bento
Explorer
Metus, I agree with you about how episodic shows parcel out little bits of story info and string you along. After a while you look back over several months and decide nothing of importance has happened.
But in gaming or writing terms, maybe these stories do fill an important role - they help the viewer/participant learn more about the character. Who are they? What do they bring to the story? What are their motivations? Fears? Desires?
In gaming sense, you probably need a balance between different kinds of stories / adventures. You'll have those that move the overall plot along, and others where we learn more about the characters.
I like watching Avatar: the Last Airbender for this reason. Much of the season is spent in single story adventures, with the major plots only being glimpst at when we cut away to supporting characters. Then the last few shows of each season brings these plots to a head, where heroes deal with them head on and are propelled into a new direction.
I think in my next game I'm going to strive for this. Have a couple of major plots going on and the characters "seeing" them from time to time. But have the emphasis on the characters and what decisions they make. They will be the blind men and the elephant. Eventually they will get to an important juncture where they have an opportunity to reflect on past events and make some decisions that will point them in several new directions.
But in gaming or writing terms, maybe these stories do fill an important role - they help the viewer/participant learn more about the character. Who are they? What do they bring to the story? What are their motivations? Fears? Desires?
In gaming sense, you probably need a balance between different kinds of stories / adventures. You'll have those that move the overall plot along, and others where we learn more about the characters.
I like watching Avatar: the Last Airbender for this reason. Much of the season is spent in single story adventures, with the major plots only being glimpst at when we cut away to supporting characters. Then the last few shows of each season brings these plots to a head, where heroes deal with them head on and are propelled into a new direction.
I think in my next game I'm going to strive for this. Have a couple of major plots going on and the characters "seeing" them from time to time. But have the emphasis on the characters and what decisions they make. They will be the blind men and the elephant. Eventually they will get to an important juncture where they have an opportunity to reflect on past events and make some decisions that will point them in several new directions.