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# Genres — primal

Entry point into the database. Each kit ranks a short list of techniques by `id`; open the `cat-*.md` file named for that id's prefix (or `arcs.md`, `structures.md`, `situations.md`) for the full card.

A genre kit carries something a format kit does not: **required beats.** Genre in writing is a set of obligations, not a marketing label. The audience arriving at a horror story has bought a contract, and the beats below are its clauses — 15 to 20 specific plot events, in order, that the story owes. Miss one and the reader registers a void without being able to name it. Hit all of them and nothing else, and you have written formula: the fix is Truby's, not mine — carry two or three other genres in supporting roles, and let one of them contradict the primary.

These seven are the primal end of the shelf: the genres that argue about death, force, money and the body. The inquiry genres — detective, mystery, whydunit, courtroom, journalism — are in `genres-inquiry.md`, and several of them share a border with Crime here. Cross-reference rather than duplicating.

---

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## Contents

- [Horror](#horror)
- [Thriller](#thriller)
- [Action](#action)
- [Crime](#crime)
- [Gangster](#gangster)
- [War](#war)
- [Survival](#survival)
- [Coverage](#coverage)
- [Sources](#sources)

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## Horror

**What the genre argues:** Horror is the religious genre. It asks what happens when the rules holding the world together are not the ones you were taught, and whether anything you did earns the thing now coming for you. Every horror story is an argument about whether the universe is indifferent, punitive, or watching — and the monster is that answer made flesh.

**Required beats:**
1. A past sin is committed, named or uncovered — the burial, the debt, the thing the place is owed.
2. Ordinary life established, with exactly one detail already wrong and unremarked.
3. The victim group enters, or is discovered already sealed inside, a bounded space: house, ship, ward, town, road with one exit.
4. The first attack lands on a peripheral character, off the main line, and is explained away.
5. Authority is called, offers a natural explanation, and the exit closes behind it.
6. The protagonist is placed in the victim position — attacked, not attacking.
7. The rational ally names the mundane cause and is believed by the group for a while.
8. A rule of the monster is demonstrated at someone's cost: what it needs, what it cannot cross, when it comes.
9. Someone crosses the forbidden threshold deliberately — opens the door, reads the name, goes down.
10. The group fragments; the protagonist is separated from the people who could help.
11. An attempt to leave the bounded space fails, proving the boundary.
12. The monster's link to the past sin is uncovered — the archive, the photograph, the old man who remembers.
13. A reactive plan is improvised from the demonstrated rule: barricade, fire, ritual, run.
14. An ally or protector dies executing that plan, proving it insufficient.
15. The safe haven is violated — the last defended room falls.
16. The protagonist confronts the monster in its own space, on its terms, alone.
17. Apparent victory, delivered fast and cheap.
18. The second ending: the survivor carries it out, or the sin returns intact, or the first frame repeats.

**Supporting genres:** Detective supplies beats 8 and 12 and stops the middle sagging into attack-flee-attack. Myth gives the survivor a journey shape so the ending is not only survival. Family Drama makes the bounded space worth defending — without it the house is a set.

**Rules:** Demonstrate the monster's rules before the monster breaks them | Give the first attack to someone the audience knows but has not invested in | Withhold the full body of the monster until after the rules are established | Attach the threat to a specific past act — a motiveless monster is legitimate only in cosmic and folk horror, and costs you the moral spine | Escalate by removing options, not by increasing volume | Violate an established safe space exactly once, and make it late | Pay for every false scare with a real one inside two scenes | Do not grant self-revelation — horror's protagonists survive, they do not learn | End twice

**Avoid:** The jump scare used as structure rather than punctuation — it teaches the audience that nothing costs anything, and by the third one they are checking their phones. Explaining the monster fully: horror dies at the exact moment the rules become complete, because a complete system is a puzzle, not a threat. Characters behaving stupidly to reach the next set-piece, which converts dread into contempt. A monster with no relationship to the sin, which leaves you with a nature documentary about a predator. And the ending that resolves cleanly — the cleanly closed horror story is the one nobody remembers a week later.

**The kit (ranked):**

1. **Dread Over Shock** (Tension) `tens.dread_over_shock`
   The whole genre in one card: anticipation is the product, the shock is the receipt.
2. **The Threat That Obeys Rules** (Tension) `tens.threat_with_rules`
   A monster with rules can be feared continuously; a monster without them can only surprise you.
3. **The Rule Demonstration** (Tension) `tens.rule_demonstration`
   Beat 8 is this card. Every later scene's tension is borrowed from this one demonstration.
4. **The Safe Space Violation** (Tension) `tens.safe_space_violation`
   Beat 15. Spend it once and late; spent early, the rest of the story has nowhere left to go.
5. **Corrupting the Mundane** (Tension) `tens.corrupting_the_mundane`
   Horror lives in objects the audience owns. The baby monitor beats the crypt.
6. **The Wrongness Detail** (Tension) `tens.wrongness_detail`
   Beat 2. One detail wrong in an ordinary opening is what makes an ordinary opening horror.
7. **The Shrinking Option Set** (Tension) `tens.shrinking_options`
   The correct escalation curve for this genre — fewer doors, not louder noises.
8. **The Closing Space** (Tension) `tens.closing_space`
   The bounded space is not a location choice, it is the genre's engine. Make it close.
9. **The Ghost** (Arc) `arc.the_ghost`
   Beat 1. The past sin is the protagonist's ghost and the house's ghost at once — bind them.
10. **Restricted Narration** (Information) `info.restricted_narration`
    Horror is the one genre where the audience should usually know *less* than is available.
11. **The Thing Behind the Character** (Tension) `tens.thing_behind_character`
    The exception to rank 10: hand the audience the monster and withhold it from the character.
12. **The False Scare and Its Cost** (Tension) `tens.false_scare_cost`
    Use it — but the card's accounting is the point. Every fake-out is a debt.
13. **Smell Before Sight** (Tension) `tens.smell_before_sight`
    Non-visual sense arriving first is the cheapest dread in the toolkit and the least used.
14. **Shame and Humiliation** (Emotion) `emo.shame`
    Truby's weakness-need for horror. The protagonist who feels guilty is the one the house can use.
15. **The Motiveless Antagonist** (Antagonist) `anta.motiveless`
    Filed as a failure everywhere else; legitimate here in cosmic and folk horror only. Read the card's conditions before claiming them.
16. **The Mirror Ending** (Endings) `end.mirror_ending`
    Beat 18. Eternal recurrence, structurally: the last image answers the first and nothing has been fixed.

---

## Thriller

**What the genre argues:** Thriller asks whether an ordinary person's competence is enough when a system has decided to kill them. It is the genre of the hunted, and its real subject is trust — who can be told, who is already bought, and how much of your own life you have to abandon to stay alive. Where horror argues about the universe, thriller argues about institutions.

**Required beats:**
1. The opponent's plan is already running before page one; the reader sees its effects before its cause.
2. The protagonist established in an ordinary competence, with one specific skill planted that will matter at beat 16.
3. Accidental contact: he sees something, receives something, boards the wrong car, is mistaken for someone.
4. The first attempt on him fails, or is misread as accident.
5. He goes to authority and is disbelieved, or the authority is already compromised.
6. The object of pursuit is named — the file, the shipment, the account, the witness.
7. First flight: he leaves his own life and cannot go back to it.
8. An ally attaches whose loyalty is genuinely uncertain to the reader.
9. A false lead absorbs real effort and costs measurable time.
10. It is made personal: someone he loves is threatened, taken or killed.
11. The clock is set and stated in hours or days, by a character, out loud.
12. His plan fails because the opponent anticipated it.
13. The opponent's reach is shown inside a trusted institution — or the ally is revealed as theirs.
14. The reversal: he stops running and starts hunting.
15. Captured or cornered, he learns the full scale of the plan.
16. He escapes using the skill planted at beat 2.
17. Confrontation on the opponent's chosen ground, under the clock, with the object in play.
18. Aftermath: he is safe, and can no longer live the life he had at beat 2.

**Supporting genres:** Detective carries the middle — beats 6, 9 and 15 are investigation whether or not anyone is a detective. Love Story supplies beat 10 with something real to lose. Action lends the gauntlet at 16 and 17, but borrow only those two; a thriller that becomes an action film loses its fear.

**Rules:** Write the antagonist's schedule before the protagonist's | Set the clock explicitly and reference it at least three times | Make the protagonist competent but out of his depth, never incompetent | Put the audience ahead of the hero on the threat and behind him on the escape | Spend the false lead's time honestly — a red herring that costs nothing is decoration | Make the reversal at beat 14 a decision, not an opportunity | Keep one institution trustworthy until beat 13 so its fall means something | End on the cost, not on the arrest

**Avoid:** The protagonist who survives on coincidence, which converts every later escape into a shrug. Villain omniscience — an antagonist who anticipates everything has no plan, only authorial protection, and the reader feels it by the second escape. The clock that is announced and then never referenced again, which is the most common structural failure in the genre. Making it personal too early, before the reader has anything invested in the person taken. And the ending that restores the protagonist's old life exactly, which argues the chase took nothing from him.

**The kit (ranked):**

1. **The Opponent's Plan** (Antagonist) `anta.opponents_plan`
   Beat 1 and the spine of the genre. The antagonist's timetable is the outline.
2. **The Bomb Under the Table** (Tension) `tens.bomb_under_table`
   Hitchcock's formulation is the thriller's licence to run ten quiet minutes hot.
3. **Dramatic Irony** (Information) `info.dramatic_irony`
   The mechanism behind rank 2, generalised. Thriller means audience ahead of protagonist on threat.
4. **The Time Antagonist** (Antagonist) `anta.time`
   Beat 11. The clock is a character; give it lines.
5. **The Shrinking Option Set** (Tension) `tens.shrinking_options`
   Pressure here is measured in remaining exits, not in speed.
6. **The Fake Ally** (Antagonist) `anta.fake_ally`
   Beats 8 and 13. The card's rule about planting the betrayal in plain sight is what separates a turn from a cheat.
7. **Competence First** (Character) `char.competence_first`
   Beat 2 exists to pay beat 16. Establish what he can actually do before you need it.
8. **The Trap Scene** (Scene) `scene.trap_scene`
   The genre's characteristic unit: a room he entered for a good reason and cannot leave.
9. **The Red Herring** (Information) `info.red_herring`
   Beat 9. The card's cost rule bites hard here — the herring must burn hours the clock is counting.
10. **The Closing Space** (Tension) `tens.closing_space`
    Applied to geography rather than architecture: the map shrinks, the safe cities run out.
11. **Pursuit** (Situations) `sit.tobias_pursuit`
    Tobias's master plot for the genre — read it for the rule that the pursued must have somewhere to go.
12. **The Interruption Clock** (Tension) `tens.interruption_clock`
    Scene-level version of beat 11: someone is coming, and the scene is priced in seconds.
13. **The Midpoint Reveal** (Information) `info.midpoint_reveal`
    Beats 12 and 13 placed structurally — the reveal that reframes the pursuit rather than extending it.
14. **The Polite Threat** (Tension) `tens.polite_threat`
    Institutional antagonists threaten in procedural language. It is far worse than shouting.
15. **The Recontextualising Reveal** (Information) `info.recontextualising_reveal`
    Beat 15: the scale reveal that makes every earlier scene mean something else.
16. **The Knowledge Ledger** (Information) `info.knowledge_ledger`
    A thriller is unwritable without one. Track who knows what, scene by scene, or the plot leaks.

---

## Action

**What the genre argues:** Action is the genre of success and its price. It asks what a person is willing to do to win, and whether the skill that makes them great also makes them someone you would not want to be. Its moral argument is always the great against the good, and it is settled not in dialogue but in what the hero does at the moment he has already won.

**Required beats:**
1. Defining crisis: a prior loss or failure shown or named, which set the hero's code.
2. The world established as one where force settles outcomes and institutions do not arrive in time.
3. Competence demonstrated on a small, self-contained problem before the plot starts.
4. The inciting attack: violence takes a person, a place or a status.
5. Hesitation or refusal, overridden by a second escalation.
6. Allies collected, each recruited for one named capability.
7. The opponent's strength demonstrated on a third party, not on the hero.
8. The game plan stated out loud, with roles assigned and a visible flaw.
9. The first operation half-succeeds: the objective is taken, the price is paid.
10. Midpoint reversal — the intelligence was wrong, or the target was bait.
11. Drive: chase, hunt and counter-hunt, with positions swapping at least twice.
12. An ally is killed or crippled, and the objective becomes personal.
13. Apparent defeat: captured, disarmed, stripped of equipment and allies.
14. The gauntlet — a run through escalating physical obstacles to reach the opponent.
15. The final battle in a confined arena nobody can leave.
16. The hero adopts or refuses the opponent's method, and the moral argument is decided by that action.
17. Farewell or communion: the team disperses, or is bound, and the hero is placed.

**Supporting genres:** Myth supplies the shape of beats 1, 13 and 17 — action without a journey underneath is a highlight reel. Love Story or Buddy gives beat 12 its weight. Crime supplies the opponent with an organisation, which is what stops the villain being a boss fight.

**Rules:** Demonstrate competence before you test it | Give the opponent one advantage the hero can never match, and make the ending turn on something else | Escalate obstacles by kind, not by quantity | Every set-piece must change the plot state, not just the heart rate | Write the plan out loud so the audience can watch it fail | Cost every victory — if nothing is spent, nothing is won | Put the moral argument into an action, never into a speech | Keep action prose short-lined and verb-led

**Avoid:** The invulnerable hero, which removes the only variable the audience is tracking. Set-pieces that are interchangeable — if scenes 2 and 5 could swap without a rewrite, neither is doing plot work. The villain who monologues his plan instead of executing it. Allies who exist only to die, which the audience reads three scenes ahead. And the great-versus-good argument delivered as dialogue at the climax: if the hero has to explain what he stands for, the choreography failed.

**The kit (ranked):**

1. **The Obstacle Ladder** (Antagonist) `anta.obstacle_ladder`
   The genre's structural spine. Obstacles must differ in kind, not just in size.
2. **Competence First** (Character) `char.competence_first`
   Beat 3. Action without established competence is noise; the audience cannot grade a skill it has not seen.
3. **The Tailored Opponent** (Antagonist) `anta.tailored_opponent`
   Build the opponent to attack this hero's specific weakness. Generic villains produce generic fights.
4. **Escalating Cost** (Scene) `scene.escalating_cost`
   Beats 9 and 12. Every win is billed. This is the difference between action and spectacle.
5. **The Opponent's Better Version** (Antagonist) `anta.better_version`
   Beat 7: the opponent is what the hero would be with no code. That is the moral argument, cast.
6. **The Gate, Gauntlet, Visit to Death** (Structure) `struct.truby_18_gate_gauntlet`
   Beat 14, exactly. Truby's block for the run-up to the final battle.
7. **The Battle** (Structure) `struct.truby_19_battle`
   Beat 15. Read the card for the rule about confining the arena.
8. **The Defining Action Entrance** (Character) `char.defining_action_entrance`
   Introduce the hero doing the thing, not being described doing the thing.
9. **The Promise of Violence** (Tension) `tens.promise_of_violence`
   Anticipation carries the quiet stretches. One threat delivered late is worth two delivered early.
10. **Reversal of Power** (Scene) `scene.reversal_of_power`
    Beat 11. Positions must swap inside scenes, not only between them.
11. **The Ticking Scene** (Scene) `scene.ticking_scene`
    Set-piece grammar: a stated limit inside the scene gives the choreography a shape.
12. **The Group Under Pressure** (Relationships) `rel.group_under_pressure`
    Beats 6 and 12. The team is a system; write how it fails before you write how it fights.
13. **The Moral Test** (Theme) `theme.moral_test`
    Beat 16. The card's requirement — a real cost on both options — is what keeps it from being a pose.
14. **Rhythm in Screenwriting Action Lines** (Rhythm) `rhythm.action_line_rhythm`
    Craft-level and non-negotiable: action prose that reads slowly films slowly.
15. **The Time Antagonist** (Antagonist) `anta.time`
    The deadline is what makes a plan a plan.
16. **The Cost Paid** (Endings) `end.cost_paid`
    Beat 17. The ending is what the victory cost, stated in something other than an explosion.

---

## Crime

**What the genre argues:** Crime is the genre of morality and justice, and the argument is never whether the law was broken — it is whether the law is the same thing as justice. It puts a professional inside a corrupt system and asks what methods are permitted to someone who happens to be right. The honest crime story bills the hero for the methods he used.

The detective-hero variant, where the question is *who*, is in `genres-inquiry.md` under Detective. This kit is the version where the reader knows, or soon knows, and the question is what it costs to act on it.

**Required beats:**
1. The society's ordinary corruption shown as normal, before any law is broken.
2. The inciting crime, with a real and specific victim, shown or precisely reconstructed.
3. The investigator introduced mid-case, competence proved on a routine matter.
4. The investigator's existing compromise established — the rule he already bends.
5. Assignment and desire: this one, and a stated reason it is this one.
6. The criminal's capability shown to the audience, or praised aloud by someone who would know.
7. First procedure: canvass, forensics, paperwork — producing one real lead.
8. A wrong suspect is pursued and damaged by the pursuit.
9. The criminal acts again or covers, and the count rises.
10. The investigator identifies the criminal and has no admissible proof.
11. Pressure from above: close it, downgrade it, hand it over.
12. The investigator crosses a legal or moral line to obtain evidence.
13. The criminal escapes, or the case collapses on a technicality.
14. Retaliation reaches the investigator personally, or through someone near him.
15. The confrontation — the chase, the raid, or the conversation with no weapon in it.
16. Arrest, killing or confession.
17. The bill for beat 12 arrives: the method used comes back as consequence.
18. A verdict on the society rather than on the criminal: what it will tolerate next week.

**Supporting genres:** Detective owns beats 7 and 10 whenever identity is in doubt — borrow the fair-play card rather than writing sloppy procedure. Tragedy governs the investigator's arc if you run beat 12 hard. Love Story or Family Drama supplies the person at beat 14; without one, retaliation is abstract.

**Rules:** Give the crime a named victim with a life before the crime | Make the criminal competent — a stupid criminal makes the investigator's work worthless | Praise the criminal's skill in dialogue, through someone with the authority to judge | Write the investigator's compromise before the plot needs it | Bill every crossed line | Show institutional pressure as procedure, not as a shouting captain | Keep procedural detail load-bearing: each fact must change what someone does | Decide before drafting whether this system can deliver justice, and let the ending say so honestly

**Avoid:** The victimless inciting crime — heists and frauds fail here constantly because nobody on the page loses anything they cared about. Procedure as decoration: forensic detail that does not redirect the investigation is set dressing in a lab coat. The corrupt superior who exists only to obstruct, with no case of his own. Line-crossing that is celebrated rather than costed, which turns a moral genre into a revenge fantasy with a badge. And the ending that convicts the individual while leaving the system that produced him entirely unexamined.

**The kit (ranked):**

1. **Write the Opponent's Case** (Antagonist) `anta.write_the_case`
   The single most useful card for this genre. If you cannot argue the criminal's position, you have a mascot.
2. **The Moral Line** (Arc) `arc.moral_line`
   Beats 12 and 17 are this card seen twice. Define the line in act one or it cannot be crossed.
3. **The Moral Test** (Theme) `theme.moral_test`
   Crime is the genre of moral argument; this card is how the argument gets staged instead of stated.
4. **The Opponent Is Right About Something** (Antagonist) `anta.right_about_something`
   Beat 6's deeper version — give the criminal one accurate diagnosis of the society.
5. **The Institutional Antagonist** (Antagonist) `anta.institutional`
   Beat 11. The real opponent in most modern crime writing is the department, not the man.
6. **Procedural Exposition** (Exposition) `expo.procedural_exposition`
   Beat 7. The card's test — does the fact change an action — is what keeps procedure from becoming filler.
7. **The Obstacle Ladder** (Antagonist) `anta.obstacle_ladder`
   The investigation escalates by kind: witness, warrant, jurisdiction, politics.
8. **The Opponent Who Shares the Want** (Antagonist) `anta.shared_want`
   Cop and criminal want the same thing — the same territory, the same city, the same respect.
9. **The Lesser Guilt** (Information) `info.lesser_guilt`
   Beat 8. The wrong suspect is guilty of something, which is why the pursuit convinces and the damage lands.
10. **Competence Has a Price** (Character) `char.competence_cost`
    What the work has already done to him, established before beat 12 needs it.
11. **The Opponent as Future Self** (Antagonist) `anta.future_self`
    The criminal as the investigator in five years. Use wherever beat 12 runs hard.
12. **Crime Pursued by Vengeance** (Situations) `sit.polti_03_crime_pursued_by_vengeance`
    Polti's situation 3 — the genre's oldest shape, worth reading for what it demands of the avenger.
13. **The Transaction Scene** (Scene) `scene.transaction_scene`
    Informants, deals, plea offers. Crime runs on exchanges; write them as exchanges.
14. **The Knowledge Ledger** (Information) `info.knowledge_ledger`
    Beats 10 to 13 are unwritable without tracking who can prove what.
15. **The Controlling Idea** (Theme) `theme.controlling_idea`
    Beat 18 in one sentence. Write it before drafting; the ending is its proof.
16. **The Value Landed** (Endings) `end.value_landed`
    The ending must land a value, not only a conviction. Read this card against beat 18.

---

## Gangster

**What the genre argues:** Gangster is the success story told honestly. It argues that the drive that builds an empire and the drive that destroys a soul are the same drive, and that the family, the code and the loyalty are a story the killer tells himself. It is Tragedy with a business plan, and unlike Crime it refuses its protagonist any self-revelation at all.

**Required beats:**
1. The city established as closed to the protagonist by legitimate means.
2. The protagonist's contradiction shown in a single action — tender at home, lethal outside it.
3. A petty crime that works and pays more than a week's honest wage.
4. A made man notices and offers entry.
5. The initiation: a first killing, an oath, or a debt deliberately accepted.
6. The crew established with its hierarchy legible in one scene — seating, order of speech, who pours.
7. Rapid ascent: money, clothes, rooms, tables, respect from people who despised him.
8. A rule of the organisation stated out loud: who cannot be touched, what cannot be traded.
9. The protagonist breaks that rule for profit and gets away with it.
10. The boss is displaced — killed, jailed, or outmanoeuvred in a room.
11. At the top: excess, paranoia, and a civilian life that will not integrate with the business.
12. A close ally is suspected; the protagonist has him killed, and is either wrong or right and worse for it.
13. The law closes in through the periphery — an accountant, a wire, a wife, a nephew.
14. Betrayal by the one who was present at beat 3.
15. Massacre or collapse: the crew destroyed in a compressed sequence.
16. No self-revelation — the protagonist explains the fall as bad luck or bad people.
17. New equilibrium: death, prison, or the civilian mediocrity he built all of it to escape.

**Supporting genres:** Tragedy is not optional here, it is load-bearing — read the Fall Arc as the primary structure. Family Drama gives beats 2, 11 and 14 the intimacy that makes the violence land. Myth supplies the ascent at beat 7 so the fall has altitude.

**Rules:** Make the legitimate route visibly closed in act one, or the genre collapses into a case study of a psychopath | Show the hierarchy before you show the violence | State the organisation's rule aloud, once, and break it on screen | Keep the domestic world present throughout, not as bookends | Give the protagonist real charm — the audience must want the ascent | Refuse him self-revelation at the end | Let a subordinate or a narrator carry the moral perspective he lacks | End on equilibrium, not on catharsis

**Avoid:** The rise montage with no stated rule to break, which leaves the fall unmotivated. Glamour with no accounting — the genre survives its own seductiveness only because the ledger is kept. The protagonist who has a moment of clarity and reforms, which is a different genre wearing this one's suit. Family scenes quarantined into two sequences at either end, so home and work never contaminate each other. And a fall caused entirely by external police competence rather than by the contradiction planted at beat 2.

**The kit (ranked):**

1. **The Fall Arc** (Arc) `arc.fall`
   The genre's true structure. Read it before the corruption card; the fall is the container.
2. **The Corruption Arc** (Arc) `arc.corruption`
   Beats 5 to 12. The card's staging — each compromise slightly larger, each one easier — is the ascent.
3. **The Load-Bearing Contradiction** (Character) `char.load_bearing_contradiction`
   Beat 2. The tender killer is not a paradox to resolve; he is the engine. The card explains why.
4. **Displaying the Hierarchy** (Relationships) `rel.group_hierarchy_display`
   Beat 6. Who speaks, who waits, who pours. Gangster is a genre about position in a room.
5. **The Status Transaction** (Character) `char.status_transaction`
   Scene-level version of rank 4. Every gangster scene is a status trade with lethal terms.
6. **The Fake Ally** (Antagonist) `anta.fake_ally`
   Beats 12 and 14. The betrayal must be visible in retrospect, which is what the card enforces.
7. **The Debt Between Them** (Relationships) `rel.the_debt`
   The genre's currency. Every relationship carries a balance, and the balance is what kills people.
8. **Chosen Family** (Relationships) `rel.chosen_family`
   The crew as family is the lie the genre exists to expose. Write it sincerely so the exposure hurts.
9. **The Founding Event** (Relationships) `rel.founding_event`
   Beat 3, remembered. What they did together at the start is what beat 14 betrays.
10. **The Retrospective Narrator** (Voice) `voice.retrospective_narrator`
    The genre's characteristic voice — a man explaining a life he never understood. The card's distance rules matter here.
11. **The Opponent as Future Self** (Antagonist) `anta.future_self`
    Beat 10: the boss he displaces is the man he becomes eleven scenes later.
12. **Wretched Excess** (Situations) `sit.tobias_wretched_excess`
    Tobias's master plot for beat 11 — read it for the rule about where the audience turns against him.
13. **The Polite Threat** (Tension) `tens.polite_threat`
    Gangster dialogue is a courtesy laid over a threat. This card is the mechanism.
14. **The Secret** (Character) `char.the_secret`
    Everyone in the organisation is holding one. The plot is the order in which they surface.
15. **New Equilibrium** (Structure) `struct.truby_22_new_equilibrium`
    Beat 17. Truby's final block, and the reason gangster endings feel cold rather than cathartic.
16. **The Controlling Idea** (Theme) `theme.controlling_idea`
    Write the sentence the ascent proves and the fall disproves, before drafting.

---

## War

**What the genre argues:** War argues about what organised violence does to the people inside it, and specifically about the gap between the story the institution tells and the thing the men actually did. It is not a genre about battle; it is a genre about obedience, boredom and the arithmetic of other people's decisions. Its characteristic emotion is not fear but numbness, and the craft problem is making numbness readable.

**Required beats:**
1. Civilian identity established for at least two of the unit, in one concrete detail each.
2. Arrival: induction, transport in, the first sight of the line or the country.
3. Training or orientation by a figure who is hated and correct.
4. The unit's hierarchy and nicknames fixed, so the audience can tell them apart under a helmet.
5. First contact — chaotic, brief, survived without being understood.
6. The first death, given to someone the audience liked and had spent real time with.
7. The objective handed down, described in terms nobody at the bottom accepts.
8. Waiting: the long stretch of boredom, letters, cards, rumour, weather.
9. A civilian encounter that complicates the category "enemy".
10. An order that is visibly wrong, and is obeyed.
11. The assault — the set-piece, most of the casualties, most of the running time.
12. The atrocity or the near-atrocity: a moral line reached by someone in the unit.
13. A decision about a prisoner, a wounded man, or a village.
14. News from home arrives at the worst possible moment.
15. The commander's own fear shown once, privately, to one witness.
16. The survivors learn the objective was changed, abandoned, or never real.
17. A quiet act of care between two men who could not explain why.
18. The return, or the non-return, and the gap between what happened and what is reported.

**Supporting genres:** Coming of Age carries the arc when the protagonist is young — most war stories are secretly this. Myth supplies the return at beat 18, which is why the Odyssey shape keeps reappearing. Crime or Courtroom takes over if beat 12 becomes the subject rather than an incident.

**Rules:** Make the unit individually legible before the first firefight | Give the first death to someone the audience has a specific memory of | Write the waiting at real length — it is the genre's true condition | Stage the atrocity without editorial comment and let the arrangement argue | Keep the enemy human at least once, early | Withhold the reaction shot at the highest moments | Understate at the peak — the most important line in a war story is usually flat | Never let the ending resolve what the war did not

**Avoid:** Interchangeable soldiers, which makes every death free and every death after the first meaningless. The speech about why we fight, delivered under fire, which no reader has believed in seventy years. Combat as continuous — the genre's power comes from the ratio of waiting to action, and removing the waiting removes the dread. The moral line crossed by a designated bad soldier so the protagonist stays clean, which is cowardice dressed as structure. And the swelling resolution: war stories that end in meaning are arguing something, and you should know whether you meant to argue it.

**The kit (ranked):**

1. **The Pressure That Is Not Aimed** (Antagonist) `anta.ambient_pressure`
   The genre's central opposition. Nobody is trying to kill *this* man specifically, which is worse.
2. **The Group Under Pressure** (Relationships) `rel.group_under_pressure`
   The unit is the protagonist in most war writing. This card is how a group holds and how it fails.
3. **Keeping the Group Scene Legible** (Relationships) `rel.ensemble_scene_legibility`
   Beat 4 as a craft problem: twelve men, one uniform, mud. Solve it or the deaths cost nothing.
4. **Writing More Than Five** (Relationships) `rel.more_than_five`
   The companion to rank 3, for units the reader must hold across a whole book.
5. **The Institutional Antagonist** (Antagonist) `anta.institutional`
   Beats 7, 10 and 16. The command structure is the antagonist; the opposing army is weather.
6. **The Disillusionment Arc** (Arc) `arc.disillusionment`
   The default arc of the genre. Read it for the rule about what must be believed at the start.
7. **Sustained Low Dread** (Tension) `tens.sustained_low_dread`
   Beat 8 made readable. The genre's baseline is a low constant hum, not a series of spikes.
8. **Waiting as a Weapon** (Tension) `tens.waiting_as_weapon`
   The boredom is the material, not the gap between material.
9. **Iterative Time** (Time) `time.iterative_habit`
   How to write four months of the same day without writing it four times.
10. **Understate at the Peak** (Emotion) `emo.understate_at_peak`
    The genre's signature move. The flattest line goes on the biggest moment.
11. **Withhold the Reaction Shot** (Emotion) `emo.withhold_reaction`
    Do not tell the reader how to feel about beat 12. The withholding is the argument.
12. **The Moral Line** (Arc) `arc.moral_line`
    Beats 12 and 13. Establish where each man's line sits before the war moves it.
13. **The Physical Signature** (Character) `char.physical_signature`
    Practical solution to rank 3: one carried object, one gait, one habit per man.
14. **The Specific Detail** (Emotion) `emo.specific_detail`
    A named brand of cigarette does more for beat 6 than a paragraph of eulogy.
15. **Descriptive, Not Prescriptive** (Theme) `theme.descriptive_not_prescriptive`
    The card that stops a war story becoming a pamphlet in either direction.
16. **The Quiet Ending** (Endings) `end.quiet_ending`
    Beat 18. This genre's ending is administrative, not triumphant.

---

## Survival

**What the genre argues:** Survival strips a person of society and asks what is left. It argues that character is what remains when the props are gone, and that the distance between a civilised person and a surviving one is measured in days, not in morals. Its opposition has no intent — which is the craft problem and the philosophical point at once.

**Required beats:**
1. Competence and equipment established while everything still works.
2. The break: crash, storm, collapse, separation — fast, and witnesses lost in it.
3. Inventory, counted explicitly: what is actually in hand.
4. The first rule of the environment demonstrated at a cost — the cold, the tide, the altitude, the water.
5. The injury, taken early enough to govern everything after it.
6. The first attempt to be found fails: the signal, the road, the radio, the flare.
7. The rationing decision, stated in numbers and days.
8. A false hope passes — a plane, a light, a footprint, a sail.
9. A body is found, or made.
10. The group splits over method; or the solitary protagonist abandons his own plan.
11. A taboo is broken to stay alive: the food, the theft, the dead, the animal.
12. The environment escalates on a schedule the protagonist cannot influence.
13. Physical decline registered in one repeated action becoming harder.
14. The decision to leave someone or something behind.
15. The last resource is spent deliberately on a single attempt.
16. The crossing: the one passage that cannot be reversed once begun.
17. Rescue or arrival, delivered without ceremony.
18. The survivor cannot explain it to the people who found him.

**Supporting genres:** Horror supplies the dread in beats 9 and 12 when the environment starts to feel intentional. Myth gives beats 16 and 18 their shape. Crime or Social Drama takes over at beat 11 once the group is large enough for politics.

**Rules:** Count the inventory on the page and hold yourself to it | Establish the environment's rule before it kills anyone | Take the injury early — a healthy protagonist has too many options | Measure decline through a repeated physical action, not through description | Give the body a task in every scene; survival emotion arrives through work | Make at least one hope genuinely plausible before you remove it | Spend resources irreversibly | End on the incommunicability, not on the helicopter

**Avoid:** The inventory that quietly refills — the most trust-destroying error in the genre, and readers do count. Nature given intent, which converts a survival story into a monster story with worse rules. A protagonist who never declines physically, so eighty days read like eight. Rescue arriving as coincidence rather than as the result of beat 15. And the reunion played for warmth, which argues the experience was survivable in the sense that matters, when the whole genre says it was not.

**The kit (ranked):**

1. **Nature as Opposition** (Antagonist) `anta.nature`
   The genre's defining problem: opposition without intent. The card is about keeping that dramatic.
2. **The Shrinking Option Set** (Tension) `tens.shrinking_options`
   Survival structure in one card. Every beat above removes an option; nothing adds one.
3. **Show the Rule's Price** (Exposition) `expo.rule_cost_demo`
   Beat 4. The environment's rules are taught by casualty, never by narration.
4. **Escalating Cost** (Scene) `scene.escalating_cost`
   Beats 5, 13 and 15. The ledger is the plot.
5. **The Unreliable Body** (Tension) `tens.unreliable_body`
   Beat 13. Hands that will not close, a leg that will not hold. The body becomes the antagonist's agent.
6. **Emotion Through Task** (Emotion) `emo.emotion_through_task`
   The genre's emotional grammar: grief while splitting wood. Say nothing, do the work.
7. **The Time Antagonist** (Antagonist) `anta.time`
   Beats 7 and 12. Water in days, cold in hours, the season in weeks.
8. **Competence First** (Character) `char.competence_first`
   Beat 1. What he can do must be established before it is taken away, or the loss is abstract.
9. **What They Do Alone** (Character) `char.alone_behaviour`
   Long stretches with no witness are this genre's native scene. This card is what fills them.
10. **The Group Under Pressure** (Relationships) `rel.group_under_pressure`
    Beats 10, 11 and 14 in a multi-survivor story. Groups fail along predictable seams; use them.
11. **Hope as a Structural Instrument** (Emotion) `emo.hope`
    Beat 8. Hope is placed and removed deliberately, on a schedule. The card supplies the schedule.
12. **Dread of the Known Outcome** (Tension) `tens.known_outcome_dread`
    Works even in adapted true stories where the audience knows he lives — read the card for why.
13. **Dilation** (Time) `time.dilation`
    One hour across twelve pages, then three weeks in a line. The genre needs both gears.
14. **The Pair Who Cannot Leave** (Relationships) `rel.locked_pair`
    Two-survivor stories run on this. The card's rules about forced proximity are the entire dynamic.
15. **The Release Valve** (Tension) `tens.release_valve`
    Unbroken deprivation goes numb by page sixty. Place the relief deliberately.
16. **Escape** (Situations) `sit.tobias_escape`
    Tobias's master plot — read it for the requirement that escape be attempted three times.

---

## Coverage

Seven kits: Horror, Thriller, Action, Crime, Gangster, War, Survival. The inquiry genres — Detective, Mystery, Whydunit, Courtroom and Legal, Investigation and Journalism — are in `genres-inquiry.md`, and Crime here deliberately hands the *who* question to that file.

## Sources

Consulted 2026-09-17.

- [John Truby's Story Beats for 14 Genres — The Elements of Writing](https://theelementsofwriting.com/truby-beats/)
- [John Truby on the New Rules of Genre Writing — The Elements of Writing](https://theelementsofwriting.com/truby/)
- [The Anatomy of Genres — Macmillan](https://us.macmillan.com/books/9780374539221/theanatomyofgenres/)
- [Writing Tips: The Anatomy Of Genres With John Truby — The Creative Penn](https://www.thecreativepenn.com/2022/11/28/anatomy-of-genre/)
- [Thriller Genre: The Blending of Action, Crime, and Horror Stories — Story Grid](https://storygrid.com/thriller-genre/)
- [Crime Genre: Justice and Injustice Stories of Mystery and Intrigue — Story Grid](https://storygrid.com/crime-genre/)
- [Genre Conventions: Must-Have Elements of Story — Story Grid](https://storygrid.com/genre-conventions/)
- [Save the Cat! Genre Mapper](https://savethecat.com/genre-mapper)
- [The Ten Save the Cat! Story Genres — SceneOne](https://sceneone.app/blog/the-ten-save-the-cat-story-genres/)
- [Character/Man vs. Nature: Exploring the Wildest Story Conflict — Dabble](https://www.dabblewriter.com/articles/man-vs-nature)
- [Man vs. Nature: How to Write a Powerful Survival Story — TCK Publishing](https://www.tckpublishing.com/man-vs-nature-how-to-write-a-powerful-survival-story/)
- [What is a War Film? — Boot Camp & Military Fitness Institute](https://bootcampmilitaryfitnessinstitute.com/2023/05/03/what-is-a-war-film/)

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