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Narrative Control - Episode 31

28:27
 
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When? This feed was archived on April 29, 2020 05:07 (4y ago). Last successful fetch was on August 15, 2019 01:21 (4+ y ago)

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Manage episode 234585 series 4141
Content provided by Sean Nittner and Justin Evans. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Sean Nittner and Justin Evans or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

This week Justin and I are talking about timelines in games (flashbacks and flash forwards) and out (campaign length, how to end games, etc).

Hosts: Sean Nittner and Justin Evans

Length: 28:26

[00:27] Intro to the show. Talking about timelines in game and out.[00:49] Telling stories about our characters.[01:50] One way to tell stories in game is to use flash backs or flash forwards[2:00] Justin pains me with a discussion of Lost[03:10] Talking about timelines on two levels.

Flashing back and flashing forward

[03:30] We display our ignorance to games who incorporate time manipulation in their games.[03:58] A LARP that flashed back and flashed forward throughout. They worked from the far future and past closer to the present.[06:15] This allows you to start on a very dramatic note. Starting with tension in the present by using Flashbacks to explain how you got there.[06:52] Flashbacks are very useful for fleshing out the backstory.[07:14] Starting with a normal scene and flashing back (or forward) to a very tense one.[08:06] Allows the group to ask a really specific question about the characters or the story.[08:52] Potential pitfall of a flashback: Plot immunity. Opportunity to create relationships or beliefs.[10:13] Flash forwards can tell us what scene we should be building towards. [11:28] Potential pitfalls of flash forward: Players working against the story you are presenting.[11:56] Something that you want to look to your group for buy in.

Structure of games

[13:02] Asking the question. How long to I want this game to run? How should it end?[13:29] An awkward Highlander reference.[14:22] Prime Time Adventures uses a 5 or 9 episode season. This works really well with the spotlight dynamic.[15:24] Some games don’t pace the number of game sessions but they do work strongly towards and end game.[15:54] The Shadow of Yesterday: Transcendence – Your character is written out of the story.[16:35] Burning Wheel: Emotional Attributes force characters to leave the world in different ways.[17:39] Dust Devils uses harm to push towards “The End”.[18:29] My Life with Master constantly pushes towards the end of the game (and consequently the end of the characters).[20:32] Creating a good end game… we don’t want to let the fun end.[22:27] Taking away the sting of games ending. Talking about the game afterwards.[24:00] Building in time to debrief games at the end.[25:10] Most LARPS end with all the players sharing their plotlines with each other.[25:39] End long running games with a discussion of what the group will do next. Removes some of the fear of the “cool” part ending.[27:28] Ending this podcast with an assurance that there will be more cool ones to come, and you can remove the sting by coming to the forums.

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  continue reading

86 episodes

Artwork

Narrative Control - Episode 31

Narrative Control

30 subscribers

published

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Archived series ("Inactive feed" status)

When? This feed was archived on April 29, 2020 05:07 (4y ago). Last successful fetch was on August 15, 2019 01:21 (4+ y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 234585 series 4141
Content provided by Sean Nittner and Justin Evans. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Sean Nittner and Justin Evans or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

This week Justin and I are talking about timelines in games (flashbacks and flash forwards) and out (campaign length, how to end games, etc).

Hosts: Sean Nittner and Justin Evans

Length: 28:26

[00:27] Intro to the show. Talking about timelines in game and out.[00:49] Telling stories about our characters.[01:50] One way to tell stories in game is to use flash backs or flash forwards[2:00] Justin pains me with a discussion of Lost[03:10] Talking about timelines on two levels.

Flashing back and flashing forward

[03:30] We display our ignorance to games who incorporate time manipulation in their games.[03:58] A LARP that flashed back and flashed forward throughout. They worked from the far future and past closer to the present.[06:15] This allows you to start on a very dramatic note. Starting with tension in the present by using Flashbacks to explain how you got there.[06:52] Flashbacks are very useful for fleshing out the backstory.[07:14] Starting with a normal scene and flashing back (or forward) to a very tense one.[08:06] Allows the group to ask a really specific question about the characters or the story.[08:52] Potential pitfall of a flashback: Plot immunity. Opportunity to create relationships or beliefs.[10:13] Flash forwards can tell us what scene we should be building towards. [11:28] Potential pitfalls of flash forward: Players working against the story you are presenting.[11:56] Something that you want to look to your group for buy in.

Structure of games

[13:02] Asking the question. How long to I want this game to run? How should it end?[13:29] An awkward Highlander reference.[14:22] Prime Time Adventures uses a 5 or 9 episode season. This works really well with the spotlight dynamic.[15:24] Some games don’t pace the number of game sessions but they do work strongly towards and end game.[15:54] The Shadow of Yesterday: Transcendence – Your character is written out of the story.[16:35] Burning Wheel: Emotional Attributes force characters to leave the world in different ways.[17:39] Dust Devils uses harm to push towards “The End”.[18:29] My Life with Master constantly pushes towards the end of the game (and consequently the end of the characters).[20:32] Creating a good end game… we don’t want to let the fun end.[22:27] Taking away the sting of games ending. Talking about the game afterwards.[24:00] Building in time to debrief games at the end.[25:10] Most LARPS end with all the players sharing their plotlines with each other.[25:39] End long running games with a discussion of what the group will do next. Removes some of the fear of the “cool” part ending.[27:28] Ending this podcast with an assurance that there will be more cool ones to come, and you can remove the sting by coming to the forums.

Post Feedback Here: Comments

  continue reading

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