The edits are starting to come in. Once they\’re all in, I will start working on art.
The edits are starting to come in. Once they\’re all in, I will start working on art.
So I\’m not going to write on unWritten anymore. I will synthesize any productive critiques, add missing examples, then send it off for editing. But, my own personal input is complete! I think… I hope… \n\nThe design is definately done. Of that I\’m sure. It produces what I created it to produce, fun and great stories.\n\nI\’ve sent it out to some friends to check for readability, organization, and whatnot.\n\nThen I\’ll incorporate final examples order artwork and publish the dam thing!
So, I just figured out that there was something missing… Well, it’s the exposition scene. Here are the three types of scenes in unWritten.
+ The Three Types of Scenes
There are three types of scenes that one can create during the game: primary scenes, exposition scenes, and parallel scenes.
Primary scenes are those that will dominate the game. They focus on the Lead Player’s protagonist, though the other player’s protagonists are allowed in the scene.
Expositions scenes are scenes that don’t directly focus on any of the protagonists. They allow the players to introduce elements (Loose Ends) to the story through scenes that explain some aspect of the story by, simply, introducing details and actions of elements within the scene that inform the story.
Parallel scenes are scenes that focus on two or more protagonists that work towards resolving some specific issue. These scenes don’t require that the protagonists be in the same area, but their actions will affect the results of the common goal.
From Rob Donoghue’s blog I got this…
“… it is designed to tell an incredibly powerful story from beginning to end… Characters are striving to be human, and that is not a purely abstract idea. There are steps to go through, an arc to follow, and an endpoint which is poetically painful. Your presence drives men to destructive madness and blights the very earth. You have power, sure, but it is monstrous, and attempts to seek understanding or companionship run a decent chance of creating abominations that seek your destruction. In short - Hot.”
OK, so I want to get this reaction from the hero’s journey element in unWritten. But it isn’t worded in a way that supports this. And, because its settingless and premiseless I’m starting to wonder if it is possible…
This is the power 19, a set of 19 questions designed to help one develop and understand what they are trying to create…
1) What is your game about?
2) What do characters do?
3) What do the players do?
4) How does your setting (or lack thereof) reinforce what your game is about?
5) How does character creation of your game reinforce what your game is about?
6) What types of behaviors/styles does your game reward (and punish if necessary)?
7) How are behaviors and styles of play rewarded or punished in your game?
8 ) How are responsibilities of narration and credibility divided in your game?
9) What does your game do to command the player’s attention, engagement, and participation?
10) What are the resolution mechanics of your game like?
11) How do the resolution mechanics reinforce what your game is about?
It reinforces a certain type of play mechanically, specifically collaborative play. This is done through the nature of the Hero’s Journey and the story arc. unWritten forces the players, mechanically, to change the player roles, from setting player to acting player, every single scene so no one person has sole narrative responsibility.
12) Do heroes in your game advance? If so how?
13) How does the character advancement (or lack thereof) reinforce what your game is about?
14) What sort of product or effect do you want the game to produce in or on the players?
Another effect this game produces is a unique type of competitive play. As the narrative roles continually change, there is a social pressure built into the game to make the story more entertaining for the entire group and to build on what others have established through narration. Instead of this being a game where one side is pitted against the other, the players compete to make the story more dramatic and interesting, thereby creating an entertaining and involving story.
15) What areas of the game receive extra attention or color? Why?
16) Which part of your game are you most excited about or interested in?
17) Where does your game take the players that other games can’t, don’t, or won’t?
18.) What are your publishing goals for your game?
19) Who is your target audience?