How can you add more conflict and suspense to your competitive adventures?
Story Design Volume 8 - In a duel story, the protagonist and antagonist are competing against one another. They may be fighting to obtain the same objective, or simply trying to insure that the other doesn’t get what they’re after. The rivalry might be a sports competition, a race to make a discovery, or a triangle where both characters compete for the same love interest. No matter what form the competition takes, only one character can win.
Examples of the duel plot include Les Miserables, Lord of the Flies, Mutiny on the Bounty, The Odd Couple, and Paradise Lost.
Story Design: The Duel covers all of the elements you need to prepare in order to tell a rivalry 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.
Story Design Volume 8 - In a duel story, the protagonist and antagonist are competing against one another. They may be fighting to obtain the same objective, or simply trying to insure that the other doesn’t get what they’re after. The rivalry might be a sports competition, a race to make a discovery, or a triangle where both characters compete for the same love interest. No matter what form the competition takes, only one character can win.
Examples of the duel plot include Les Miserables, Lord of the Flies, Mutiny on the Bounty, The Odd Couple, and Paradise Lost.
Story Design: The Duel covers all of the elements you need to prepare in order to tell a rivalry 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.