What follows is the second part of a list of what I feel are the common emotional tones, with examples. (For part 1 please click this link.)
(Note: Many examples may represent spoilers if you have not read/seen the story, though I will do my best to refrain from being too specific.)
This section focuses on what I call Positive Passive emotional moments:
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.