How can you add more retribution and gratification to your revenge adventures?
Story Design Volume 6 - In a payback story the protagonist, or someone close to them, has somehow been wronged by the antagonist. Seeking to balance the scales or settle the score, the protagonist goes on a mission of revenge. It’s a story about a person seeking justice by taking the law into their own hands. Story Design: The Payback allows you to skillfully craft satisfying tales of vengeance.
Examples of the payback plot include The Cask of Amontillado, Death Wish, Hamlet, The Outlaw Josey Wales, and Sweeney Todd.
Story Design: The Payback covers all of the elements you need to prepare in order to tell a revenge 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 6 - In a payback story the protagonist, or someone close to them, has somehow been wronged by the antagonist. Seeking to balance the scales or settle the score, the protagonist goes on a mission of revenge. It’s a story about a person seeking justice by taking the law into their own hands. Story Design: The Payback allows you to skillfully craft satisfying tales of vengeance.
Examples of the payback plot include The Cask of Amontillado, Death Wish, Hamlet, The Outlaw Josey Wales, and Sweeney Todd.
Story Design: The Payback covers all of the elements you need to prepare in order to tell a revenge 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.