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Story Elements in RPGs...
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<blockquote data-quote="Umbran" data-source="post: 5682122" data-attributes="member: 177"><p>In TV, especially, there's the concept of an ensemble cast, where it is difficult or impossible to identify one true "main" character. I tend to aim for my games to play out like this.</p><p></p><p></p><p></p><p>As a GM, I approach it this way: each player should be able to view events as if he or she were the main character in their own story. I try to be sure to scatter around plot elements relevant to each character in roughly equal proportions. The spotlight isn't strictly evenly divided in each and every session, but over the course of several sessions, everyone gets roughly equal amount of time to be the main focus. </p><p></p><p>I find this strengthens the overall story, rather than weakens it, as everyone is equally invested, and failure of one character (like, say, death) doesn't derail the entire campaign.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5682122, member: 177"] In TV, especially, there's the concept of an ensemble cast, where it is difficult or impossible to identify one true "main" character. I tend to aim for my games to play out like this. As a GM, I approach it this way: each player should be able to view events as if he or she were the main character in their own story. I try to be sure to scatter around plot elements relevant to each character in roughly equal proportions. The spotlight isn't strictly evenly divided in each and every session, but over the course of several sessions, everyone gets roughly equal amount of time to be the main focus. I find this strengthens the overall story, rather than weakens it, as everyone is equally invested, and failure of one character (like, say, death) doesn't derail the entire campaign. [/QUOTE]
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