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q character<br />

q action<br />

q direction<br />

Q conclusion<br />

For example, members <strong>of</strong> the Drug Enforcement<br />

Agency (the Ma1n Cast) must locate and stop a large<br />

sh1pment <strong>of</strong> high grade drugs before it reaches the<br />

streets or hundreds <strong>of</strong> people are gomg to die. Just one<br />

sentence g1ves the characters (a DEA team), the action<br />

(locating and stopping the shipment), the direct1on (a<br />

struggle With drug k1ngpms who JUSt want to see their<br />

money), and the conclusion (hopefully, the Troupe stops<br />

the shipment ln time)<br />

Writing down your Idea in this short form will keep<br />

you on track through the rest <strong>of</strong> this process. Be simple,<br />

short, and clear for now. This is the time to work out the<br />

foundations <strong>of</strong> your story, then stick to them. For ex­<br />

ample are you mterested in portraymg an action story,<br />

w1th some detective elements, or a detective story wrth<br />

strong act1on elements? Th1s will keep you from wonder­<br />

ing where your story went later on down the road Other­<br />

wise you may end up wanting to g1ve up on your DEA<br />

lnvestigat1on turned trigger happy shooting gallery when<br />

you realize that what you really wanted was a complex<br />

investigation, and not a complex shoot out<br />

CLICHE<br />

Don't worry about your story bemg too conventional<br />

Books and mov1es need to worry about being conven­<br />

tional because they don't want to do something the<br />

au1ence has already seen Your Actors are going to be<br />

lns1de your story, where no book or movie audience ever<br />

Is. Your unscripted Actors will be Inside your story,<br />

getting shot at, having long car chases, talking their way<br />

out <strong>of</strong> bad situations, and generally getting in trouble.<br />

Cliche or not, 1fs all gotng to seem new to them In fact,<br />

some <strong>of</strong> the most conventtonal Situations paradoxically,<br />

<strong>of</strong>fer the most opportunity for roleplay and role explora­<br />

tion. The more known and stable your environment, the<br />

more lime you have to explore your own possibilities<br />

TRANSLATION<br />

Sometimes you'll get a great idea for a story, but it<br />

won t be in the nght genre No problem With only a little<br />

work, almost all stones can be translated easily from one<br />

Settmg to another All you need to do is translate the<br />

vtsual elements <strong>of</strong> your plot Idea, into those <strong>of</strong> the Setting<br />

<strong>of</strong> your choice For example, many <strong>of</strong> the great Spaghetti<br />

Westerns were onginally made as Japanese Samurai<br />

movies, and there are some excellent futuristic detective<br />

stones based on their anginal 1920's, 30's, and 40's<br />

126 llte.Jtrh.: ·The Core Rules<br />

counterparts Swords may eas1ly be exchanged for guns,<br />

cars for anti-grav1ty vehicles, and traditional iron and ra1l<br />

locomot i ves for h1gh speed magnetic evttat1on trains. A<br />

few soc1al and technological shifts and your original<br />

concept w111 still work well<br />

DRAMA IN 3 ACTS<br />

Theatnx Episodes are stones told in words and<br />

pictures, much like mov1es L1ke novels. a Theatnx<br />

Chronicle has the lime to explore complex 1ssues and<br />

Situations, and like a play, its focus 1s upon character and<br />

dialogue Although, wtth1n the frame <strong>of</strong> any single Ep1<br />

sode, from the Director's pomt <strong>of</strong> view, a Theatrix Eptsode<br />

is most like a movie The Director is the camera, and the<br />

Troupe, like a movie audience, sees only what you<br />

choose to show them The Episode, as a whole, 1s held<br />

together by the same k1nd <strong>of</strong> dramatic structure as a<br />

mov1e Every Ep1sode should happen m three acts, the<br />

begtnntng IS Act I, which conta1ns the 1ntroductton, the<br />

m1ddle is Act II, which contams the confrontation, and the<br />

end IS Act Ill, which contains the resolution This structure<br />

1s the drama If you team to follow the nght structure, you'll<br />

get good drama every t1me<br />

ACT Ill ·THE RESOLUTION<br />

Whenever you start to develop a ploU1ne, you start<br />

with Act Ill That's because the first thing you're going to<br />

need to develop for your plot 1s its conclus1on Remem·<br />

ber, all plots come to a close w1th a resolution Resolution<br />

means to find a solution. to make clear, or to separate mto<br />

component parts In order to give yourself direction and<br />

to help the plot progress, you must have an end '" mind<br />

More than that, you must have a solution to the plot.<br />

Without a solution to head towards, your Actors will<br />

probably nt3ver reach one Each Episode's end should<br />

also be directly related to 1ts beginning Once an end is<br />

reached your Actors should say 'Yeah that fits This<br />

doesn't mean that the end needs to be predictable, but It<br />

should make sense w1thtn the context <strong>of</strong> your Settmg, w1th<br />

the power <strong>of</strong> hindsight your Actors will have at that time.<br />

As you move through the process <strong>of</strong> devetop1ng your<br />

plothne, you may find that the end you began with no<br />

longer works That's okay Just because a plot doesn't<br />

look hke 1t s gomg to end the way you had env:sioned 1t,<br />

doesn't mean that 1t won't be fun Just keep a definite end<br />

1n m1nd even 1f it changes. This 1sn·t a bmdtng contract<br />

you' re maktng w1th yourself It s a wntJng a1d You say to<br />

yourself, 'Here's my idea, here s how 1t w11l end and th1s<br />

Will be the soluhon • It's a goal to work towards. The<br />

direct1on this gives you 1s tnvaluable.

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