Story Arc Ideas

Press the button for three arcs, each in a line, with its four beats in order.

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  1. A good cause turns into a grudge.A fair complaint; a win; the fight goes on anyway; nobody recalls what it was for.
  2. The miser learns what the money was for.Saves everything; is asked for a little; refuses; gives more than was asked.
  3. A promise is traded away for a shortcut.The vow; the tempting offer; the trade; arriving first with nothing to show the one who waited.

All 72 arcs

Rise 12

  • A debt is paid off against the odds. The sum looks impossible; small payments; a blow doubles it; the last coin is counted out.
  • A failing shop becomes the heart of its street. Days from closing; one odd idea brings ten people; a setback empties it; the street fills it.
  • A nobody is mistaken for somebody and grows into the part. The mistake; playing along; nearly exposed; earning the name for real.
  • A ruined garden is brought back, and its gardener with it. Weeds and a reluctant start; first green; a frost; a harvest shared.
  • A small idea becomes a movement. One person does it; a second joins and it is a pair; opposition arrives; it no longer needs its founder.
  • An invention nobody wanted becomes one nobody can do without. Laughed at; one user; a rival copy; the inventor sees it everywhere.
  • An outsider becomes the one the town can't do without. Arrives unwanted; fixes one small thing; is tested by a big one; is asked to stay.
  • The apprentice outgrows the teacher. Learns the rules; breaks one, and it works; the teacher resists; the teacher asks to be shown.
  • The last-place team reaches the final. Loses badly; finds the one thing it does well; wins ugly; plays the final as itself.
  • The newest hand ends up running the house. Given the worst job; learns every job; a crisis with no one in charge; hands over the keys.
  • The quietest voice becomes the one that speaks for the group. Says nothing; says one true thing; is pushed forward; chooses to speak.
  • The youngest child becomes the head of the family. Overlooked; trusted with one errand; the elders falter; the table turns to her.

Fall 12

  • A champion cannot stop after the win. Wins; needs to win again; cuts one corner; loses what the first win meant.
  • A favorite becomes a rival, then a stranger. Chosen and close; a slight; a contest; two people nodding across a street.
  • A fortune arrives and takes the friends with it. The windfall; new company; old friends drift; a full house with nobody to call.
  • A good cause turns into a grudge. A fair complaint; a win; the fight goes on anyway; nobody recalls what it was for.
  • A guardian becomes a jailer by being careful. A promise to protect; a rule; more rules; the protected one leaves by the window.
  • A leader starts to believe the praise. Earns trust; stops asking; ignores one warning; stands alone at the front.
  • A promise is traded away for a shortcut. The vow; the tempting offer; the trade; arriving first with nothing to show the one who waited.
  • A proud house refuses help until it is too late to ask. A crack appears; help is offered and declined; the crack spreads; the door is knocked on too late.
  • A winning team quietly stops trying. The title; easy practices; a scare ignored; beaten by a team that wanted it.
  • An expert stops listening. Always right; corrects a beginner; misses what the beginner saw; is right about everything except what matters.
  • The keeper of a secret is undone by it. Sworn to silence; lies to guard it; lies to guard the lies; the secret comes out as the smaller harm.
  • One convenient excuse becomes a whole false life. Told to save a moment; propped up; built around; the house falls in one question.

There and back 12

  • A borrowed thing is returned by the longest possible route. The loan; the loss; the chase across a map; handing it back with a story attached.
  • A child runs away as far as the end of the street. Packs a bag; meets the world at the corner; is helped by a stranger; walks back in at supper.
  • A dare takes four friends into the woods and out again. The dare; the dark; something seen that splits them; out by morning, one secret heavier.
  • A homecoming shows who stayed, and what it cost them. The return in triumph; the tired faces; the truth of the years away; the traveler takes a turn at staying.
  • A messenger delivers the message and finds home changed. The errand; the long road out; the answer given; a return to a door that has been repainted.
  • A sailor takes the long way home, and each stop costs something. Sets sail; three harbors, three prices; nearly gives up; arrives lighter and in time.
  • A search party goes out for one thing and comes back with another. The loss; the search; a different find; the first thing turns up at home.
  • A student leaves for the city and returns as the teacher. The leaving; the learning; the offer to stay away; the old classroom from the other side of the desk.
  • A traveler leaves to find one treasure and comes home with another. Sets out sure; loses the map; finds what was not sought; returns to a home that looks different.
  • A visitor to another world must choose what to bring back. The crossing; wonders; the rule that only one thing may return; the choice.
  • An exile is called back to the place that sent her away. A life built elsewhere; the summons; the old streets; staying or leaving by her own choice this time.
  • The road ends at the door where it began. Leaves in anger; circles through four meetings; each one answers part of the anger; opens the door differently.

Rescue and contest 12

  • A battle of wits is settled by a third question. A riddle each; a draw; a bystander asks something simple; neither can answer.
  • A contest ends with a prize nobody wants. The announcement; fierce rounds; the cost becomes clear; the winner sets the prize down.
  • A long game between two old rivals is decided by a student. Decades of moves; both grow tired; each trains the same student unknowingly; the student ends it.
  • A pursuer comes to respect the one pursued. The chase begins; near misses; learning the other's mind; a choice at the moment of capture.
  • A rival becomes an ally at the last turn. Old scores; neck and neck; a danger to both; crossing the line together, or letting one go first.
  • A search runs against a deadline that keeps moving. Three days; then two; a false find; found with an hour that turns out to be a minute.
  • A siege is won by patience. Surrounded; the stores are counted; the long middle; the other side runs out of reasons.
  • The escape was through a door that was open all along. Locked in, they think; plans and tunnels; a child tries the handle; out, and embarrassed.
  • Help arrives too late for the plan and in time for another. The call; the delay; the plan fails; the late help is exactly what the new trouble needs.
  • The one to be rescued does not want to leave. The alarm; the hard journey in; the refusal; a rescue of a different kind.
  • The rescuer needs rescuing halfway through. Sets out strong; falls into the same trap; is saved by the one who was lost; both walk out.
  • Two teams fight over one trophy while a third goes unwatched. The rivalry; tricks on both sides; the quiet third team; a handshake between the two losers.

The character changes 12

  • The cheerful one admits a sadness and is still cheerful. Smiles through it; cracks; tells one person; laughs again, and means it.
  • The coward finds one thing worth standing for. Runs; is ashamed; meets what cannot be run from; stands, shaking.
  • The cynic is handed a reason to hope and fights it. Mocks; is shown kindness; looks for the trick; finds none.
  • The follower makes one decision alone. Waits to be told; the leader is gone; freezes; chooses, and it holds.
  • The grudge holder lets go and finds the hand empty. Nurses it; meets the offender, changed; cannot find the anger; has to decide what to carry now.
  • The know-it-all learns to ask. Answers everything; is wrong in public; watches a beginner ask well; asks.
  • The liar finds the truth more useful. Lies easily; one lie costs a friend; tries a truth as a tactic; keeps to it when it stops being one.
  • The loner learns to be needed. Works alone; is forced into a pair; resents it; goes back for the partner.
  • The miser learns what the money was for. Saves everything; is asked for a little; refuses; gives more than was asked.
  • The obedient child breaks a rule for the right reason. Always good; sees the rule hurt someone; hesitates; breaks it and owns up.
  • The perfectionist finishes something imperfect. Starts over nine times; a deadline; hands it in flawed; it is loved for the flaw.
  • The proud one says thank you. Needs nobody; is helped anyway; resents the debt; says it, badly, then well.

The character holds, the world changes 12

  • A friend refuses to take a side. Two camps form; both call her disloyal; she invites both to one table; they come.
  • A gardener plants trees he will not see grown. Is called foolish; plants a row each year; grows old; children eat lunch in the shade.
  • A guard keeps a rule whose reason everyone has forgotten. Is mocked for it; holds; the reason arrives one night; the rule is painted on the wall.
  • A newcomer's kindness is taken for weakness. Is pushed around; stays kind; one pusher needs help; the newcomer gives it.
  • A teacher will not lower the bar. The class fails the first test; complaints; she stays after school for every one of them; they clear it.
  • A witness tells the same account every time she is asked. Is doubted; is pressed; is offered an easier version; her account is the one that stands.
  • An honest clerk stays honest in a crooked office. Refuses a small favor; is frozen out; is proved right by an audit; the office starts copying her.
  • The last keeper of an old craft works on. Orders dry up; she keeps the tools oiled; a fashion turns; apprentices line up at her door.
  • One optimist stays cheerful in a town that has given up. Paints her shutters; is laughed at; a second house is painted; the street follows.
  • One person keeps showing up. Arrives each week to an empty hall; one other comes; then ten; nobody recalls it being empty.
  • The one who asks why goes on asking. Is hushed; asks again; one adult has no answer and goes to find one; the rule is changed.
  • The quiet one gives the same answer under pressure. Asked nicely; asked sharply; asked by everyone at once; the others change theirs.

How it works

These story arc ideas are 72 arcs, each stated in one line with its four beats underneath. A story arc moves a situation from one state to another; a character arc is the change in a person.

Read the full guide

Four shapes of story arc

A list under the button holds six groups. Four are shapes a plot can take. Rise ends higher than it began. Fall ends lower. There and back leaves home and returns to it. Rescue and contest sets someone to be saved or something to be won.

Character arc ideas, two kinds

In The character changes, a person ends as someone different: the coward finds one thing worth standing for. In The character holds, the world changes, the person keeps to one course and everything around them moves.

  • Lay two arcs over each other: a Rise for the plot and a Fall for the lead.
  • Write each beat as one scene first. Four scenes is already a short story.

Questions and answers

What is the difference between a story arc and a character arc?

A story arc is how the plot is built over time, moving a situation from one state to another. A character arc is the inner change in one person along the way. The two often run side by side.

How many beats does a story arc need?

Each arc here is given four: where it starts, what shifts, what pushes back and where it ends. Those are turning points, and a draft puts many scenes between them.

Can a main character have no arc?

Yes. In the group The character holds, the world changes, the person keeps one course from the first beat to the last, and the office, the class or the street is what ends up different.

Are these arcs taken from a plot formula?

No. The shapes are described in plain words and sorted our own way. No named plot system from a published book is reproduced, and no story is named as an example.