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Here's Exactly How You Should Write a Novel (7 Point Structure)

The Nerdy Novelist · 2,203 words · 11 min read

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0:00Most writing wisdom comes from ancient

0:02scholars or Hollywood screenwriters, but

0:04the structure that we're talking about

0:06today, it actually came from a Star Trek

0:08role playing game. It sounds kind of

0:09weird, but it might just be the most

0:11practical way to outline a novel,

0:13especially if you hate rigid formulas,

0:15uh, which I know a lot of people do. My

0:17name is Jason Hamilton, and I'm the

0:19nerdy novelist. I spent three years

0:20working at Kinder, but mostly I'm just

0:22obsessed with storytelling mechanics and

0:25I use this channel to document

0:26everything that I find. Today we are

0:28breaking down Dan Wells's seven-point

0:30story structure. It's a symmetrical

0:32framework that forces you to nail your

0:34ending before you even start writing.

0:36I'm currently covering all of the major

0:37story structures out there that I can

0:39find. So, if there's a specific one you

0:40want me to tackle next, let me know in

0:42the comments and let's get into the

0:44seven points. Now, if you take a

0:46creative writing class, they usually

0:47tell you to start at the beginning. You

0:49introduce a character, you give them a

0:51problem, and you see where it goes. The

0:52seven-point system says that is a

0:55terrible idea. Dan Wells, the horror and

0:57sci-fi author who popularized this

1:00method, argues that you can't draw a map

1:02if you don't know where your destination

1:04is. If you start writing without a clear

1:06ending in mind, you are just wandering

1:09through the woods hoping that you

1:10stumble upon a castle. This structure

1:12works backwards. It assumes that a story

1:15is not just a series of events, but a

1:17character transformation. To verify that

1:19transformation happens, you need to

1:20anchor the ending first. And while there

1:22are seven points total, the system

1:24relies on a three-legged stool to hold

1:26everything up. The resolution, the hook,

1:28and the midpoint. Once you place those

1:30three legs, the rest of the story almost

1:32writes itself. So, let's burn through

1:34these points in the order that you

1:35should actually plan them, not the order

1:37that they appear in the book. Step one

1:39is the resolution. This is where you

1:41should start, but it is actually the end

1:43of the book. Put down the once upon a

1:45time and focus on the end. The

1:46resolution is the final state of your

1:49protagonist. This isn't just about

1:51whether they killed the dragon or kissed

1:53the love interest. It's about who they

1:56have become. The plot conflict is

1:58resolved and the character has

1:59fundamentally changed. For instance, in

2:01the Hunger Games, the resolution isn't

2:03just that Katniss survives. It's that

2:05she and Peta both survive by defying the

2:07capital, forcing the system to bend to

2:09their will. She ends the story as a

2:11victor with agency, someone who has

2:13proven that the game can be beaten on

2:15her own terms. If you don't know this

2:17ending, you don't have a story yet. You

2:19just have a kind of situation. You need

2:21to cement this final image in your mind

2:23because everything else in the outline

2:25exists solely to make this moment

2:26earned. Now, once you have that, step

2:28two is to develop the hook. You jump all

2:30the way back to the beginning. The hook

2:32is the state of the character before the

2:34story truly begins. But the trick is the

2:36hook and the resolution must be a kind

2:39of mirrored opposite. This provides the

2:41narrative arc. If your character ends

2:43the book as a confident leader, the hook

2:45must show them as a timid follower. If

2:47they end the book wealthy and generous,

2:49the hook should probably show them poor

2:51and selfish. This contrast creates a

2:54promise to the reader. It tells them

2:55that this character is starting here,

2:57and I'm going to show you how they get

2:59there. Look at Katniss again. At the

3:01start of the book, she is in district

3:0212. She is poor. She has zero political

3:04power, and her only goal is day-to-day

3:06survival for her family. She is

3:08resourceful, but she is entirely

3:10reactive to the crushing environment

3:11around her. And this mirrors the

3:13resolution perfectly. She goes from a

3:15powerless girl trying to feed her sister

3:17to a national figure who beat the

3:19system. Powerless versus powerful,

3:21survival versus victory. By defining the

3:23hook immediately after the resolution,

3:25you ensure your character arc is solid

3:27before you figure out a single plot

3:28twist. That leads us to step three in

3:31the planning process, which is

3:32developing the midpoint. And for this,

3:34we jump to the dead center of the story.

3:36The midpoint is the pivot point. It

3:39explains how the character gets from the

3:41hook to the resolution. And in the

3:42sevenpoint structure, the midpoint is

3:44defined by a shift from reaction to

3:47action. In the first half of the book,

3:48things happen to the protagonist. They

3:51are dodging punches, running away,

3:53trying to keep their heads above the

3:55water, and they are reacting to the

3:57antagonist. But at the midpoint, they

3:59decide to stop running, and they

4:00formulate a plan. They decide to take

4:02the fight to the enemy. They become the

4:04driving force of the plot. Back to the

4:06Hunger Games, Katniss spends the first

4:08half of the games running and hiding.

4:10She's reacting to the fireballs and the

4:12career tributes. The midpoint hits when

4:14she teams up with Ru and decides to go

4:16on the offensive to destroy the career's

4:18food supply. She stops trying to just

4:20survive the game and starts trying to

4:22win it. Also, by the way, if you'd like

4:23to learn more about how to use AI as an

4:26authorled productivity tool to help you

4:27write 12 plus books a year and without

4:30compromising your creativity or ethics,

4:32check out the Story Hacker Gold group

4:33linked in the description. All right, so

4:35now we get to step four, which is

4:37developing plot turn one. Because now

4:39that we have the beginning, the middle,

4:40and the end, we just need to build

4:42bridges between them. Plot turn one is

4:44the bridge between the hook and the

4:45midpoint. We know that the character

4:47starts in a status quo, uh, which we

4:49call the hook. So, what pushes them out

4:51of it? This is often called the inciting

4:53incident or the call to adventure. It's

4:55an event that destroys the character's

4:57normal world and forces them to start

4:59moving toward that proactive midpoint.

5:01It can't just be a random event. It has

5:03to actually impact the character

5:05personally. For the Hunger Games, we

5:06already know the hook is Katniss in

5:08District 12, and plot turn one is the

5:10reaping. Prim's name is called and

5:11Katniss volunteers to take her place.

5:13This action shatters her normal life.

5:15She leaves the hook behind and enters

5:17the world of the story. And because she

5:19isn't proactive yet, she's just reaching

5:20to the threat against her sister, but

5:22she is moving. The step five is to

5:25determine where we put plot turn two. On

5:28the other side of the symmetry, we have

5:30this plot turn two. This bridges the gap

5:32between the proactive midpoint and the

5:34final resolution. This is often called

5:36the aha moment. The protagonist has been

5:38fighting proactively since the midpoint,

5:40but they still don't have the final

5:42piece of the puzzle to win. At plot turn

5:44two, they get the last tools and the

5:46final weapon or the crucial piece of

5:48information they need to defeat the

5:50antagonist. Dan Wells describes this as

5:52the character snatching victory from the

5:54jaws of defeat. In Star Wars, this is

5:56Luke hearing Obi-Wan tell him to use the

5:58force. He has the X-wing. has the plan,

6:00but he needs that final spiritual

6:02realization to make the shot. And with

6:03Katniss, plot turn two is when she

6:05realizes the game makers need a victor.

6:07She realizes she can use the poison

6:09disparities to force their hand. And

6:11this realization creates the tools that

6:13she uses to achieve the resolution. Step

6:15six is developing the pinch point number

6:17one because now we have a strong

6:19narrative flow, but we still need

6:21conflict. We need the pressure. The

6:22seven-point structure uses pinch points

6:24to apply pressure to the character.

6:26Pinch point one happens roughly halfway

6:28between plot turn one and the midpoint.

6:30This is usually where the antagonist

6:32flexes their muscles a little bit. The

6:33viewer or reader needs to see exactly

6:36what the hero is up against and it

6:38raises the stakes and forces the

6:39character to adapt. It reminds everyone

6:41that this isn't going to be a walk in

6:43the park. In a mystery novel, this might

6:45be a second murder or a threat sent to

6:47the detective. In the Hunger Games,

6:49Pinchoint one is the training center and

6:51the private sessions with the game

6:53makers. Katniss sees that the other

6:54tributes are killing machines and she

6:56sees the game makers are arrogant and

6:57dismissed. The abstract threat of the

6:59games becomes a concrete reality with

7:02faces and weapons. Step seven is

7:04developing Pinchoint 2 because finally

7:06we have the dark moment of the story.

7:08Pinchoint 2 sits between the midpoint

7:10and plot turn two. And this is often

7:12called the all is lost moment. The

7:14character has been proactive since the

7:15midpoint. They have a plan. They are

7:17fighting back. And pinch point two is

7:19where the antagonist strikes back so

7:21hard that the hero's plan fall apart. It

7:25ruins their hope. It typically involves

7:26a great loss such as a mentor dying or a

7:30weapon breaking or some kind of trusted

7:32ally betraying the protagonist. This

7:34pressure is necessary because it forces

7:36the characters to dig deep. It clears

7:38the way for plot turn two. The easy

7:40proactive answers didn't work. So now

7:42they have to find the real solution. In

7:44the Matrix, this is when Morpheus is

7:46captured and the plan falls apart. In

7:48the Hunger Games, this is the rule

7:50reversal. The capital promised two

7:52victors could survive, giving Katniss

7:54hope that she could save Peta. Then at

7:56the last second, they revoke the rule.

7:57The hope is snatched away. All is lost,

7:59and they have to kill each other. That

8:01immense pressure forces the realization

8:03of plot turn two, aka the berries,

8:05leading to the resolution. Now you might

8:08be wondering how this specific structure

8:10is different from say the hero's journey

8:13or say the cat because there are a lot

8:14of similarities. The structure was

8:16essentially formalized by Dan Wells

8:18presenting at life the universe and

8:20everything conference back in 2013. But

8:22Wells didn't dream this up out of thin

8:24air himself. He found the skeleton of it

8:26in the narrator's guide for the Star

8:28Trek role playing game. He realized that

8:30RPG campaigns and novels share a similar

8:33problem. If you don't know where you're

8:34going, the middle of the story turns

8:36into a slog. In gaming, players wander

8:38off the map. In writing, authors write

8:4050,000 words or so of just stuff

8:42happening that doesn't actually move the

8:45plot toward anything. So, Wells adapted

8:47the gaming mechanics into a literary

8:49tool, and it resonated with writing

8:50community so much because of its

8:52simplicity and symmetry, and it

8:54resonated with the writing community

8:55because of its simplicity and symmetry.

8:57Stripped away the mystical language of

8:59Joseph Campbell's monoth and the rigid

9:01page count formulas of Hollywood. And it

9:03appealed to the pancers, writers who fly

9:05by the seat of their pants, because it

9:07only demanded seven milestones. You can

9:09freestyle everything in between those

9:11seven points. But it also serves

9:13plotters because it ensures the

9:14character arc and the plot arc are

9:16inextricably linked. The shift from hook

9:19to resolution is perfectly mirrored by

9:21the mechanical plot points. So why does

9:23this work? The genius of the seven point

9:24structure is that it makes characters

9:26change inevitably. Many structures focus

9:28heavily on external events like battles,

9:30chases, and discoveries. And the

9:32seven-point structure ties those events

9:34directly to agency. You can't get past

9:36the midpoint without the character

9:38making a choice to act. It forces you to

9:40write a story about a person doing

9:41things than a person having things done

9:44to them. Also, the pinch points ensure

9:46the villain is active. A common mistake

9:48in modern novels is the passive

9:50antagonist, where the bad guy just waits

9:51in a castle for the hero to show up.

9:53Pinch point one and pinch point two

9:55require the antagonist to attack the

9:57hero, keeping the tension high and the

9:58stakes real. And if you are struggling

10:00with a saggy middle or a weak ending,

10:02try outlining these seven points in a

10:04backwards fashion or in the order that I

10:06presented it to you today. Validating

10:08your ending against your beginning might

10:10actually save you months of rewriting.

10:12If you're serious about treating your

10:13writing like a business and you want to

10:14use the best tools available to

10:16streamline your process, you should go

10:17check out the StoryHacker Gold Group.

10:19It's where I dive deep into these

10:20structures and show you how to start

10:22shipping books closer to your full

10:24potential. see the link for that down

10:25below and I'll see you in the next

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