Choice plays a critical role in any story. Much of the meaning found in stories is exemplified in the choices characters make, as well as the consequences that follow. And yet, I feel that most characters make very few real choices over the course of their story. And I think that’s necessary. Too many choices can overwhelm an audience, just as too few often make for a boring story.
Choice plays a critical role in any story. Much of the meaning found in stories is derived from the choices a character makes, and their consequences. And yet, I feel that most characters make very few real choices over the course of their story. And I think that’s a good thing. Too many choices can overwhelm a person, just as too few can make for a boring story.
There’s something funny about January 1.
For many, November (and sometimes even December) mark the beginning of a surge in activity. As the new year approaches, we find ourselves simultaneously working extra hard in the workplace and at home, as we strive to be ready for all that is expected of us.
So far I’ve been discussing the experience of role playing, but for me there’s one distinction between tabletop role playing and larping, the tension. In a traditional “sit down” role playing session, players have time to think and react. The game master tells players what is happening, and one by one players choose an action, roll a die, and find out what happened. The fact that every choice has to be processed and resolved by the game master creates a natural staggering, which does not exist in larping.
Information management is a cornerstone of any good story. Authors dole out information in precise increments. This helps audiences to absorb the information gradually, preventing them from becoming overwhelmed. It also allows the author to control how audiences perceive the story at any given moment. Revealing new information often prompts audiences to rethink earlier scenes, encouraging their engagement with the story.