What a Scene Actually Is

Do

End scenes at the moment of maximum instability. Not after the dust settles. Not after the character has processed what happened. Right at the point where everything has changed and nothing has been resolved. That’s the cut point.

Avoid

Scenes that end with resolution. A character who gets what they wanted in a scene has nowhere to go in the sequel. The scene closed itself and the story stalled.

From My Work

What a Sequel Actually Is

Do

Let the reaction live in the body before the processing starts. A character who is scared reaches for something, goes quiet, checks something they don’t need to check. The physical response comes before the rational one. Write the body first.

Avoid

Characters who immediately know how to feel about something and immediately decide what to do next. That’s not how people work and readers feel the falseness of it even when they can’t name it.

From My Work

The Decision Has to Mean Something

Do

Connect the decision directly to what the character wants and fears. The best decisions in sequels are the ones where the character knows what the right thing to do is and either does it at a cost or doesn’t do it at a cost. Both are valid. Both reveal character.

Avoid

Decisions that arrive too quickly after the reaction. If the character hasn’t had time to feel what happened, the decision doesn’t carry emotional weight. It’s just the next thing they did, not the thing they chose.

From My Work

Pacing the Structure

Do

Vary the length of sequel beats based on the size of the scene that preceded them. A small scene with a small outcome gets a short sequel. A scene that changes everything gets a longer one. The sequel’s length should be proportional to the weight of what just happened.

Avoid

Uniform sequel length throughout the manuscript. If every sequel beat is the same length regardless of what preceded it, the emotional pacing is probably off. Some moments deserve more time than others.

Final Thoughts

Extras