Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Point Me to Some Storytelling RPGs?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LostSoul" data-source="post: 5401016" data-attributes="member: 386"><p>Primetime Adventures (PTA) is a pretty good one. Here's how it generates story.</p><p></p><p>1. You come up with, as a group, the "pitch" for your TV series. This creates buy-in for the players and gives the choices in the next step some meaning.</p><p></p><p>2. You come up with characters (PCs) who are protagonists with Issues. They are protagonists because their actions drive the story. The story is focused on the PC's Issue. Some examples (from the book) are Atonement, Control-Obsession, Commitment Phobia, etc. The Issue defines the protagonist and determines what the character's story is going to be about.</p><p></p><p>3. You set up a story arc for each PC by assigning a number (Screen Presence) for each session. 1 means you're more of a supporting character, 2 builds on your Issue, and 3 means it's your spotlight episode - when your Issue is brought into stark focus and the episode is all about you. At this point you don't know what's going to happen, but you have an idea about how things are going to ebb and flow.</p><p></p><p>4. When you start playing, each player gets a chance to set the bare-bones of the scene. The player says where it's happening, the focus of the scene (plot or issue), and the agenda of the scene, in general. The GM then fleshes all that out, adding meat to the skeleton. This allows players to drive the story but it still allows the GM a lot of input.</p><p></p><p>5. When there's a conflict in the scene, the player has resources they can spend to see if the PC gets what he wants. Generally speaking, the more the other players are invested in your character, the more likely you are to succeed. It means that you are rewarded for "good play" - interesting scenes about your character's Issue.</p><p></p><p>6. In addition to seeing which <em>character</em> gets what they want, which <em>player</em> gets to narrate the outcome of a conflict is randomized. This means that no single person can control the flow of the story; it's all going to be a surprise to see how it turns out. And once again, rewards for "good play" kick in.</p><p></p><p>7. I think there's something about the reward system that tends to have the action in any particular episode escalate over the course of the session. You start off with few resources and little adversity, and as the adversity builds so do the resources available to the PCs.</p><p></p><p>What happens is that you have an interesting premise for a series; you bring in interesting characters with issues they need to resolve; those issues are resolved over the course of the campaign; no single person can control the outcome, which is always doubt; as you play out each scene in the game, whatever the group considers "good play" is reinforced by the group.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5401016, member: 386"] Primetime Adventures (PTA) is a pretty good one. Here's how it generates story. 1. You come up with, as a group, the "pitch" for your TV series. This creates buy-in for the players and gives the choices in the next step some meaning. 2. You come up with characters (PCs) who are protagonists with Issues. They are protagonists because their actions drive the story. The story is focused on the PC's Issue. Some examples (from the book) are Atonement, Control-Obsession, Commitment Phobia, etc. The Issue defines the protagonist and determines what the character's story is going to be about. 3. You set up a story arc for each PC by assigning a number (Screen Presence) for each session. 1 means you're more of a supporting character, 2 builds on your Issue, and 3 means it's your spotlight episode - when your Issue is brought into stark focus and the episode is all about you. At this point you don't know what's going to happen, but you have an idea about how things are going to ebb and flow. 4. When you start playing, each player gets a chance to set the bare-bones of the scene. The player says where it's happening, the focus of the scene (plot or issue), and the agenda of the scene, in general. The GM then fleshes all that out, adding meat to the skeleton. This allows players to drive the story but it still allows the GM a lot of input. 5. When there's a conflict in the scene, the player has resources they can spend to see if the PC gets what he wants. Generally speaking, the more the other players are invested in your character, the more likely you are to succeed. It means that you are rewarded for "good play" - interesting scenes about your character's Issue. 6. In addition to seeing which [i]character[/i] gets what they want, which [i]player[/i] gets to narrate the outcome of a conflict is randomized. This means that no single person can control the flow of the story; it's all going to be a surprise to see how it turns out. And once again, rewards for "good play" kick in. 7. I think there's something about the reward system that tends to have the action in any particular episode escalate over the course of the session. You start off with few resources and little adversity, and as the adversity builds so do the resources available to the PCs. What happens is that you have an interesting premise for a series; you bring in interesting characters with issues they need to resolve; those issues are resolved over the course of the campaign; no single person can control the outcome, which is always doubt; as you play out each scene in the game, whatever the group considers "good play" is reinforced by the group. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Point Me to Some Storytelling RPGs?
Top