Sonnet Trek
May. 17th, 2008 06:56 pm Looking back over the season I think it went pretty well. One thing that is apparent is how the thee act model plotting style - the structure of hook/plot turn 1/pinch 1/midpoint/pinch 2/plot turn 2/resolution - defined the feel of the games. It's not a structure I use for other games, but the formalization of it is what makes Trek feel like Trek. Just as the rules for a Sonnet are what makes it different from a Haiku. And in many ways the restrictions of the form improved the game: if I couldn't get the idea to conform in some way to the structure I needed to scrap it and start over. There were several plot ideas that died on the table because I couldn't do that, and some (like "who knows what evil lurks" and "Passion" that I consciously left the lines open to improv them once I had the players input, but the better games, such as "Stellar Nursery" where the ones where the structure was all in place.
While Decipher trek has this wonderful advice on the episode construction, it's discussion of season construction pales before the Buffy the Vampire Slayer rulebook. I expect the next time I put together a TV show themed game I'll make extensive use of both. And now I need to write the essay on how to do that for Comic Books.
While Decipher trek has this wonderful advice on the episode construction, it's discussion of season construction pales before the Buffy the Vampire Slayer rulebook. I expect the next time I put together a TV show themed game I'll make extensive use of both. And now I need to write the essay on how to do that for Comic Books.