How can you add more dark danger and wicked fun to your temptation adventures?
Story Design Volume 10 - A seduction story has the protagonist trying to avoid doing something they know they aren’t supposed to do. It could be lying, cheating, stealing, breaking an oath, succumbing to addiction, or anything that has serious consequences. The thing that the protagonist is seduced by is referred to as the object of desire. This plot is almost wholly character-driven.
Examples of the seduction plot include Doctor Faustus, The Last Temptation of Christ, Lolita, The Lord of the Rings, and The Strange Case of Dr. Jekyll and Mr. Hyde.
Story Design: The Seduction covers all of the elements you need to prepare in order to tell a temptation 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
Story Design Volume 10 - A seduction story has the protagonist trying to avoid doing something they know they aren’t supposed to do. It could be lying, cheating, stealing, breaking an oath, succumbing to addiction, or anything that has serious consequences. The thing that the protagonist is seduced by is referred to as the object of desire. This plot is almost wholly character-driven.
Examples of the seduction plot include Doctor Faustus, The Last Temptation of Christ, Lolita, The Lord of the Rings, and The Strange Case of Dr. Jekyll and Mr. Hyde.
Story Design: The Seduction covers all of the elements you need to prepare in order to tell a temptation 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