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.
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Discussing Being “In the Moment” (What Larping Taught Me About Writing Part 3)
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.
Surprise 104-06
One of the most basic forms of engagement is curiosity, what’s going to happen next? Surprises, judiciously used, can keep a story interesting, and prompt audiences to reconsider what they’ve previously read or thought. A surprise can either be a surprise for both audience & character(s), or a surprise for the audience alone.