I am re-writing my outline and my mind blanked today on how to structure my plots. So, after reviewing some adventures I’ve designed for various tabletop game systems, I hit on the below. This is partially crossposted on a personal blog.
I am sharing for your thoughts and as the opening salvo in a conversation to learn how others identify and organize key and anchor scenes.
What I am trying is basically: Learn, Explore, Act.
Learn is when the player character (PC) becomes aware of the problem and the stakes. This is also an opportunity for the PC to reflect on the problem and to (re) commit to addressing it.
Choices in the Learn stage focus on how the PC feels about the situation and whether they want to (still) pursue it.
Explore is when the PC investigates or encounters the problem. (For example, the Thing was stolen! (Learn) Then, a man in a grimy cloak thrusts the Thing in the PC’s hands and runs off (Explore-Encounter).)
Choices in the Explore phase focus on the PC’s approach (e.g., how will the PC learn more), obstacles, and opportunities/useful diversions.
Act is when the PC must make a decision about what they’ve learned, gathered, and done. Acting leads to irrevocable change. It is the Point of No Return.
Choices in the Act phase focus on the PC’s decision and completing the steps for carrying it out. These steps may involve choices related to approach, obstacles, and opportunities.
These are not strictly linear. The process is more like this:
(Description: A drawing of a system connecting letters with a series of one-directional arrows. L1 goes to E which either goes back and forth with L2 or to A. A goes to L1, L2, or C)
In this case “C” is the conclusion and end of the plot. L1 is the hook for a new problem while L2 is the intensifying of the existing problem. A plot can contain more than one problem, depending on player actions.
As shown here, the Explore stage can lead to Act, but it can also lead to another Learn stage. The Learn stage, though, never leads to Act. While it may make sense to reflect on the problem and stakes before Acting, I think the tension is tighter if Exploration leads to a moment of Must Decide Now.
The Learn stage can lead to ‘this is what I want to do,’ but that triggers an Explore phase for pursuing that action and Explore continues until the Point of No Return.
The Act stage can lead to a conclusion, but may also lead to a new problem or the worsening of the current problem.
Why Is This (Potentially) Useful?
This structure helps me identify the anchor scenes. For each of my side plots, I know I need at least 1 Learn scene, 1 Explore scene, and 1 Act scene. Each of those scenes may contain multiple choices for the player to make.
I can even build an outline shell to fill in with details as I figure them out. For outlines, I like knowing the parameters of my map, but filling it in as I go. I think this will let me do that.
How does this work with Choice of Games?
This structure also maps onto the taxonomy of choices described by Choice of Games
Learn is primarily for flavor and establishing choices. The choices in this stage focus on the character more than their actions.
Explore may start with a forking choice, but is otherwise testing choices of all kinds, including objective testing choices (described in the next link).
Act is for the climax choice or potentially a forking choice (if it is too early for the climax). In the case of a forking choice, the plot loops back to L1 or L2, but the situation or character is fundamentally changed.
Anyway! I’ll try to remember to report back on how this does or doesn’t work once I begin writing.