Unit 12 — Story Structure
REFERENCE · 12-3 ⬛ INTERACTIVE

The Secret Grid

Two grids, twelve columns, twelve beats each. Every column is a complete story spine — read top to bottom. The same twelve elements, resequenced to produce twelve radically different emotional architectures.

BEAT TYPE COLOR LEGEND

Intro / Tone / Hook
Intro / Tone / Hook ★
Opponent's Plan
Actual Battle
Gathering of Allies
Intro of Characters
Hero's Plan Fails
Hero's Journey
Hero's Revelation
Culmination / Plan
Plot Turn
Resolution
HOW TO READ: Each column is a story variant. The row number = position in the story (1 = opening, 12 = close). The colored cell = which beat type occupies that position. Pick any column — that sequence is your story spine.

SECRET GRID I

Six structural variants — columns A through F

# COL ACOL BCOL CCOL DCOL ECOL F
1Intro / Tone / HookActual BattleOpponent's PlanIntro / Tone / Hook ★Culmination / PlanIntro of Characters
2Intro of CharactersIntro / Tone / HookIntro of CharactersIntro / Tone / HookIntro / Tone / HookGathering of Allies
3Hero's JourneyIntro of CharactersIntro / Tone / HookIntro of CharactersIntro of CharactersIntro / Tone / Hook
4Gathering of AlliesOpponent's PlanGathering of AlliesGathering of AlliesGathering of AlliesHero's Journey
5Opponent's PlanGathering of AlliesHero's JourneyOpponent's PlanHero's JourneyOpponent's Plan
6Hero's Plan FailsHero's JourneyActual BattleHero's JourneyOpponent's PlanHero's Plan Fails
7Hero's RevelationHero's Plan FailsHero's Plan FailsHero's Plan FailsActual BattleActual Battle
8Culmination / PlanHero's RevelationHero's RevelationHero's RevelationHero's Plan FailsHero's Revelation
9Actual BattleCulmination / PlanCulmination / PlanActual BattleHero's RevelationIntro / Tone / Hook ★
10Plot TurnIntro / Tone / Hook ★Intro / Tone / Hook ★Culmination / PlanIntro / Tone / Hook ★Culmination / Plan
11Intro / Tone / Hook ★Plot TurnPlot TurnPlot TurnPlot TurnPlot Turn
12ResolutionResolutionResolutionResolutionResolutionResolution

SECRET GRID II

Six more variants — columns G through L

# COL GCOL HCOL ICOL JCOL KCOL L
1Hero's JourneyHero's RevelationActual BattleHero's JourneyOpponent's PlanGathering of Allies
2Intro / Tone / HookIntro / Tone / HookOpponent's PlanIntro of CharactersIntro of CharactersIntro / Tone / Hook
3Gathering of AlliesIntro of CharactersIntro / Tone / HookIntro / Tone / HookGathering of AlliesIntro of Characters
4Intro of CharactersOpponent's PlanIntro of CharactersGathering of AlliesIntro / Tone / HookHero's Journey
5Opponent's PlanGathering of AlliesGathering of AlliesOpponent's PlanHero's JourneyOpponent's Plan
6Actual BattleHero's JourneyHero's JourneyHero's Plan FailsActual BattleActual Battle
7Hero's Plan FailsHero's Plan FailsHero's Plan FailsActual BattleHero's Plan FailsHero's Plan Fails
8Hero's RevelationActual BattleHero's RevelationHero's RevelationHero's RevelationHero's Revelation
9Intro / Tone / Hook ★Intro / Tone / Hook ★Culmination / PlanIntro / Tone / Hook ★Intro / Tone / Hook ★Culmination / Plan
10Culmination / PlanCulmination / PlanIntro / Tone / Hook ★Culmination / PlanCulmination / PlanIntro / Tone / Hook ★
11Plot TurnPlot TurnPlot TurnPlot TurnPlot TurnPlot Turn
12ResolutionResolutionResolutionResolutionResolutionResolution

COMBINE WITH AN OPENING TYPE

1 — Action Opening
Start mid-action. Hook IS the battle.
2 — Outside Action Opening
We see the event. Hero doesn't. Instant dramatic irony.
3 — Prologue
Long before the main story. Sets mythological scale.
4 — Flashback Opening
Present → past → present. Most common non-linear form.
5 — Everyday Hero Introduction
Hero in ordinary world. Establishes flaw and enabling circumstances before disruption arrives. Classic Column A structure.