Posts Tagged ‘save the cat’

Set Pieces and Game Planning

Wednesday, September 8th, 2010

I’ll admit something about gaming – as much as I plan my novels to obsessive detail (down to POV for each scene) before I write them, I can be a bit of a pantser when it comes to running my games. Actually, I’m a lot of a pantser.

I have a couple of reasons for this. Primarily I have had the privilege of gaming with and running for some really great groups in my day. These are folks who define the concept of making their own gravy. I could quite literally sit down at the table and say “It’s a post-apocalyptic game, you’re all survivors from a hospital, go!” and we would have four or five good hours of game-play. But having great players who get into character and have lots of interplay at the table has its downsides too – specifically, they tend to go off on tangents, chase leads I never intended as significant, and generally go any direction that I hadn’t particularly planned for them to go.

So I started looking at things differently. I started making a list of things I wanted to happen, both over the course of the campaign and from game session to game session. For a Pulp Adventure game, this might look like:

  1. Players get attacked by dinosaurs.
  2. Players find crashed plane (German equipment?)
  3. Players find primitive tribe. (Enslaved? Need help?)
  4. Nazis Riding Dinosaurs!

In the book Save the Cat (which is about script-writing and a great resource) – Blake Snyder calls these the “Set Pieces” – the beats that drive the story forward. For me it’s more like a grocery list of things I have to include. I don’t worry about how to get from one to the other; I just keep track of what’s next and let the players give the direction of the story. If it’s a game that requires more organized encounter planning (like 4th edition D&D) I put down some possible encounters on cards and mix-n-match to make an appropriate encounter for the situation as it arises.

Obviously, this runs counter to everything I do in novel writing, but at the same time, it takes advantage of the creative power I have around my table. If the players try to get the plane working again I’m just as ready for what happens next as if they decide to ride the dinosaurs a la Valley of Gwangi. So, Gamer-writers (and writer-gamers) any differences between how you work on your fiction versus how you craft a game session?