- Design your Story as a Game?
- Why would I need this?
- Improvisation.
- Interest.
- Engagement.
- Keep your stories exciting.
- Make your writing adaptable.
- Start small, Start now.
A few simple rules
- You will need a few rules to understand your Game.
- The Public will need a few rules to understand your Story.
- You can go for 1 rule per chapter.
- Or for 10 rules for the whole story.
- Keep it at 20 rule maximum.
- And 5-words Phrases max.
- A Sample Table of Rules:
- Everything has a Purpose
- Your Team is United
- Living beings strive to Grow
- Sun brings Hope
- Hunger Gathers us
- Play with Fire
- Run through Seas & Skies
- Temperance soothes the Mind
- Ponder through Time
- Follow the Footprints of the Survivors
Few rules to Improvise
- You may need to change the rules you’ve established.
- Offer the public a clear justification.
- This crisis was necessary for character’s evolution
- This is the aftermath of this catastrophe
- People will enjoy consequences.
- Therefore, picture any major change as a consequence of a crisis.
- You may need to adapt the application of the rule
- You will make mistakes.
- It is not a problem.
- Get back to the story & Get going.
- Rules will allow you to become flexible.
- Become more resilient though improvisation.
- This character will die/disappear/transform
- How will you change her Body/Mind/Soul?
- What if the Protagonist & the Antagonist swap places?
- Is hope lost for the rest of the cast?
- Is your story Broken?
- Will breaking your story be the best decision you make?
Write a Shared Story
- The Public is your team.
- Guide them through the Story.
- Guide them with the Story.
- Your story is a game, and games are collective.
- Map your story as a board game.
- Your chapters are 10 rooms, 10 trials for your public to play with.
- Beta-test with your Team.
- Look for the bugs : inconsistency & incomprehension.
- Your Team is your 1st Customer.
- Don’t stop until they’re fully satisfied.
- Ask your Co-Writers:
- How do they define Fun?
- What’s their favorite Game?
- How long did it take them to learn the rules?
- What strikes them as they play?
- What are their most memorable game?
Have fun, Surprise yourself
- ‘We can’t wait to play.’
- Make people impatient, Make people Hungry.
- Be unpredictable.
- Be changeable.
- Try 5 different Genres.
- Write Action, then Horror, then Adventure, then Comedy, then Drama.
- And restart with a different combination of genre.
- Expose yourself to as many Settings as possible.
- These 5 Genre will serve as your core map.
- Your favorite setting is Thriller?
- Go for a mix of Action, Drama & Horror.
- You prefer Epics?
- Shake Action & Adventure together and add a drop of the 3 other genres.
- Contrasting Characters
- Start Small, with your 1st character, then the 2nd.
- Simple characters, 2 Strengths, 2 Weaknesses, 1 Goal
- Start now, Improvisation creates Unusual results.
- Use exaggeration, use Contrast.
- Single character or Team?
- Make your people different size, shape, color
- Flashy Settings
- Start Small, start with 1 Landmark, 1 Room, 1 Small building.
- Giant Landmarks, 1 main Quirk, Life & Death related
- Start now, What is the purpose of this location?
- Unlimited resources, Oppressive Presence, Ridiculous inhabitants
- Draw a Small map of the location with the essential parts.
- Somewhere to rest
- Somewhere to have fun
- Somewhere to fight
You do not need in-depth research
- Research should help.
- It should not limit.
- It should not censor you.
- Try not marketing your product as Authentic, or respectful of the traditions, or any other analogous formula.
- If you enjoy a specific setting/world/environment/language/culture create a create fable based on the elements you enjoy.
- Research will help you to add elements of credibility/depth.
- Both Matters.
- Yet, In the end this is make belief.
- What matters is consistency.
- What matters is contrast.
- What matters is contentment.
- Start Small, start with a small room only.
- Somewhere to rest
- Somewhere to have fun
- Somewhere to fight
- Turn the room into the building.
- Somewhere to rest/have fun
- Somewhere to Produce & Manage Resources
- Somewhere to fight
- Turn the building into the district, then in a town, than in a City
- Somewhere to rest/have fun
- Somewhere to Produce & Manage Resources
- Somewhere to Trade
- Somewhere to fight
- Start now, grow fast, grow steadily.
- Your World is waiting
- Your Public is waiting
- You Game is waiting