Clear Structure
- The Unexpected
- What is the Public not expecting?
- An antagonist that suddenly change sides?
- Because she was forced to collaborate?
- Because she was betrayed by her side?
- The Revelation of an Antagonist?
- She seemed menacing since the beginning and now she ridiculously small?
- The Behavior of the Antagonist?
- They seemed relentless when you met them at 1st.
- And now they run away when you enter the room with your Legendary Weapon.
- You enter a Café.
- The clerk asks you if you’re here for a mushy Cream.
- You answer you prefer Mango juice.
- The staff jumps on you with clubs & axes.
- The Expected
- Offering the Public a clear structure is essential.
- The Public should be able to identify the structure of the whole Story after Chapter 3.
- Crisis are easily identifiable.
- Comfort & resting moment should be easily identifiable as well.
- Justify the Unexpected.
- A clear structure allows you to deviate more easily.
- The Public does need to be able to see the deviation.
- Where they expected a violent confrontation is now a painful & long discussion.
- The Discussion is still a crisis.
- A lingering crisis, slow to end, less violent, more pernicious.
- Where a Fight with physical weapons would have been more brutal, more violent and maybe instantaneous.
Surprise & Engagement
- Surprises create Engagement.
- Diversity creates Engagement.
- Satisfaction creates Engagement.
- Offer the Public what she is expecting.
- It creates an immediate sentiment of satisfaction.
- And then make the next move shocking.
- Make a move that everyone will Deny it ever happened.
- Mix elements & Create Paradoxes.
- Mix a Threatening element with a Comforting element.
- Mix a Punishing element with a Rewarding element.
- Combines the contraries.
- Not every combination will work.
- Surprise & Tempo
- Reversal of situation are an easy way to create surprise.
- As a reversal acts as the direct opposite of what’s expected, the Public is not excessively changing the scenery.
- Escalation is the direct progression of a phenomenon to another state.
- Escalation allows the Public to enjoy the surprise further as it capitalize on the initial idea.
- Exaggeration is a form of escalation turning the surprise into another surprise of the same vein.
- Exaggeration at its best is Exaggeration in Chain.
- Don’t stop with 1 Crisis.
- Put another.
- After another.
- After another.
- And a last 1 on the top.
Make Games
- Games create an entertaining context.
- They condition the Public for entertainment.
- It is something expected.
- It can be deceitful.
- Don’t let it be.
- Deliver Fun.
- Exaggerate.
- Make the Board/Setting a fun place to be.
- Wherever it is Violent, wherever it is Soothing, wherever it is Exciting make it Entertaining.
- Multiple types of games.
- Diversity makes Surprises more surprising.
- It allows you to variate the tempo.
- Have Different type of Difficulty.
- Have Different types of Rewards.
- Diversity creates Interest.
- Quick, simple & clean Games
- Clear Rules.
- Clear Exceptions.
- Clear way to solve problems.
- Make solutions obvious.
- Obviousness is not boring.
- Predictability may be boring.
- Don’t let event become predictable.
Teams & Crisis
- Everyone Participates.
- Every character is needed in the Story.
- When are they needed?
- Where are they needed?
- Since they are not needed at the same time, their contribution will variate.
- Every team member is needed.
- They need to be solicited at different moment.
- If they do the same thing, the Story structure will become dull.
- Roles & Novelty
- Some members will be better at negotiation.
- Others will be better at survival or building.
- The role of each member allows new situation to occur.
- The story of each member pushes the Story in different directions.
- Diverse members will conflict.
- They will collaborate.
- They will conflict again.
- Wherever it is because of an external event or an internal one.
- Missing Roles
- If a Character disappear she needs to be replaced.
- Will she be?
- Missing Skills in a team are missing skills.
- They can be learned by the remaining team members.
- The only thing you cannot replace is the individual.
- Admittedly.
- This calls for unexpected actions on the behalf of the team members.
- Will they choose to abandon a Character?
An Unstable World
- Environment & Change
- Catastrophes occur.
- Creatures are subjected to Evolution.
- Change is Destruction & Creation.
- And the Characters’ Reactions.
- Actions, consequences & Specificity.
- Why is your character in a specific Setting?
- What are they searching there?
- A person?
- An object?
- Do they reside in this Place?
- What can they do in this Setting?
- What will happen if the Characters do [forbidden action]?
- What will happen if the Characters do [benevolent action]?
- What will happen if the Characters do [unusual action, but authorized]?
- How will the Inhabitant react?
- The Citizen/Subjects
- The Police/Security
- The Management/Administration
- How will the Environment react?
- Curiosities will drive Curiosity.
- Objects lead to Stories.
- Why is the object here?
- Who left it here?
- Was it left willingly?
Your 10 Favorites Stories
- What are your 10 favorite Stories?
- Try to pick at least 1 per genre
- What are the Essential Scenes like?
- Opening scene
- 3 Crisis
- Epilogue.
- Change the Outcome.
- Create 3 new Outcomes for each scene
- For each Outcome display consequences on the characters
- Context & Perspective
- Why did the Outcome change?
- What makes the new Outcome consistant?
- What makes the new Outcome surprising?