Story Structure: The Fourteen Signposts
So, we’re going to look into another way to structure or outline your novel. This one is based off the Signpost methods suggested by James Scott Bell. I mentioned watching an online writing course by him. This is how he recommends planning out your story. As I go through this, you may notice a lot of similarities to the Save the Cat Beat Sheet. That’s because there are a lot of similarities. Several differences too. Remember, they are tools. If it works for you, great! If not, there are other options. Also, you can find templates for both those methods, and several other outlining strategies at storyplanner.com.
Act One (1-20% of the story)
1. The Disturbance: Something has happened to disrupt your character’s comfortable life. This can be related to the main plot of the story, but it doesn’t necessarily have to be. It just has to be a source of conflict or irritation. Something that shows the reader that something is amiss.
2. The Care Package: This one is optional but recommended. Show the main character caring for someone or something else. Someone they knew before the story started. This doesn’t have to be a person, it could be an animal. It could be as simple as your character decides to share part of the meat from their sandwich with a stray dog or as complex as your character raising a young child or a younger sibling.
This is not a required beat, because your story can get by without it. But James Scott Bell recommends including it, and I can see why. Watching someone care for something or someone else makes readers sympathize with them a little more. Who wants to read a novel about someone who is selfish and cruel? Sure, there can be the hope they’ll turn their lives around, like Ebenezer Scrooge, but it’s easier if you give hints that they have that potential already. Even Scrooge had people in his life that he could, and eventually did care for such as his clerk and his nephew. When I was writing Those Who Go Do Not Return, I knew my one character started out as somewhat unlikable, so one way I tried to soften him was to give him a fondness for pigeons and some concern for his assistant.
3. The Argument Against Transformation: Stories are about change. Typically your character is not the same when a story is finished as they were when it began. But change is uncomfortable and scary. Your character probably doesn’t want to change! Odds are good that they thought their life was pretty good before the story started. Even if they were miserable, it was a familiar misery. So, while your character may be dragged kicking in and screaming into who they are going to become, first they have to argue against it. If there is a ‘Refusal of the Call’, that’s where it will be.
4. Trouble Brewing: Yeah, things are starting to get worse. Things are going to get worse still, so don’t show your hand too early, but your character is starting to get hints that there is danger in the wind. Maybe the danger hasn’t quite come yet, but there are hints and foreshadowing that trouble is on the way.
5. The First Doorway of No Return: Something has happened, either to your character or because of something they have done, that changes everything. Even if the story ended right here, their life would never be the same. This is Dorothy landing in Oz. This is Harry being told he’s a wizard. But the story isn’t even close to over. Your character now has to overcome the troubles they are faced with or they will die, maybe physically, maybe psychologically, maybe professionally.
According to James Scott Bell, every good story should be a character against death stakes of some kind or another. Physical death is, of course, life vs. death. Psychological death is where a character risks losing who they are inside. Professional death is where a character risks losing their career.
Act Two (20-80%)
6. A Kick in the Shins: Things are getting worse. The stakes are raised, and the character gets their first test against death and danger. There’s still plenty of room for things to get worse, but your character is struggling a bit here.
7. The Mirror Moment: James Scott Bell is a big believer of the mirror moment. According to him, the best stories have a point, about exactly in the middle, where a character comes to one of two possible points. One is an absolute certainty that they are going to die. The other is to wonder what they are becoming. Mental reflections done in front of a mirror (physical reflection) is not necessary but common. I admit, I’m not as convinced on this point, and the one time I tried to throw it in, because of the way the book expanded, it was no longer in the middle.
8. Pet the Dog: Yes, your character is probably in the worst trouble they have ever been in their life. Yes, they are up against what looks like insurmountable forces. But for one moment, your character stops worrying about their trouble and helps someone who is weaker or in worse shape than they are.
Unlike the care package, the one they are helping may be a stranger. It could be something simple, but it should involve at least a little risk or sacrifice on the character’s part. Or at least, it’s more meaningful that way. Don’t make them an idiot about it, a character who is running for their life from armed gunmen isn’t going to be able to stop to get a kitten out of a tree. Probably not, anyway. But once they manage to find someplace to hide and a chance to catch their breath, maybe they find a kitten with a sore paw and take a moment to bandage it up. Or share a little water.
9. The Second Doorway of No Return: Like the first doorway, things are irrevocably changed. The most common ways to do this, as recommended by James Scott Bell are, a major setback or crisis, or a major clue or discovery. Especially if doing a clue or discovery, this absolutely should be found through your character’s actions, not a coincidence. Maybe they weren’t trying to find that exactly, but they were trying to do something.
Act Three (80-100%)
10. Mounting Forces: The powers against your character have gotten stronger. Maybe separate groups are working together. The antagonist has allies. Your character may be trying to gather their allies too. This may or may not be successful. It’s not uncommon for one or more allies to split off here. Maybe they die, maybe they leave. Sure, they might come back, but that’s for later.
11. Lights Out: This is basically the same as the long night of the soul. It looks like everything is hopeless. Your character cannot possibly hope to win. Their allies are probably scattered or gone, whatever they had put their hopes in has failed. They want to give up. Maybe they even do for a little while.
12. The Q Factor: Again, optional, but recommended. This is named for Q in James Bond stories and movies. If your character finds themselves needing to get away from hungry lions in act three and they suddenly pull out a previously unseen laser pointer pen and use that to distract them long enough to get away, the reader is going to roll their eyes at the way the author pulled out a deus ex machina. But if the reader see the character given a free laser pointer pen while they were touring the marketplace and put it in their pocket back in act one, the reader is now praising the author for their cleverness. Or at least accepts that it’s possible.
In James Bond stories, especially the movies, James Bond typically has ridiculous gadgets that turn out to be exactly what he needs to get out of the jams he gets in during the story. If they came out of nowhere, it would probably irritate the audience. But since we see Q walk Bond through all the gadgets in the beginning, we absolutely accept them as a solution later on.
This doesn’t have to be a gadget either. It could be a revelation or an upswing of hope, possibly inspired by a physical object that serves as some kind of reminder. Didn’t think about what you would need as a Q Factor when writing Act One? That’s fine. Just put in what you need in Act three and then in the next draft, plant the seeds earlier. James Scott Bell particularly recommends linking this to the care package when possible. If you can, it’s pretty thematic, but if that doesn’t work for your story, I recommend not stressing over it.
13. Final Battle: Fairly self-explanatory. Your story probably has a major conflict and if you don’t have some kind of climatic battle, then readers are disappointed. Please note that this doesn’t have to be a physical fight. A story about a lawyer may have the final battle be an important court case. A romance may have the final battle be against whatever threatens to keep the couple apart. Someone trying to buy a house from the bank may have the final battle be where they are trying to get approved for the mortgage. In any case, your character is facing whatever death threatens them and fighting back.
(Please note: It’s not required that they win, at least in most genres, but happy endings typically sell better than sad endings, and it’s hard to write a sequel when you kill off the main character. That said, if the story requires it, go for it.)
14. Transformation: Your character is different now. Of course they are. No one could go through everything they did and be the same, right? (Okay, that depends on the genre and the stakes). Show us how they are different. Tie up your loose ends. James Scott Bell recommends tying this into the mirror moment. Like I said, he’s big on that.
He’s also big on what he calls ‘Resonance’. It’s like the last note of a song, the last feeling that the reader feels when they close the book. This is what they will carry with them, and what will hopefully convince them to buy and read more of your books. So think carefully how you want to leave the readers.
That’s the signpost method. As you can see, it shares some points with Save the Cat andthe Hero’s Journey. Like them, use what helps. I personally don’t feel that trying to write to a template is necessarily the best option, but each to their own. Good luck!
Have you ever used the Signpost method for a novel?