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<blockquote data-quote="Thasmodious" data-source="post: 5388472" data-attributes="member: 63272"><p>I think TV shows have a lot more in common with an RPG game than movies do. The major difference between a movie and a TV show is time. A movie has to wrap up all its character development, arcs, and plot within a short frame of time, while a TV show develops over an extended period - much like an RPG campaign. The characters develop similarly, through both thought and action over an extended series of interactions in a variety of settings. </p><p></p><p>The plot development of a TV serial shares a lot in common with a tabletop campaign, too. Since the OP used it, BotVS is the perfect example (so are many other shows, from the X-Files to The Walking Dead). Each season features an overarching central plot that develops and reaches resolution slowly, while individual episodes feature more in-the-moment problems and adventures that still leave room for plot and character development.</p><p></p><p>One of my favorite shows is Burn Notice, and I want to apply its twist on the "normal" formula to a game some time. Practically every episode features the crew taking a case completely unrelated to the overarching spy related central plot of the season, and weaves the episode plot with the campaign plot, separately. They often interfere with one another, but rarely overlap. The cases are true side quests. </p><p></p><p>I GM my Savaged Firefly game in an episode/season format. I did this in part because myself and another from our group split DMing duties, each taking half of the year. We've played through one season of our Firefly and are gearing up for season two. The first season revolved around the PCs forming the crew and escaping their pasts, while taking on jobs and scraping together enough dough to outfit the near derelict they rescued from a junkyard. The second season will center around them facing off against a significant enemy they made in season 1.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 5388472, member: 63272"] I think TV shows have a lot more in common with an RPG game than movies do. The major difference between a movie and a TV show is time. A movie has to wrap up all its character development, arcs, and plot within a short frame of time, while a TV show develops over an extended period - much like an RPG campaign. The characters develop similarly, through both thought and action over an extended series of interactions in a variety of settings. The plot development of a TV serial shares a lot in common with a tabletop campaign, too. Since the OP used it, BotVS is the perfect example (so are many other shows, from the X-Files to The Walking Dead). Each season features an overarching central plot that develops and reaches resolution slowly, while individual episodes feature more in-the-moment problems and adventures that still leave room for plot and character development. One of my favorite shows is Burn Notice, and I want to apply its twist on the "normal" formula to a game some time. Practically every episode features the crew taking a case completely unrelated to the overarching spy related central plot of the season, and weaves the episode plot with the campaign plot, separately. They often interfere with one another, but rarely overlap. The cases are true side quests. I GM my Savaged Firefly game in an episode/season format. I did this in part because myself and another from our group split DMing duties, each taking half of the year. We've played through one season of our Firefly and are gearing up for season two. The first season revolved around the PCs forming the crew and escaping their pasts, while taking on jobs and scraping together enough dough to outfit the near derelict they rescued from a junkyard. The second season will center around them facing off against a significant enemy they made in season 1. [/QUOTE]
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