Have you ever wanted more danger and excitement in your pursuit adventure stories?
In a chase story, one character is pursuing another. The antagonist may be after the protagonist, or vice versa. The person being chased is often in possession of something valuable or important, has committed a crime and is fleeing justice, or believes that the pursuer intends to harm them. Story Design: The Chase helps you develop a thrilling and effective chase adventure!
Examples of the chase plot include Fifty-Two Pickup, The Fugitive, The Hunt for Red October, Les Miserables, Moby-Dick, Raising Arizona, and The Terminator.
Story Design: The Chase covers all of the elements you need to prepare in order to tell a pursuit story. It’s based on concepts explored in Story Structure for Writers and Roleplayers, also published by Dancing Light Press. It’s a big book that goes into greater detail on how to get the most out of the three-act structure, as well as developing a three-phase series (campaign, if you prefer) with a clear beginning, middle, and end. If you want to use your favorite roleplaying game system to tell stories with more depth than kill monster, get treasure, repeat (not that there’s anything wrong with that), it is worth looking into.
In a chase story, one character is pursuing another. The antagonist may be after the protagonist, or vice versa. The person being chased is often in possession of something valuable or important, has committed a crime and is fleeing justice, or believes that the pursuer intends to harm them. Story Design: The Chase helps you develop a thrilling and effective chase adventure!
Examples of the chase plot include Fifty-Two Pickup, The Fugitive, The Hunt for Red October, Les Miserables, Moby-Dick, Raising Arizona, and The Terminator.
Story Design: The Chase covers all of the elements you need to prepare in order to tell a pursuit story. It’s based on concepts explored in Story Structure for Writers and Roleplayers, also published by Dancing Light Press. It’s a big book that goes into greater detail on how to get the most out of the three-act structure, as well as developing a three-phase series (campaign, if you prefer) with a clear beginning, middle, and end. If you want to use your favorite roleplaying game system to tell stories with more depth than kill monster, get treasure, repeat (not that there’s anything wrong with that), it is worth looking into.