek out sadness triggers. In “Point Break,” all the characters are motivated to seek out excitement triggers. In “The Notebook,” the hero is motivated to seek out romance triggers. In “Nightcrawler,” the antihero is motivated to seek out horror triggers. In “God Bless America,” the hero is motivated to seek out anger triggers. In “Hector and the Search for Happiness” and “Office Space,” the hero is motivated to seek out tranquility triggers. In “Man on the Moon,” the hero is motivated to seek out humor triggers.

  • Relieve the fight or flight reaction

If your life is threatened, or you’re placed in an extremely stressful situation, your body will motivate you to get to safety. Almost every horror and action movie revolves around a hero trying to survive.

  • Relieve stress

The hero’s goal in “Network,” “Brazil,” and “Falling Down” is motivated by the instinctual need to relieve/escape anxiety/stress.

  • The human spirit

There is an innate drive within the human psyche to achieve, grow, overcome, master, conquer, improve ourselves regardless of whether or life is in danger. This is a common theme in sci-fi movies, particularly Star Trek.

SOCIAL NEEDS (THAT ARE A PRODUCT OF NATURE)

Thousands of years of humans evolving in tribes has ingrained instinctual social goals into our DNA that drive us to interact with society in ways that worked for our ancestors. Through generations of classical conditioning, we’ve evolved the “need” to:

  • Be accepted by our community/tribe/neighbors

Being popular in high school seems so important to us that we feel like we’d die if nobody liked us, because for most of human history, that’s exactly what would happen. This motivates us to give into peer pressure, try to impress people we don’t like and proactively manage our social status.

Most teen movies revolve around the need to acquire and maintain social status, notably “Mean Girls,”  and “Easy A.”

  • Be accepted by our friends/coworkers/acquaintances

You’re hardwired to want be accepted by humans in general, but you develop a special bond with the people you interact with most. You develop a shared history, which makes them part of your life, which makes them a part of your memory, which makes them a part of your perception of reality. Losing them would be losing a facet of your reality. Plus, you also establish social contracts with each other, where they become conditional allies in the fight for survival and growth. The more useful of a friend they are, the more you’ll value them.

Buddy movies like “The Night Before,” “The Wood,” and even “The Goonies” revolve around the hero’s need to preserve his close friendships.

  • Be accepted by our family

We have a special need to be accepted by our family. We will push ourselves beyond our limits to win our parents’ approval, and if we don’t get it, we’ll be motivated to act out dysfunctional behavior in an attempt to cope with the loss of our family’s approval.

Every family movie revolves around the need to bond with blood, notably, “Finding Nemo,” “Elf,” and “We Need to Talk About Kevin.”

  • Be accepted by our lover

There’s are entire branches of psychology dedicated to the study of romantic relationships. We pick our lovers for a lot of reasons, but ultimately it boils down to the fact that they fulfill our needs better than the competition. That’s why humans, and the heroes in every love story, are driven to love.

  • Be accepted by our alpha

For all of human history, everyone has looked up to their parents and the alpha member of their tribe. Whatever personal goals we chose, we looked up to the people who mastered that goal. We practically worship authority, because our chances of success are the best if we mimic the masters. So our brains reward us with intoxicating hormones when we get their approval. This conditions and drives us to emulate them.

This is profoundly important. Everyone has a hero who we pick because they’re the most alpha version of the person we want to be. So if you can state exactly who your hero’s hero is, then you can explain all his behavior.

Winning his master’s approval is the hero’s driving need in “Blood Sport,” and “October Sky.”

  • Dominate

Climbing the social ladder is a general need, but throughout most of human history, there was one behavior that helped move you up the pecking order more than any other: the behavior of dominating your competition through tests of strength, skill and wisdom. This instinct is ingrained in some people so strongly they refuse to play sports just for fun.

Movies with heroes who are driven by their need to dominate include, “Alexander” and “Scarface.”

  • Submit

There can only be one alpha at a time in a tribe. Everyone tries to dominate others, and everybody wins some, but eventually 99% of the population will ensure their survival by bowing down to, bending the knee to, and serving whoever is more alpha than them. There’s safety and opportunity in serving the alphas. So our brains have been conditioned to reward us with feelings of security and pride when we submit to a higher authority.

The need to submit drives the heroes in “Fifty Shades of Grey,” “The Passion of the Christ” and “Jarhead” to endure Hell to submit to a higher power and feast on its benefits.

  • Achieve autonomy

Most of human history, most humans have been slaves. Despite any benefits that may come with being a slave, it limits your potential, it conflicts with the human spirit, and it usually sucks more than it doesn’t. Humanity has been struggling to achieve its independence so long, the struggle has been bred into us. As we’re worshiping and trying to emulate our parents, we’re disobeying them and rebelling against things they stand for. In all walks of life, we need a certain amount of autonomy.

The need for autonomy drives the heroes in “One Flew Over the Cuckoo’s Nest,” “Orange County,” and “PCU.”

  • Satisfy social curiosity

Centuries of growing up in the wilderness has taught us to fear what’s in the shadows. At the same time we have to find out, and we have to know what’s over the horizon because we hope it fulfills out needs more. Growing up in tribes, we needed to know everyone and their business because every person was a potential threat and opportunity. So we evolved the need to metaphorically sniff everyone’s butt.

The need to satisfy social curiosity drives the hero in “The Burbs” and “Rear Window.”

  • Protect your paesano

“Paesano” is an Italian term. It basically means you value your family the most, your friends second, city-mates third, countrymen fourth, and everyone else last. Everyone can understand the concept, because it’s baked into us. We tend to perceive the human race as telescopic series of teams that divides people into insiders and outsiders whose importance is relative to their proximity to us. This is the motive for every war that has ever been fought and every movie that has been made about them.

SOCIAL NEEDS (THAT ARE PRODUCTS OF CULTURE)

A goal can be a need even if it’s not vital. As long as you’ve been formally or informally taught something is important, you’ll experience a psychological need to fulfill it, such as the need to:

  • Be successful by society’s standards/win civilization

Toddlers learn everything they know about life by mimicking adults. We grow up assuming what adults are thinking/doing is how life works. The more people you see striving for the same goal, the more it confirms the goal is important. If enough people believe in the same definition of success, it will become mainstream. You will likely grow up with a life-goal to fulfill the conditions of success as defined by the culture you were raised in.

The need to be successful drives the hero in “Things Fall Apart,” and “The Wolf of Wall Street.”

  • Honor your culture’s rules

Your culture has written and unwritten rules for behavior. Most of them are either written down in your culture’s holy texts and law books. If you never leave your culture, and spend your whole life surrounded by the same rules, they can become so familiar you accept them on par with the law of gravity. If you believe in your culture’s rules, then following/believing/serving/enforcing them is a need.

Even if you hate the rules, you still have to follow them, because the rules are enforced by the members of your culture who drank the Kool-Aid. If you’re forced to follow a rule, then following the rule becomes a need that you’ll go to backbreaking lengths to satisfy.

The need to follow culturally relative rules drive the heroes in “The 47 Ronin” and “Memoirs of a Geisha.”

Culture contains beliefs, traditions, customs, idiosyncrasies and arts that have nothing to do with rules. They’re just local ways of doing things. If your hero is raised to behave/react a certain way because it’s his culture, then reenacting his cultural ticks is a legitimate psychological need.

The need to follow cultural norms drives the heroes in “The God’s Must be Crazy,” and “Fiddler on the Roof.”

  • Fulfill civil obligations/social contracts

There are responsibilities you have to fulfill to live in society. Go to work. Mow the lawn. Pay your taxes. Obey your boss. Cooperate with the police. Fulfill the terms of contracts. Pay your debts. Honor your word. Be polite. Reciprocate favors. Pay it forward.

None of these behaviors apply to a castaway stranded alone on a desert island. These aren’t needs in nature, but if you live in civilization, you have to follow the best practices of interacting with people and learn/master the ropes of the local socioeconomic system. If you don’t pay the cost of living in civilization and honor your social contracts, the system will turn on you. So fulfilling civil obligations can be a motivating need to those who have them.

The need to fulfill a civic duty drives the heroes in “12 Angry Men” and any movie where someone owes money to the mob.

  • Achieve social justice

Our DNA compels us to value and love other people. It’s just a matter of how many you do. The human spirit compels us to overcome and conquer. The need for autonomy and self-expression compel us to change whatever restricts us. When a character has all of these needs, he’s motivated to rectify society’s flaws. To an empathetic enough person, the need to eliminate injustice is a strong as the need to eliminate a hungry bear charging at your family.

The need for social justice drives the heroes in “Milk” and “All the King’s Men.”

Personal (Product of nature)

Personal needs are one that stem from the innate drives unique to you. Some of these needs are rooted in biology, but I include them here because some biological urges have a unique application to each individual:

  • Physiology-based mental and behavioral disorders

If you have Down syndrome, autism, epilepsy, psychopathy, or any other condition in your brain that causes you to think/behave a certain way, then you have an often inescapable need to behave that way.

  • Temperament/Personality type

As professional psychologists have tried to change patients’ thoughts and behavior over the past 150+ years, their studies have shown that some aspects of our character are more changeable than others. Some are basically set and impossible to change. Furthermore, those immutable characteristics often come in sets, and everyone in society falls into some combination of these character traits. If your personality type is introverted, sensitive and logical, you have a motivating need to think and act that way.

Humanity hasn’t perfected its understanding of temperaments and personality types, but almost any personality type chart will suffice for creating a fictional character. If you endow your characters with The Big 5 personality traits or the Meyers Briggs test’s 16 personality types, people will identify with them.

  • The need to grow/improve/overcome/achieve self-actualization

The human spirit compels us to overcome life’s adversities and improve the world. We each have our own personal flame that compels us to become who we are, to flesh out our identity and discover our passions. It’s in our nature to become/express ourselves to fullest extent possible. It’s so ingrained that cults have to resort to severe psychological trauma and constant upkeep conditioning to break recruits’ will to own their individuality. The need to be/improve yourself is as real as the need for love.

PERSONAL NEEDS

  • The search for meaning

If you want to write a story that cuts to the heart of the human condition, then write a story about man’s need to find meaning/purpose in life. When the movie based on Viktor Frankl’s book, “Man’s Search For Meaning,” is released in 2017, it will win an Oscar even if the film is poorly executed.

Viktor Frankl was a psychiatrist and a prisoner at Auschwitz. He observed that humans could survive the most brutal circumstances, or they could have everything they need to survive, but the more they truly believe their life is meaningless, they’ll waste away and die. We’re compelled to assign meaning to life. People have devoted their lives to religions they didn’t believe in because it satisfied their need for meaning. Every person has the same need. The hero in your story can too if you need him too.

  • Classical conditioning/force of habit

Everyone has a unique set of experiences in their memory bank. We only know how to do what we’ve experienced. After doing something enough times, it becomes second nature or force of habit. If your hero has been conditioned by people or his subjective experiences to repeat a behavior pattern, then enacting the pattern is a psychological need.

  • Beliefs/Indoctrination

Everyone has their own collection of beliefs, and they’re usually not very articulate or organized. Whatever your hero believes, regardless of why, becomes a rule he must follow.

  • Psychological-based mental and behavioral disorders

Not all mental and behavioral disorders are caused by biology. Many are caused by traumatic and toxic experiences. Even if the problem is all in your head, if you believe all germs will kill you, like the hero in “The Aviator” or “Matchstick Men,” the need for obsessive compulsive cleanliness is real to you.

  • Logic processes

There’s a skill to thinking and problem solving that most people aren’t very good at. Everybody has their own unique style. You can think logically or emotionally, visually or concretely, regularly or rarely. You can use refined, effective thinking habits like Sherlock Holmes or logical fallacies like “Brian Fantana.” It isn’t required that you define any of your hero’s thought processes. He can just act like a normal, rational person with a personality quirk or two. But if you need to motivate his actions, you can do it by saying, “This is how he thinks.”

  • Self-image/self-esteem/self-worth

Everyone has an idea of who, what and how valuable they are. Society tells us how valuable it thinks we are, and we tend to believe it. If you mature enough to break free of that trap, you’re still compelled to assign a value to yourself. You can do that by coming up with an inspirational philosophy on life or by measuring yourself against your expectations for yourself. Struggling to maintain/improve your self-image has motivated people to climb to the top of the world and run into gun fights.

  • Love, hate, hope, and fear

You can justify your hero doing anything, including killing 50 people over a pet, like in “John Wick” and “Keanu” as long as you say, “The hero had an experience that caused him to love, hate, hope for or fear something.”

 

If you enjoyed this post, you’ll also like these:

 

Formula Plot Templates
Screenwriting for Movies
Screenwriting for TV
Short Stories
Erotica
Choose Your Own Adventure
Movie plot break downs
TV plot break downs
Free story prompts
Writing tips
Blogging
Art

 


A Basic Sitcom Episode Plot Template For TV Screenwriters

I created this sitcom template by analyzing popular TV shows and breaking them down into their fundamental parts and identifying the most common denominators. I found sitcom episodes tend to follow a predictable 5-Act structure. This formula assumes there is one protagonist and one plot. For help writing stories with multiple protagonists and subplots, read “Advanced Sitcom Episode Plot Templates For Writing Stories With Multiple Protagonists And Subplots.”

 

SUMMARY OF THE 5-ACT SITCOM STRUCTURE

WITH ONE PROTAGONIST AND ONE GOAL

 

1: THE INTRODUCTION (1-3 MIN)

Establish what goal the protagonist wants to accomplish in this episode.

2: THE CATALYST (3-8 MIN)

A major opportunity or obstacle appears between the protagonist and his goal.
The protagonist reacts to the antagonist/obstacle in his own signature fashion.
The protagonist comes up with a plan to neutralize the obstacle.

3: COMPLICATIONS AND ESCALATIONS (8-13 MIN)

The protagonist enacts the plan, but sub-obstacles keep getting in the way.
Each time a new obstacle appears in front of the protagonist, he comes up with a new plan to overcome the sub-obstacles and enacts the plan with varying levels of success.

4: THE SHOWDOWN (13-18 MIN)

The protagonist reaches the final obstacle between him and his goal.
The protagonist pulls out his last resort.
The protagonist wins…or loses.

5: THE SUNSET (18-21 MIN)

Show where the protagonist’s success or failure leaves him.

 

DETAILED BREAK DOWN OF THE 5-ACT SITCOM STRUCTURE

ACT 1

THE INTRODUCTION

 

The first 1-3 minutes of your sitcom is the introduction segment. Then the opening credits role. The screen time allotted for this time frame must serve a very specific purpose. It establishes what the protagonist wants (in this episode). The first 1-3 minutes don’t (usually) reveal the antagonist or any obstacles that will stand in the protagonists way. You can squeeze that in, but if you’re new to writing sitcoms, try writing a simple script first.

There was an episode of “It’s Always Sunny in Philadelphia” that began with the gang standing in a parking lot drinking beers shouting, “Reunion! Reunion! Reunion!” In those three words, they established that that episode’s plot would revolve around them going to a high school reunion. For the rest of the time until the opening credits rolled each character expressed why they wanted to go to the reunion. No obstacles were introduced. All the audience learned was where they were, who would be in the episode and what they wanted. It was a prime example of good sitcom writing, and it worked. The episode flowed logically and was enjoyable.

This short, 1-3 minute skit needs to have a beginning, middle, and end. Or you could think of it as a setup, a delivery and a reaction. It’s basically a joke. It says, “Here’s where I’m at. Here’s where I want to be…but that’s my life!”

When you’re outlining your script, don’t write this whole scene before starting on the next scene. Write one or two sentences saying (not showing) what happens in the scene to establish what the protagonist wants. After you’re finished outlining the whole sitcom then you can go back and “show, don’t tell.”

 

ACT 2 

THE MIDDLE: PART 1

THE CATALYST

 

The entire middle of the story lasts 15 minutes, and is divided into 3, 5-minute segments.

The Middle: Part 1 introduces the protagonist and the audience to the main obstacle that will stand between the protagonist and his dream of the week. In a standard movie or novel the protagonist would experience a catastrophic cataclysm that irrevocably cuts him off from the most important goal of his entire life. It’s like the pillars of the earth are ripped out from underneath him destroying the foundation of his existence, which will require him to reassess everything he’s ever taken for granted and reinvent himself to overcome this unprecedented challenge.

In sitcoms that will happen to a small degree in season finales, but in a sitcom the protagonist has to begin every episode in basically the same place he started the last one and the same place he’ll start the next one. So to tear out the foundation of his world is to rip out the foundation of the sitcom, and to reinvent the protagonist is to invent a new sitcom.

For those reasons, the protagonist of a sitcom can’t suffer an apocalyptic cataclysm that turns his whole world upside down. Instead, of having the floor fall out from under him he should just have a wall appear in front of him that prevents him from achieving the most important goal in his short-term life plan.

For example, Seinfeld’s life plan (in the series) was to become a world famous comedian. His character only ever took a few steps towards that goal through the 9 seasons it aired. Instead, each episode focused on him and his friends confronting day-to-day obstacles that stood in the way of their short-term goals such as having a good meal, having casual relationships, renting a car or helping a friend. The protagonist’s goal of the week is should be expressed in the first 1-3 minutes before the credits, and it’s established what the main obstacle between him and that goal is.

Since you have to begin a new scene after the opening credits that means you have to begin that scene (as you do every scene) with an introductory segway bit that establishes where the protagonist is now and what he’s doing.

A the writer you already know (in a general sense) where the protagonist should be and what he should be doing. He should be at the next logical place to do the next logical thing to fulfil his want. You can establish where he’s at and what he’s doing with one camera shot and a sentence. It could only take two seconds, but it has to be there. The audience needs it to keep them on track with your fast-forwarded story. Plus, it will set you up for what happens next.

As soon as you’ve established where he’s at and what he’s doing then you establish the main obstacle that will stand in between the protagonist and his goal. It’s important to pick this obstacle carefully, because the rest of the episode is about this obstacle as much as it’s about the protagonist. After all, the protagonist will spend the rest of the episode trying to neutralize this problem in order to get what he wants.

The MIddle: Part 1 has to have a beginning, middle and end. You’ve already written the introduction where you establish where the protagonist is and what he’s doing. You wrote the middle where something gets in the way of the protagonist and his goal. Now, you need to cap-off this segment of the story with a logical ending. The logical thing to do after someone has discovered a dire obstacle between them and their goal is to freak out and then recollect themself. The characters in Seinfeld and It’s Always Sunny in Philadelphia are usually screaming at this point. Then they have a huddle and figure out what they’re going to do address the problem.

The plan they come up with has to reflect the characters who came up with the plan. The characters from “Workaholics” and “It’s Always Sunny in Philadelphia” would approach the same problem from very different angles. If you’ve already mapped out your characters right down to what their personality type is then the scenes where they formulate a plan should write themselves. You shouldn’t ever ask yourself, “What should I have my characters do next?” You should always ask yourself, “What would my characters do next?”

Once your characters have stated what they’re going to do to solve the problem you can throw in a punch line and end the scene.

 

ACT 3

THE MIDDLE: PART 2

COMPLICATIONS AND ESCALATIONS

 

You begin a new scene here. It will establish where you’re protagonist is at now and what he’s doing. He should be at the next logical place to do the next logical thing to enact his plan.That’s the introductory scene to The Middle: Part 2.

Once you’ve set that up the protagonist will actively put his plan in motion. However, that plan can’t work. If it did then the episode would be over. So the protagonist must encounter another obstacle. This obstacle isn’t apocalyptic and life changing, and it’s not standing between him and his dream. It’s a minor, amusing problem that stands between him and his ability to solve the bigger problem that’s preventing him from achieving his goal of the week. So it’s a little problem within a bigger problem…like a Russian stacking doll.

It doesn’t matter if the protagonist overcomes this (or any other) obstacle throughout the story. The protagonist can lose every single battle and the war. He can just bounce around like a pin ball getting hit in the face by life until he falls into a hole in the ground and dies. What’s important is that there are progressively bigger obstacles between him and that which he’s motivated to attain, and he confronts those obstacles according to his own personal style. That’s what builds tension and puts the audience on the edge of their seats.

Another logical reason why protagonists often fail to overcome minor obstacles is because it would be extremely hard to maintain a sitcom about a protagonist who waltzes through every problem for  9 seasons. “Highlander” had this problem. You knew that the protagonist had to win in every episode, because to lose would mean getting his head cut off. This was exciting for a while, but after a few seasons there was just no point to watch the show anymore…and it was cancelled.

If your protagonist is going to fail then there needs to be a logical reason why. There are really only two reasons why a protagonist ever fails to achieve their goals. Either the obstacles in front of them are simply insurmountable or the protagonist has a major character flaw. If the only reason the protagonist ever fails at anything is because life is just that unfair then you’re going to have a very depressing sitcom. However, if the protagonist has a major character flaw that often gets in his way then his successes and failures will make more sense.  From that point of view, Archer and House from “Archer’ and “House” almost had to be drug-addicted, obstinate jerks. If the protagonist’s character flaw helps him sometimes and hinders him sometimes then you’ll keep the audience on the edge of their seats guessing what will happen next.

If you simply can’t bear to soil your protagonist with a major character flaw you can give him a problematic sidekick that screws things up for him, but this can get annoying if every episode is based on that premise. A classic example is “Inspector Gadget.” Despite the misleading title, the protagonist was Inspector Gadget’s niece, Penny. She was a nearly flawless super hero whose brilliant schemes were always complicated by her retarded alter ego, Inspector Gadget. The show had a novel premise, but it got boring watching Inspector Gadget complicate Penny’s life every single episode, and the show was cancelled.

A more interesting reinvention of “Inspector Gadget” is “Wilfred.” In “Wilfred” the protagonist (Ryan) has a goal he wants to accomplish, but his bungling sidekick, a talking man-dog named Wilfred, serves as his sidekick and a minor antagonist who places minor obstacles in Ryan’s path as he tries to overcome the primary obstacle in each episode. This works better than “Inspector Gadget” because both Ryan and Wilfred are both tragically flawed characters with their own redeeming qualities as well. Plus the jokes are funnier. It all adds up to a multi-faceted, entertaining sitcom.  However, since it does stick to the same formula every episode it does get a little tedious after a couple of episodes.

It’s worth noting that protagonists in sitcoms fail more frequently than protagonists in blockbuster movies. People watch blockbuster movies to see the protagonist win so they can feel good about themselves. People don’t watch sitcom to see if the protagonist wins or loses. They watch sitcoms to see what kind of zany situations will stand between the protagonist and his goal of the week, what kind of zany methods he’ll use to attempt to solve those problems and whether or not the writer can deliver these rote, tension building devices in a way that actually makes the audience laugh, cry or feel any emotion other than the dull, cold comfort they’ve settled into in their drab, suburban lives.

If you’re having trouble figuring out what obstacles to put in front of your protagonist, just ask yourself what a bored, suburban TV zombie would wish they could see happen in real life. Or just copy and paste the real problems that normal people face every day like Seinfeld did with its idiosyncratic insights into the little trials of life like “double dipping” and trying to spend as much time in the shower as possible. Those little problems resonate with people, and if you spice them up then they’ll really get a reaction from the audience. Or you could write a sitcom like “Heroes” that is geared towards letting suburbanites live out their fantasy of having super powers and saving the world from super villains. If you can’t think of a better obstacle to put in front of your character than say a literal road block preventing your character from getting across town to watch “Thunder Gun Express” then you can make that boring road block interesting by having the road block be there because the president’s motorcade is coming through town and the secret service has the entire area on lockdown. If you can’t make mundane problems interesting then you probably shouldn’t be writing sitcoms.

If the protagonist manages to get past the first sub-obstacle in 30 seconds then just keep putting progressively more difficult sub-obstacles between him and the main obstacle of the episode. Each new sub-obstacle will have to constitute a new scene with its own introductory shot. Then the protagonist will have to figure out a way to address the new sub-obstacle and then attempt to enact his plan. The plan will then succeed or fail as is characteristic for the protagonist. Do this until you’ve filled 5 minutes. If you’re having a hard time filling space or it doesn’t make sense to add a new sub-obstacle then just add a fluffy joke segment. A sub-character may go on a rant or the protagonist may force you to watch a Johnny Cash video for three minutes. Or you could spend that extra time pumping up how important it is to the protagonist that he accomplishes his goal or how difficult it’s going to be for him to accomplish that goal.

The sub-obstacles that present themselves to the protagonist in The MIddle: Part 2 don’t have to be logically connected together. The only connection they need to have is that they block the protagonist’s path to his dream. These obstacles can be completely random and be delivered by a deus ex machina with no foreshadowing or relevance to the story afterwards. Normally this would be a lazy way to structure a story at best or cheating at worst. However, this form of storytelling is often easier for zoned-out television viewers to follow. They don’t want to have to track the plot with a pencil and paper every week. They don’t want to watch “Primer” over and over again. They just want to see something amusing happen. So don’t get hung up on trying to tie your plot line into an elegant Celtic knot.

For example, if your protagonist wanted to get across town to watch the movie “Thunder Gun Express” at a movie theatre you could literally throw a road block in his way. After that, have him miss a train and then have him hijack a boat. None of those events technically have anything to do with each other except they’re all obstacles that stand between the protagonist and his goal, and they get progressively more intense.

Once you’ve had your protagonist jumping over and smacking into hurdles for 5 minutes throw in a punch line and end the scene.

 

ACT 4

THE MIDDLE: PART 3

THE FINAL SHOWDOWN

 

The protagonist has been working towards his goal for 13 minutes now. What started as a straightforward goal has devolved into a gauntlet of progressively more outlandish obstacles that he’s had to endure just to get to the main obstacle that knocked his day off course in the first place.

Now the stakes are as high as they’re going to get, and the antagonist has the upper hand. Time is running out, and the protagonist is getting desperate. So he pulls out his last resort and throws a Hail-Mary. Likewise, the antagonist could be getting desperate to stop the protagonist’s surprising success at passing all the minor obstacles. So the antagonist throws one more major punch. It doesn’t matter who throws the final punch, but somebody has to.

The last resort either succeeds or fails completely to neutralize the primary obstacle (regardless of whether or not any of the minor obstacles were ever successfully neutralized). By the end of this scene it is absolutely clear whether or not the protagonist was able to attain the prize he’s been chasing the entire episode. If the protagonist has to enter a boxing match to save the orphanage then the referee should be holding up one of the boxer’s hands and declaring the winner as the bell rings. This should happen between 17-18 minutes into the sitcom.

 

ACT 5

THE END

THE SUNSET

 

There are only 1-3 minutes of screen time left after the knockout punch has been delivered. This final scene shows how the outcome of the episode’s conflict will affect the protagonist’s future, which won’t be much. This final scene doesn’t have to have an ingenious turn-about or give the audience closure to the protagonist’s life. It just shows where the protagonist and what he’s doing now that the storm has passed. The protagonist can be in jail, the hospital or in another country, and you don’t have to explain how he gets back to his normal life by the next episode. You can just start the next episode like nothing ever happened if you want to.

The final 3 minutes of your sitcom should be the easiest scene to write. It should be logical how the outcome of the episode will affect the protagonist. If he won then he won. If he lost then he lost. Just show that in an amusing way. And since this scene doesn’t have to set up a following scene then it doesn’t matter how it ends. It just matters that it ends with a really amusing punch line.

 

 

If you enjoyed this post, you’ll also like these:

Screenwriting for Movies
Screenwriting for TV
Short Stories
Erotica
Choose Your Own Adventure
Movie plot break downs
TV plot break downs
Free story prompts
Writing tips
Blogging
Art

Advanced Sitcom Episode Plot Templates For Writing Stories With Multiple Protagonists and Subplots

I created this sitcom template by analyzing popular TV shows and breaking them down into their fundamental parts and identifying the most common denominators. I found sitcom episodes tend to follow a predictable 5-Act structure. This formula helps you create stories with multiple protagonists and sublplots. For a more basic version with one protagonist on one main quest, read “Basic Sitcom Episode Plot Template For TV Screenwriters”

 

Collage of the faces of the main characters from the TV series "Seinfeld" and "It's Always Sunny in Philadelphia"

 

INTRODUCTION TO USING MULTIPLE PROTAGONISTS

 

Since it’s so hard to have a single protagonist fill an entire episode, sometimes sitcoms will use what I call “a protagonist with multiple heads.” “The Teenage Mutant Ninja Turtles” is a good example of this.  It uses a protagonist with 4 heads. Leonardo, Michelangelo, Donatello and Raphael are all the protagonists of the show. They each have their own personalities, strengths and weaknesses, but they act as a team to solve a single problem, which is almost always to defeat their nemesis, Shredder.

Shows like “Seinfeld,” “It’s Always Sunny in Philadelphia” and “Workaholics” use a slightly more complicated formula. Often times the gang will have a major problem that affects all of them and that they all need to work together as a multi-headed protagonist to solve the big problem, just like the Ninja Turtles.

However, each of the characters in “It’s Always Sunny in Philadelphia” and “Workaholics” will have their own reasons for wanting to address the problem, whereas in “Teenage Mutant Ninja Turtles” the writers never dwelt much on each of the protagonists’ motives. It was just taken for granted that they all wanted to stop Shredder to save the world, which made the show a little stale.

Other times, the characters will split up into teams. Two characters will have their own reasons to accomplish a common goal, two more will share another quest, and one character may be one their own hero’s journey. Each episode cycles different combinations.

 

SUMMARY OF THE 5-ACT STRUCTURE

WITH MULTIPLE PROTAGONISTS

 

1: THE INTRODUCTION (1-3 MIN)

In the first 1-3 minutes of the sitcom the protagonists state their respective goals for the episode. You can just have all the protagonists sitting in a diner or standing in a bar having a conversation. In that conversation they each say what they want, one after another.

 

2: THE CATALYST (3-8 MIN)

One thing happens that prevents all of the protagonists from achieving their goal. Then they huddle together and figure out how to overcome the obstacle. They each come up with a solution based on their motives, strengths and weaknesses that may or may not result in them working together. They state their plan and their reason for choosing that plan one after another.

 

3: COMPLICATIONS AND ESCALATIONS (8-13 MIN)

Each protagonist attacks the problem for a different angle depending on their personality, strengths and weaknesses.

 

4: THE SHOWDOWN (13-18 MIN)

Each protagonist’s successes or failures affect the team’s overall ability to solve their common problem.

 

5: THE SUNSET (18-21 MIN)

Show all the characters together back at their regular haunt. Show whether each character got what they wanted or not.

 

INTRODUCTION TO SUBPLOTS

 

If you only have one protagonist then you may find it hard to flesh out a complete 20 minute story. You may find that your scenes are dragging on too long or the plot is getting ridiculously complicated because you have too much time to fill. You don’t have to make your protagonist’s mission more complicated to fill air time and create the entertainment factor. Instead, you can weave in a subplot that follows a minor character.

Minor characters’ subplots should be able to stand alone as their own story. They should have a beginning, where the minor character (who is the star of the subplot) reveals what they want and how they plan to get it. They have a middle, where the minor character does something to try to get what they want, and they have an end where the minor character either achieves their goal or they don’t.

Most of your sitcom’s total screen time is going to be taken up with the protagonist’s quest, and every minute you take away from the protagonist’s main story line is less time the protagonist has to accomplish his goal. Thus the fewer complications the protagonist can confront and the less time he can spend deciding what to do much less actually doing anything proactive. This can work to your advantage if the protagonist’s quest is pretty straight forward and would be ruined by cramming in unnecessary complications, but subplots can work to your disadvantage if they drag on too long and don’t leave enough time to wrap up the protagonist’s quest. You’ll likely have that problem if you try to cram too many subplots revolving around too many minor characters into a 20 minute sitcom.  Don’t try to include more than one or two (at the most) subplots.

Don’t be intimidated by subplots. If you’re basing your sitcom on a formula plot then weaving subplots into the main plot is easy because you know where you can logically fit them in as well as what will have to be shrunk as a result.

It’s great if the minor character’s subplot ties into the protagonist’s plot, but it isn’t necessary. For example, you could have the protagonist stay at home and try to write a book while the minor character goes on holiday with old friends from high school. That would keep the two story lines almost completely separate other than the protagonist and the minor character telling each other what they’re going to do in the very beginning and then talking about what happened afterwards at the very end.

On the other hand, if your protagonist is going to a high school reunion then it might make sense for a minor character to tag along and have their own subplot about confronting an ex-lover or bully at the reunion. The minor character’s subplot doesn’t necessarily have to have any effect on whether or not the protagonist succeeds or fails. However, it looks pretty clever when the minor character finishes their story line at the 16-17 minute marks, and the results of their actions have a direct effect on what the protagonist is able to do between the 17-18 minute marks to neutralize (or be neutralized by) his main obstacle.

There was an episode of “How I Met Your Mother” entitled “The Drunk Train.” It followed 3 plot lines, and although none of them really directly affected the outcome of the others, they all analysed the topic of love from different perspectives. So they felt like they tied together, and in fact, since they tied together on a meta level the result was just as satisfying as if the events affected each other.

 

DIFFERENT TYPES OF SUBPLOTS

 

Instead of cutting to new scenes where the minor character walks through their own subplot you could have the protagonist walk through their own subplot. For example, if the protagonist’s primary goal is to go to a job interview, but his main obstacle is that he doesn’t have a car then he could spend the whole episode running around town. To make this more interesting you could have a minor character struggle with getting a date. Or you could have the protagonist running around town trying to get to a job interview while also juggling the unrelated sub-quest of trying to get a date.

You can combine these strategies by giving the protagonist a main quest and a sub quest…and also have a minor character engaged in their own subplot quest. In this case you would plot your story as if the protagonist’s subplot is a second minor character’s subplot. The protagonist’s main quest will be shorter, but it should still take up the bulk of the episode’s screen time.

Another variation on these plots is to combine a multi-headed protagonist and minor character’s subplot in the same story. In this case there will be no single character who is clearly distinguishable as the protagonist. This would be a mortal sin in a blockbuster movie or a novel, but sitcom audiences are fine with it.

The easiest way to explain how to do this is to use a two-headed protagonist and one minor character. This is a popular formula because it’s clean, and it ends up filling the right amount of time. “Black Books” is a good example. The protagonists are Bernard Black and Manny. They’ll collaborate on a single quest while the recurring minor character, Fran, works on her own quest.

“Black Books” often uses another variation on this formula. It will use one of its protagonists as the antagonist for an episode. Manny will be trying to run a successful book shop while Bernard thwarts his best attempts until Manny neutralizes Bernard…or Bernard neutralizes Manny…or fate neutralizes both of them. Meanwhile, Fran is doing her own thing.

In the “Tales From the Crypt” episode, “Collection Complete” there are two protagonists who are each other’s antagonists, and there are no other subplots. This was a straightforward episode, but its simplicity required the characters to fill most of the episode by constantly restating how the two protagonists were preventing each other from fulfilling their goal (and thus becoming each other’s antagonists), which got kind of boring.

If you’re writing a sitcom with four or five recurring protagonists like “It’s Always Sunny in Philadelphia” and you want to give screen time to all the characters then you’ll have a hard time fitting in four quests even without trying to squeeze in a minor character’s subquest. In that case you can split your four protagonists into two protagonists with two heads. In “It’s Always Sunny in Philadelphia” Mac and Dennis will often team up with each other to solve a common goal/obstacle while Charlie and Frank collaborate on a separate goal/obstacle leaving Dee to play a minor character with her own subplot. In another episode Frank, Dee and Mac might solve a common problem (though they each have their own reasons for doing so) while Charlie and Dee team up to collaborate on a separate problem. You can cut the cake anyway you want.

 

SUMMARY OF THE 5-ACT SITCOM STRUCTURE

WITH MULTIPLE SUBPLOTS

 

1: THE INTRODUCTION (1-3 MIN)
Establish what the protagonists want, one at a time or together.

 

2: THE CATALYST (3-8 MIN)

An obstacle appears between the protagonist and his goal.

The protagonist reacts to the antagonist/obstacle in his own signature fashion.

Cut to a new scene that establishes what the minor character wants and how he plans to get it.

Cut to a new scene where the protagonist comes up with a plan to neutralize his primary obstacle.

 

3: COMPLICATIONS AND ESCALATIONS (8-13 MIN)

The protagonist enacts his plan, but he’s blocked by a minor obstacle.

The protagonist comes up with a plan to neutralize the minor obstacle in his way.
Cut to a new scene that shows the minor character enacting his plan and running into his own resistance.

Cut to a new scene where the protagonist enacts his plan and succeeds or fails at overcoming the minor obstacle.

 

4: THE SHOWDOWN (13-18 MIN)

If the protagonist failed to overcome his sub-obstacle then he comes up with a new plan to  neutralize his main obstacle given this new limitation. If he succeed at neutralizing his minor obstacle then he confronts the main obstacle directly with the new strength/resource he gained from his success.

Cut to a new scene where the minor character confronts their primary obstacle and either succeeds or fails at neutralizing it.

Cut to a new scene where the protagonist pulls out his last resort and throws a hail-Mary to beat the antagonist.

The protagonist either wins or loses.

 

5: THE SUNSET (18-21 MIN)
Show where this chain of events leaves the protagonist and the minor character.

 

DETAILED BREAK DOWN OF THE 5-ACT SITCOM STRUCTURE

WITH SUBPLOTS

ACT 1

THE INTRODUCTION

 

Typically, the first 1-3 minutes of a sitcom are reserved for setting up the protagonist’s main quest. If you put the introduction to the minor character’s subplot here it hogs the spotlight from the protagonist and the audience isn’t sure which story line is the main one. If you’re going to set up or hint at the minor character’s subplot here then do it very quickly and unobtrusively. And there better be a good reason why it was illogical to wait to introduce the subplot until after the opening credits. If you’re new to sitcom writing I would suggest leaving the subplot out of the first 1-3 minutes.

 

ACT 2 

THE MIDDLE: PART 1

THE CATALYST

 

The minor character’s subplot is typically introduced between the 6-8 minute marks. At that point the story stops following the protagonist and switches focus to the minor character. This means a new scene begins which the minor character plays the main role. You introduce where he is, what he’s doing, what he wants and how he plans to get it. This whole scene must only take 1-2 minutes. Then the scene ends. Then the story switches back to the protagonist and his quest. When that happens you have to re-establish where the protagonist is and what he’s doing.

This doesn’t leave a lot of time to introduce the subplot. That’s fine. If the subplot takes too long it’ll distract and confuse the audience. The time limitation on the subplot will make it easier to write if you let it. The subplot doesn’t have time to be serious or complicated. It’s a quick scene with a quick joke. It gives the audience a chance to breathe more than it gives the audience another puzzle to figure out. Don’t make it harder than it is.

The logical time to insert the minor character’s introductory subquest scene is right after the protagonist is finished establishing what his problem is and what he’s going to do about it. Since the audience has just seen the protagonist do it they’re not thrown for a loop when they see another character go through the same thing. But if you wait until after the protagonist has been working on his problem for 10-15 minutes it’s going to feel clunky to see a minor character just begin their quest, and you’re not going to have any time to flesh out that subplot because the episode will almost be over and that time is already reserved for the final showdown between the protagonist and the main obstacle standing between him and his prize.

 

ACT 3

THE MIDDLE: PART 2

COMPLICATIONS AND ESCALATIONS

 

During the 8-13 minute marks the protagonist is dancing through a minefield trying to navigate his way to the other side where the grass is greener. The 8-9 minute mark is reserved for the protagonist’s first attempt to overcome the main obstacle. The 12-13 minute mark is reserved to show how the protagonist’s plan is working out for him. Somewhere between the 9-12 minute marks is the logical place to cut away from the protagonist’s story line for a moment and splice in the continuation of the minor character’s subplot for 1-2 minutes.

In those 1-2 minutes the minor character will have one minor obstacle between them and their primary goal. The minor character will only have enough time to take one stab at doing what they do in order to neutralize this obstacle. The situation has to be simple because there isn’t time for any more complications.

It doesn’t particularly matter if the minor character succeeds at neutralizing this minor problem. It’s usually more dramatic if they fail, and that gives them motivation to come back desperate and with a vengeance later. However, they don’t have to succeed or fail at anything in this segment. You could just spend this 1-2 minutes re-establishing how important this quest is to the minor character and what their chances of success are based on their current behaviour. That will raise the tension for the final showdown and give the audience an enjoyable break from the fast-forwarded main plot. Also, this will allow you to focus on getting to know the minor character. If the protagonist is on a practical mission then the minor character’s mission could be emotional or visa/versa, but don’t worry too much about balancing opposites or creating yin-yang situations. The audience’s primary concern is that the subplot lines are entertaining, and they’ll even forgive an uninteresting plot line if it’s delivered in an entertaining way. Keep that mind when you’re asking yourself, “What should happen next?” Something entertaining should happen next, that’s what. Everything else, rules included, are only important to the extent that they makes the final product entertaining.

At any rate, life isn’t organized. All the strings don’t tie together at the end of the day for real people like they do in well-structured novels or blockbuster movies.  Just watch an episode of Family Guy if you need proof that you don’t have to write air-tight coherent stories to be a successful sitcom writer. I’m not giving you permission to be sloppy. I’m just saying, don’t give yourself writer’s block trying to write your magnum opus every single episode. Successful sitcom writers don’t.

 

ACT 4

THE MIDDLE: PART 3

THE FINAL SHOWDOWN

 

The first minute of Part 3 (the 14-15 minute mark) is reserved to re-establish where the protagonist is and what he’s doing. The 17-18 minute mark is also reserved for the final blow between the protagonist and antagonist to decide the main victor of the episode. This leaves you a three minute window between the 15-17 minute marks to stop the protagonist’s main quest and splice in a 1-2 minute scene that shows the minor character deliver their final blow to the antagonist (or visa/versa), which will decide if the minor character is successful at achieving their goal.

 

ACT 5

THE END

THE SUNSET

 

The final 1-3 minutes of a sitcom reveals how the repercussions of the protagonist’s victory or loss. This information isn’t vital to the plot. The real story ended as soon as the victor was decided. This segment is just icing on the cake, and you can take broad liberties with it. At any point you can splice in a few seconds or a few minutes showing the repercussions of the minor character’s victory or loss. Or you could just leave out any mention of the minor character and their fate. It really depends on the situation. But since the protagonist and the minor character see each other day in and day out at the same place, it often makes sense to end a sitcom episode with the protagonist doing something with the minor character that reveals how both their quests have affected them at the same time. Often this means they’re just sitting at their favorite diner or bar talking about what happened to them and how happy or mad they are about how it’s going to affect their short-term future.

 

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How To Have Sex In The Cowgirl Position

WHAT IS THE COWGIRL POSITION?

The cowgirl position is, “a group of sex positions in which the man lies on his back or sits. The woman straddles him facing either forward or backward, and the man inserts his erect penis into the woman’s vagina or anus.”

WHEN SHOULD YOU USE THE COWGIRL POSITION?

The biggest advantage of the cowgirl position is that it can angle the penis perfectly to hit the g-spot or penetrate the vagina deeply. The woman also has complete control of how she moves her body. So she’s in the perfect position to hit all her favorite spots exactly how she wants. In particular, it gives the woman control to rub her clitoris against the man’s abdomen, which gives her the power to give herself an orgasm during PIV sex. This is also a great position for pregnant women who can’t have a man lying on top of them.

There are a lot of slight variations you can make to the cowgirl position that can all be very effective at pleasuring women in different ways. The trick is picking the right variation for the moment. Since there are so many options, it behooves women to communicate openly with their partner about what they want, and it behooves men to listen.

As much potential as this position has to pleasure a woman, young men should not assume shy virgins would want to begin their first sexual experience on top. She may not know what to do and be nervous about being exposed and in control. If she feels more comfortable being guided through sex until she’s more experienced, consider starting with the missionary position, and put off experimenting with the cowgirl position until later.

The cowgirl position is a great choice when a woman wants to pleasure a man because it lets him lie on his back and relax while the woman does most of the work. It’s also emotionally gratifying for a man to see a woman actually put enthusiasm and effort into pleasing him. It makes him feel good, and it makes the woman look good to him.

WHAT DO YOU DO BEFORE PENETRATION?

Sex begins when the intimacy starts, not when penetration happens. When you have less than 10 minutes of foreplay before penetration, you’re having a quickie, and a lifetime of quickies is unfulfilling, especially for women. Foreplay isn’t a daunting task you have to complete. It’s an opportunity to experience your partner, pleasure them and build sexual tension so that your orgasms are more intense.

There’s not much foreplay a guy can instigate while lying on his back. The woman can straddle his face and let him eat her out, which is fun and worth doing now and then. But sitting on a guy’s face is a novelty position and is best used to tease and warm up a woman’s sexual organs before penetration. If your goal is to give a girl an orgasm through cunnilingus, you’d have better luck laying her on her back where she can relax and focus entirely on the pleasure between her legs.

The man lying on his back is perfect for going down on a guy or giving him hand jobs though, which is convenient if the man is having a difficult time getting an erection. The woman can lay him on his back, go down on him and jump on top before he loses his erection. He’ll be able to relax and focus on the pleasure, and he won’t have to deal with the potential frustration of putting the condom on or guiding his penis into the woman’s vagina. This will further reduce the chances of him losing his erection. Regardless of what position you’re in, if your man is having difficulty getting an erection because he’s nervous, try using slow, soothing, passionate movements as you kiss him and caress his body and cock. Don’t be aggressive, demanding or condescending.

When a man is lying on his back, the woman can kneel or lay between his legs and blow him from there or she can straddle him in the 69 position. From the 69 position, she can also move both knees to one side of the man’s head so that he’s not looking up at her crotch. All of these positions can work just as well for giving a blowjob. It depends entirely on what both partners are comfortable with. Find what works for you, but remember to vary your routine every once and a while to spice up your sex life.

The 69 position is fun, but since both partners can’t fully concentrate on what they’re doing or experiencing, it’s difficult for either partner to achieve orgasm. It’s still possible, and it’ll be rewarding, but the 69 position is mainly a novelty position best used for a short time to warm each other up prior to getting down to business.

The cowgirl position can be emotionally and physically stimulating without putting anyone’s genitals in anyone’s mouths. The woman can straddle the man and lean forward over his chest for an intimate make-out session. The man can and should use his hands to caress, grab, squeeze, pinch and tickle the woman’s body. This is also a convenient time for the man to grab a wide tract of the woman’s hair on the back of her skull as close to the roots as possible and pull her hair back.

The woman won’t have access to as much surface area of the man’s body to touch, but what she can do, she should. But the best part of straddling the man is that she can rub her pussy lips up and down the base of the man’s erect penis. This feels great for both partners, and if you angle your bodies correctly, the woman can rub her clit up and down the man’s penis, which will feel very good to the woman, and if she does it long enough, could give her an orgasm.

No matter what you’re doing during foreplay, it will almost always be improved by a little sexy talk. The trick to sexy talk isn’t to try to spout impromptu poetry. Just compliment your partner from the heart, and tell them how they make you feel. The goal isn’t to impress them with your prose. The goal is to make them feel important.

TYPES OF COWGIRL POSITIONS

1: Perpendicular Kneeling

This is the classic cowgirl position. The woman kneels over the man’s groin and inserts his penis into her vagina. From this position, she can start out slow and ease her way into sex. She can hop, grind, swivel, twerk, and wave. It’s a great all-around position.

2: Perpendicular Squatting

Instead of kneeling, the woman can plant her feet down and squat onto the penis while holding her body straight up or leaning forward. This can feel reasonably good for both partners since the angle guides the penis straight up the vagina. However, can be tiring and awkward for the woman to keep her balance. The man can help by holding the woman’s butt up with his hands or thighs, but that may not be effective if the woman is big and the man is small. Anyone sexually liberated enough to use ropes and bars to hold onto during sex can really make the most of this position.

3: Leaning Back

If the woman starts in the kneeling or squatting position, she can lean back and rest her hands by the man’s thighs. The man can also help support her weight with his hands and thighs. This can be awkward and tiring for the woman, and it can bend the man’s penis painfully towards his feet. At the right angle, it can feel good for both partners, but the high cost and low payout of this position make it more of a novelty position.

4: Woman Leaning Forward

From the kneeling position, the woman can lean forward. This is an intimate position because both partners can embrace, caress and kiss each other. It angles the penis directly into the vagina, which feels good for both partners at any speed. Both partners can thrust, and it’s a little less tiring for women than sitting straight up. This is a good all-around position.

5: Man Sitting Up

If the man puts a cushion behind himself, he can prop his back up, and the woman can mount him while he’s in a sitting position. This makes it easier for both partners to kiss and caress each other, but it can limit how much the can thrust (especially if he is small and his partner is big). The man is in a perfect position to lift the woman’s ass with his hands, and the woman is in a perfect position to bounce and grind. It also angles the penis for deep penetration. This can be a very effective position for both partners. If you haven’t tried this position, you’re missing out.

6: Reverse Cowgirl Perpendicular

When the woman is kneeling over the man’s groin looking towards his head, she can turn around and mount him with her face pointing towards his feet. She thrusts against the penis by leaning her body forward towards the man’s feet and then dropping her ass backward towards his groin. This makes it precariously easy to bend the man’s penis down painfully towards his feet. It also angles the woman’s body so that she’s slamming her butt straight towards the man’s balls. Despite the dangers, this position has a lot of potential, and some people absolutely swear by it, but it’s certainly one of the more advanced sex positions.

7: Reverse Cowgirl Crabwise

In this position, the woman plants her hands and feet on the ground/bed with her face pointing towards the ceiling while the man lies underneath her looking up at the back of her head. She thrusts by lowering her body towards the man’s feet and then pushing her body back upwards towards the man’s head. This position can be tiring and awkward for the woman to maintain. The man can help by supporting her with his hands and thighs, but a small man won’t be able to hold a large woman for very long. This position can be made much easier if the woman has bars or ropes to hold onto. This can be a very pleasurable position, but it’s definitely another advanced technique. This position can be very rewarding for both partners if they can maintain it.

8: Reverse Cowgirl Squatting

The woman plants her feet on the ground/bed and squats down over the man’s penis while facing towards his feet. It can be difficult for the woman to keep her balance, but the man can support her ass with his hands, and she can lean forward to rest her hands on his knees. This is a position where ropes or bars to hold onto would really help.

This position can angle the penis away from the G-spot, but it also lends to deep penetration and hard thrusts from both partners. This is probably the most advanced of the cowgirl positions. If you don’t get it right the first time, don’t let it stop you from trying again sometime.

9: Reverse Cowgirl Leaning Back

From the reverse cowgirl position, the woman can lean back until her back touches the man’s chest. A woman needs to be very flexible to hold this position when her knees still on the ground/bed. Most likely, she’ll be more comfortable laying her legs out flat in the same way as the man. If she plants her feet next to the man’s thighs and bends her knees, she can stabilize her balance better and use her legs to thrust and writhe a little. The man will be able to kiss, nibble, lick and bite the woman’s shoulders, neck, ears, and face. He will also be able to wrap his arms completely around the woman to caress her, play with her breasts and possibly even stimulate her clit. This is an intimate, sensual position at any speed. It has a lot of potential for men and women, but it takes both partners working together.

WHAT SPEED DO YOU THRUST?

1: Slow

As a general rule, it’s always best to start out PIV sex slowly to give the woman’s vagina time to relax, expand and moisten. Starting any position too fast is likely to be immediately painful for the woman and leave her sore for potentially days afterward. This shouldn’t be much of a problem in the cowgirl position since the woman is in the dominant position and can control the speed. However, the man can take control away from the woman and thrust upwards at the speed he wants at any time. Men should resist the urge to take control away from a woman while she’s on top. Even though she may not be moving as fast as the man wants, she’s probably doing what feels best to her. The man is not going to impress her by taking that away from her.

2: Medium

A steady, rhythmic, medium pace is almost always great for both partners in any position. Though the tendency in sex is to get so worked up you can’t wait for the grand finale, it’s usually best to resist the urge to rush to the end. After you’ve had enough slow sex to loosen and moisten the vagina, stick with a medium pace for a while. It will make the sex last a little longer and give you both better orgasms. When both partners thrust in unison at a medium pace, the results are spectacular.

3: Fast

As both partners get closer to orgasm, harder, faster thrusts usually feel better. Though, men tend to enjoy very fast thrusts more than women, while women generally prefer harder thrusts to faster ones. When it comes time for fast and hard thrusts in the cowgirl position, there’s only so much the woman can do since she’s pushing her hips downwards and backward. The man can actually thrust faster and harder from below. So, if speed is what you’re going for, it may be best to let the man take control and do most of the thrusting while the woman holds on for dear life. Fast/hard sex is also a great time for the man to pull the woman’s hair and/or talk really dirty to her.

HOW DO YOU THRUST?

1: Hopping up and down

When the woman hops up and down on the man’s penis, it feels good for both partners. If both partners put a little muscle into it, you can get some hard, slamming connections. The downside is that it can be tiring for the woman, and it doesn’t stimulate her clit. So she is unlikely to achieve an orgasm from it.

When the woman is hopping up and down, the man can hold his legs together, which gives the woman the most freedom, or, he can spread lift his knees and lean them outward like a butterfly. This makes it easier for the man to thrust, and the woman can hold onto his knees for support. However, it takes some control away from the woman and limits her freedom to choose her own angle.

Women, when you’re jumping up and down on a man’s penis (especially when you’re doing it fast and hard), be mindful of his balls. You may be crushing them between his legs, especially when he has his thighs completely pressed together.

2: Swiveling Hips

When the woman swivels her hips, she can tilt her man’s penis so that it hits 360’s of her vaginal tunnel. This can be pleasurable, and it’s a good way to loosen the vagina to prepare for harder, faster penetration. This is a physically and mentally stimulating experience for men. It demonstrates to him that his woman is virile and giving. It’s playful and enticing. It’s usually never a bad idea to throw in a few hip swivels in during cowgirl sex sessions. Just know that this is a “cherry on the top” kind of move. It’s tiring and unlikely to do enough for either partner to bring them to orgasm. This technique is best used during the first few minutes after penetration and intermittently afterward just to spice things up.

3: Grinding

Most women can’t have an orgasm through PIV sex alone. They need clitoral stimulation. More than any other sexual position, most woman probably have the best chance of achieving an orgasm during PIV sex (without using a toy) while grinding in the cowgirl position. The cowgirl gives the woman the opportunity to rub her clit on the man’s abdomen and have his cock deep inside of her, and she has complete control of speed and pressure… especially if the man puts his legs together.

If ever there was a time during sex when a man should verbally ask the woman what she wants him to do, this would be it. But really, mostly what the man needs to do is lay there and let the woman pleasure herself.

What the woman is doing will feel good to the man, and he can orgasm from it, but left to his own devices he’d probably choose something with more thrusting. This technique has very little thrusting to it, since the point is to keep the clit pressed against the man’s abdomen. There are plenty of other positions that are more suited to pleasure men, and men get to experience those all the time while the girl waits patiently for him to finish. Sometimes it’s the man’s turn to take one for the team, and if he wants to be a great lover, he should want to do that. So, men, be patient and let your woman do her thing.

4: Twerking

Twerking can be tiring. So it’s not something women should plan to do for a long time. It does feel good for both partners though, and it demonstrates virility and kindness on the woman’s part. Like hip-swiveling, this a “cherry on top” move that is welcome in almost any cowgirl sex session, at least for a few moments.

5: The Wave

The woman can make long, flowing, gliding, arching thrusts with her hips, fucking her man in a wavy motion. The woman feels her partner’s penis inside her from different angles, which means the man also feels the vagina from different angles. This is an incredibly sensual, intimate move at any speed. It gets more difficult the faster you do it, but at slow-to-medium speeds, it’s not particularly tiring. So it can be done for a long time. This move feels better for men than woman. Men have more of a chance of achieving orgasm from the wave, but with a little deliberation, the woman can rub her clit against the man’s abdomen as she swings her hips forward. If that’s not enough to get her off, she can always switch to the grinding technique at any time to heighten her pleasure momentarily or to finish herself off.

6: Letting Him do the Work

Sometimes it’s nice for the woman to kneel over her man and let him do all the work, thrusting up. This can be very tiring for the man if the woman rests her entire body weight on his groin, but if she can support some of her own weight, the man should be able to thrust upwards for quite a while.

Some men are used to doing all the work. So when the girl gets on top he still won’t give her control. He thinks he’s being a giving lover, but he’s really taking away the woman’s opportunity to pleasure herself, and he’s missing out on the opportunity to pleasure his lover without hardly doing any work. Men should think long and hard about if/when they should commandeer full control of the cowgirl position. There’s no one right answer, but if the woman hasn’t had a chance to do her thing yet, think about letting her.

When a man (especially a sexually inexperienced man) is close to orgasm, he sometimes loses control of his mind and body and feels compelled to thrust as fast and hard as he can. Sometimes this is extremely pleasurable for women. Her vagina enjoys deep, passionate thrusts, and her psyche is overwhelmed by being overpowered by a raging sex bull. Sometimes her vagina is sore, and her psyche is underwhelmed by the fact that she’s on a ride she’s not enjoying but can’t get off. Men need to pay attention to their women and be mindful of the state of their vagina. If a man is going to lose control and start acting like a jackrabbit on steroids, he should at least accentuate the experience with hair pulling, dirty talk, love talk, groping, kissing and/or moaning so the experience is more passionate and less clinical for the woman.

WHAT KIND OF TOYS CAN YOU USE?

1: Restraints

The cowgirl family of positions are perfect for tying a man to the bed. There’s a different flavor of fun in tying only his hands, only his feet or all of his extremities at the same time. He can also be blindfolded and gagged. All of these techniques will heighten his senses and give the woman the satisfaction of being in control.

Women who want to dominate and be dominated at the same time can still have their hands tied behind their backs and be blindfolded. Their legs can be tied down to the bed as well. Both partners can even be tied to each other. The number of ways you can use restraints in the cowgirl position is limited only by your imagination.

2: Cushions

Putting a pillow or wedge-shaped cushion under the man’s ass will angle his penis more towards his face. Depending on which variation of the cowgirl position you’re using, this can change the depth the penis penetrates the vagina and how well it hits the G-spot. Try every variation with and without a pillow or cushion to see what works best for you.

3: Clitoral Stimulator

It’s hard for either the man or woman to hold a pocket rocket or bullet/egg clitoral stimulator on the clit in most of the cowgirl positions since her groin is usually slamming down on the man’s abdomen. Even when she’s grinding, the device is likely to get dislodged. The best chances you have of using a clitoral stimulator may be for the man takes control of the thrusting while the woman holds the device where she wants it.

4: Vibrating Cock Ring

One of the few instances where a vibrating cock ring is actually useful is when the woman grinds the man in the cowgirl position. This gives her snug clitoral stimulation and deep PIV penetration at the same time. This is the perfect combination in theory, but I’ve never found a cock ring ergonomically designed well enough to fulfill this position/combo’s full potential in practice.

5: Dildos/Vibrators

With all the flopping around, it can be easier to stimulate the clit with a long vibrator than a tiny egg/bullet shaped clit stimulator. The downside to using a vibrator to stimulate the clit while bouncing up and down is it’s hard to hold in place. With enough practice and determination, you can successfully incorporate vibrators into the cowgirl position, but that’s advanced technique.

6: Butt Plug

Either partner can wear a butt plug during cowgirl sex. Use lots and lots of lube, and be sure to buy a plug with a wide base; never stick anything in anyone’s anus that could potentially get sucked all the way in. If you practice safe anal play, it will heighten the experience for both partners.

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How To Have Sex In The Missionary Position

WHAT IS THE MISSIONARY POSITION?

 

The missionary position is, “a sex position usually denoting the act in which a woman lies on her back and a man lies on top of her while they face each other and engage in sexual intercourse or other sexual activity.”

 

Line illustration of a man and a woman in the missionary position: She is laying on her back, and he is laying over her, with his torso and groin pressed against hers

 

WHEN SHOULD YOU USE THE MISSIONARY POSITION?

 

The missionary position is possibly the easiest position to have sex in. It’s emotionally intimate and easy to get into. It also offers are lot of options for spicing things up. It’s basically the default sex position. If you’re not sure which position to use, the missionary always a safe, reliable position. However, if it’s the only one you ever use, then eventually you’ll start to bore your partner.

 

VARIATIONS OF THE MISSIONARY POSITION

 

The dictionary definition of “missionary position” has the man lying face down on top of a woman who is lying on her back, but that position is easily modified to achieve a whole family of spin-off positions that should be explored. You can and should use several of these variations during a single sex session.

 

1: Face to face

Laying on top of a naked woman, face to face is a great way to start out a sex session. It’s intimate, and your penis can slide into her vagina at an easy angle. However, this position has two downsides. First, since your penis is sliding straight into her vagina you’re probably not going to hit her G-spot… unless you tilt her pelvis upwards by placing a cushion under her ass and consciously angling your thrusts upwards.

Regardless of where you’re aiming your penis, when you’re laying on top of a woman with your chest pressed to her you’re not going to be able to thrust as hard or fast as you could if you were in a kneeling position. You can still fuck a girl pretty hard in this position, and girls really enjoy it (physically and emotionally) when you wrap your big, strong arms around them and hold them firmly to your bosom while fucking them as hard and fast as you can. However, when your partner wants to be power-fucked, there are other variations of the missionary position that are more tailored to that goal.

 

2: Man kneeling

In the kneeling position you have more room to thrust, and you can draw on more muscles. Plus, you can grab your partner’s legs or waist and pull them towards you as you thrust. This isn’t the most intimate position, but it’s perfect for hard-hitting sex.  It also works well for medium-paced sex as well, especially because it uses your major muscle groups, which means it’s relatively easy to maintain your pace without wearing yourself out.

You have a pretty good chance of being able to hit the G-spot with your penis when lying flat on top of a woman if she has a cushion under her ass. But when you put a cushion under her ass and fuck her from the kneeling position, your penis will be angled perfectly to hit the G-spot with as much force as she can take and you can give. If you don’t have a cushion, you can lift her ass with your hands, which can be exhausting (depending on how strong you are and how heavy she is), but if you can cradle her lower torso in your hands you’ll have complete control to man-handle her and slam her body into your incoming power thrusts. Most women can’t have an orgasm from PIV sex without clitoral stimulation most of the time, but this is a good position to beat the odds in.

 

3: Knees to chest

When you’re in the kneeling missionary position, your partner’s legs are usually spread so her thighs are pressed against your hips. If she brings her knees to her chest so she’s laying on her back in the fetal position, then she can put her feet on your chest. You can lean against her feet and slide your cock into her fully exposed vagina. This isn’t the most relaxing position for either partner, but it’s worth doing for the benefits it offers.

This position angles the vagina slightly upward, which means when the penis enters horizontally it’s probably going to hit the roof of the vagina, which is where the G-spot is. And since her legs are completely out of your way, you press your pelvis against hers as far as possible, which means your penis will penetrate her as deeply as possible. This is great for men with short penises. And it’s a good go-to position whenever a girl wants a nice, deep dicking. You can fuck a girl pretty hard from this position, especially if you grab her ass or legs and pull her into your thrusts. However, the upward-tilted angle of her vagina makes it easy for your penis to slip out of, especially when you’re fucking wildly.

 

4: Ankles over shoulders

From the kneeling position, take hold of your partner’s ankles and rest them on your shoulders. This is one of the least intimate, least lady-like and most awkward-looking variations of the missionary position. If you’ve never had sex, this position could appear off-putting. I wouldn’t advise taking a girl’s virginity in this position, but it definitely has benefits that you and your partner should know about.

It’s easier to achieve the deepest thrusts when a girl’s feet are on your chest than when they’re over your shoulder, but it’s easier to thrust your hips and pull her legs towards you when her feet are over your shoulder. So what you lose in depth you can make up for in force.

You can have the best of both worlds though if you put your partner’s ankles over your shoulders and lean forward until you’re almost face to face with her.  This is called “the folding deck chair” position, and while it definitely looks unladylike, it’s very lady friendly. This position lets your penis penetrate her even deeper than having her feet on your chest. Plus, you can hold onto her torso, stretch out your legs and fuck her really hard. If you’re on a bouncy bed you can even bounce up and down and let gravity do half the work for you. If a girl ever tells you she wants you to fuck her until she breaks, this would be a good position to give it to her from.

 

5: Side twist

Kneel between your partner’s legs with her ankles on your shoulders. Then take both of her ankles and hold them together. Then lower both of her ankles to one of your hips. Then scoot forward and penetrate her while both her legs are hinged around one side of your body.  This position gives you decent room to maneuver, but the angle doesn’t allow you to really hit the G-spot or go as deep as other variations of the missionary position. Plus, it’s not very intimate. Use this position when you’re bored and want to do something different, but don’t do it very long, because it’ll likely get boring pretty quick, at least for your partner.

 

6: Her legs together

In all the variations of the missionary position discussed here, the man is between the woman’s legs. However, you can close her legs so that she’s laying like a plank. Then you mount her and lay down face to face with her. If your penis is long enough, you can slide your penis between her legs and into her vagina. You won’t be able to penetrate her very deeply, but the top of your shaft will slide over clit as you enter her… again and again. You won’t be able to fuck very hard in this position, but it has a good potential to give a girl an orgasm… if your bodies are compatible enough to pull off this position effectively.

 

 

 

HOW FAST SHOULD YOU THRUST?

 

The pros and cons of using different speeds are listed below:

 

1: Slow

Most sexual encounters should begin with slow thrusts for the woman’s comfort and safety. Sometimes it’s nice to have PIV sex slow from start to finish. It’s passionate, meaningful and respectful. A male virgin who was raised on Disney movies to believe all women are a-sexual porcelain princesses could develop the idea that women want slow, romantic sex most of the time. This would be incorrect. Sometimes women want their vagina caressed like delicate flowers, and sometimes they want to be fucked into the mattress so hard the bed breaks. Both of those techniques are at extreme ends of a spectrum. The ideal speed to use most of the time is probably somewhere in the middle, not the bottom.

 

2: Medium

After fucking a woman slowly for a few minutes her mind and body will be ready and hungry for harder, faster thrusts. Chances are, you will be too. Everybody gets what they want if you speed your thrusts up to a medium pace.

If you were raised in a culture where fast service and fast results are valued, you could develop the idea that faster is always better. This isn’t always the case with sex. Fast thrusts can be good. They can be great, but don’t underestimate the value of medium paced thrusts.

Women get to experience the full sensation of your penis when you thrust at a medium pace. When you thrust too fast they can lose sensation sometimes. Imagine getting a really, really fast hand job; all you’d feel is friction. Now imagine getting a hand job that started really fast, then stopped, then went slow, then fast, then slow, then fast, then stopped again. You’d be wishing your partner would just stick with a nice medium pace.

Hard fucking has its time and place, but if you’re not experienced, and you want to use the technique with the highest statistical probably of giving a girl an orgasm, then start by fucking her slow, spend most of your time fucking her at a medium pace, and speed up right at the end.

Just be aware that most women can’t orgasm from PIV sex alone. For the best statistical odds of giving a woman an orgasm during PIV sex, you need to stimulate her clit. Tips on that later.

There’s one last semi-selfish reason to have sex at a medium pace: it conserves your energy.  If you start out fucking a girl as fast and hard as possible, you might wear yourself out and have no choice but we wheeze and struggle through the final critical minutes of sex. That’ll negatively affect your ability to give your partner an orgasm. A good, medium pace feels rocking good for girls, and it’s manageable for guys. Take advantage of that.

 

3: Fast

It’s unfair to call medium-paced sex “vanilla sex.” It’s a good standard speed for good reasons, but any technique used too often will become boring. When you start out a sexual encounter going slow, then speed up to a medium pace and finish fast you cover all your bases. The question is, what percentage of the time should you go fast? A conservative range is the last 10-40% of a sexual encounter, but again, there’s a time and place for everything.

When a woman is close to orgasm (and especially while she’s orgasming), you can give her a more intense orgasm by speeding up your thrusts. But if you try to improve her orgasm with hard, fast strokes you could throw her off her rhythm or you could be wrong, and she actually needs a lot more stimulation. In that case, you might wear yourself out trying to maintain your pace or you might wear her out too early as well. If you have to slow down you will ruin her rhythm.

Fucking fast can be risky, but there’s a way to minimize your risk. If you can tell your partner is close to cumming or just hungry for you to take it up a notch, consider making your thrusts harder instead of faster. You’d be surprised how hard of a pounding a vagina can take and be euphoric for the girl. They feel it deep inside their vagina and all over the outside. It gives her more of what she wants and leaves the option open for you to go faster later.

 

4: Jackrabbit fast

As mentioned earlier, women usually don’t find it emotionally or physically pleasing when you lose control and fuck them like a jackrabbit. If you’re going to lose control then fuck them with reckless abandon, then fuck them like a raging gladiator, not a delirious Pomeranian.

 

5: Press and hold

Put your penis all the way into her vagina and hold it for a few seconds and gyrate your hips. This will help her vagina acclimate to your penis even more, and it feels intimate. This is the best speed to start most sex sessions because it lets the woman’s vagina acclimate to your size. Once she’s comfortable, you can go slow. Keep escalating your speed as she acclimates to each stage. Avoid the temptation to constantly stop what you’re doing and press-and-hold again. Once she’s revved up, stopping suddenly kills her momentum towards having an orgasm.

There’s a modality of sex called tantric sex, where you leave your penis held in the vagina the entire sex session. You should try it, but talk with your partner first and plan it.

 

6: Irregular

Sometimes it’s fun to spice up a sexual encounter by constantly changing up the speed of your thrusts, but that technique is a novelty, not standard practice, because, again, frequently changing paces is more likely to throw off your partner’s rhythm than build her up. Having said that, it can be beneficial to change your pace up a little during the first few minutes of sex following the initial penetration. During that “meet and greet” stage, spicing things up can help stoke your partner’s passion, loosen her vagina and communicate you’re your passion for her. Once she’s really wet or looking at you hungrily, abandon the novelty technique and get down to business.

Having said that, it can be effective to thrust slowly for a little bit and then go fast. Then go slow for a little bit. Then go fast. When done fluidly, the contrast between sensations can heighten the experience for women.

 

WHERE DO YOU THRUST?

 

1: Aim for the G-spot

The G-spot is located on the roof of the vagina just past the opening. When you’re in the missionary position, you can stick the tip of your penis into the vagina, and as you slide your penis in, push up with your knees or feet so that the top of your shaft presses against the roof of the vagina. This could hit the G-spot, but not necessarily. If you want to know if your technique is working for sure, ask your partner.

You can increase your odds of hitting the G-spot in the missionary position by lifting your partner’s ass up using your hands or a cushion. When you thrust inside of her, don’t aim your shaft so that it goes straight into her. Aim the tip of your penis head to hit the roof of her vagina just past the opening. You’ll likely find it easiest to do this when you’re kneeling and your posture is upright, as opposed to laying your chest flat against hers. You can use this technique at any stage of sex. Just be sure to do it slowly if you do it at the beginning of a sexual encounter, and do it faster if you’re doing it closer to climax.

 

2: Aim for the clit

The clit is a mole-sized bump located on the outside of a woman’s body a few centimeters above the opening of her vagina. You can’t hit that with your penis when you’re fucking a woman in any position since your penis is inside her, and her clit is on the external surface of her body. However, if you slide your penis all the way into your partner’s vagina you can sometimes rub the clit with the skin where the shaft of your cock meets your abdomen.

Different body types have different levels of compatibility. Ask your partner if this technique works for her. If it doesn’t, move on. This technique has the best chance of working if both partners have shaved their pubic hair and lubricated their smooth skin, but shaving your pubes to the skin usually causes razor bumps (which aren’t sexy), and your pubes might be spikey for the next few days after shaving, and no girl wants spikes jabbing into their sensitive skin.

You can also improve your chances of stimulating the clit by wearing a vibrating cock ring with a clitoral stimulator. Whether or not you use a vibrating cock ring, your pelvis will have to be pressed against her clit for a long time to give her an orgasm. This means you can’t pull your penis out of her vagina far enough to fuck her hard. So this technique is best suited to warm a girl up during the slow stage of sex or finishing her off after a hard fucking.

 

3: Straight forward

There are novel ways to stimulate a woman’s vagina, and they’re all worth exploring, but sometimes a girl likes a good old fashioned fuck. You don’t have to worry about boring women with straight forward thrusts, and if your goal is to fuck her hard and fast, you’re going to have to use a simple thrust anyway. When you use this technique, play to its strengths.

 

4: Stirring

The vagina is a biological sex organ that responds to physical and emotional stimuli. The more you stimulate it the closer it will bring a woman to orgasm. Pumping your penis into her like the head of an oil drill is a good way to hit her deep, hard and fast, but it can feel impersonal and miss a lot of sexual nerve endings inside and outside the vagina.

You can hit more nerve endings and add another level of interaction and intimacy to the missionary position by gyrating your hips like dancing like Elvis or using a hula hoop. This changes the trajectory of your penis throughout the course of a single thrust so your penis hits the vagina walls from different angles. There’s not an exact science to gyrating your hips during sex. Just make sure they’re fluid and you should be fine. This technique takes a lot of muscles and is difficult to do with a lot of force or for a long time. You can finish a girl off with this technique, but it’s best suited during the slow-to-medium paced stages of sex when you’re warming your partner’s vagina up.

 

5: All the way in, all the way out

Sticking your penis all the way into the vagina and all the way out is pleasurable for men and women, and it can be used effectively during any stage of sex. However, it always comes with the risk of drying out your partner’s vagina. So if this is the first technique you use after initially penetrating a woman’s vagina (when she’s not very loose or wet) you could dry her out and stretch her too abruptly. If you use this during wild, pounding sex you might dry her out while ramming your shaft through her with a lot of force. That’s a recipe for disaster. By all means, use this technique when you and your partner want to experience full-bodied strokes. Just don’t do it for very long… unless she’s a gusher or you’re using reliable lube.

 

 

 

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