Continuing the discussion from How to write a series bible:
Item seven on the checklist is “Episode format”.
- Episode format . Every show has its own style, rhythm and structure. What does a typical episode of your show look like? What does a typical episode of your show look like? How does it naturally begin? How does it progress? How does it end? Does it regularly make use of stylistic flourishes like flashbacks, cutaways, voice-overs, or fantasy sequences? If so, what are the rules for their use? If you’ve created a game show or competition-style reality show, what are the rules? How is the game played? How are the players judged, eliminated, and/or rewarded? You need to include all these details not only to sell the series, but to provide a guide to writers and showrunners if and when it goes into production.
RPG campaigns offer perhaps two analogues to the episodes of a TV series: the session and the adventure.
Organising the sessions (i.e. arranging a schedule that the players can all commit to, finding a real or virtual assembling-place where everyone can be comfortable and insulated from distractions, and getting them all to the place at the time and in a convenable mood) is neither unimportant nor trivial. But it’s not related to Ury’s point and it is somehow in a different sort of sphere than the rest of the items in this series. So, without implying that scheduling and hosting are anything less than the sine qua non of running a campaign, I shall let this go by with but a plaintive wail: “why does this have to be so difficult?”
What does a typical episode of your show look like? How does it naturally begin? How does it progress? How does it end?
What Ury is talking about is not the broadcasting schedule but the format of content of an episode. This is strongly influenced by #3: Structure. If you have a single continuous thread running through a long adventure or an indefinite but continuous campaign, then the breaks between sessions will divide it into chunks or perhaps even acts or chapters. There might be good places and bad places to make those divisions, but the chunks might not have any structure, and the acts though possessing structure are unlikely to share a common one. I think that if you are planning a miniseries campaign as a long adventure in multiple acts it is best to decide what those acts will be and how to kick each one off. Only if you are planning a completely episodic campaign or a campaign serial adventures with an overall arc are you going to need or use a template adventure.
That said, template adventures are terrific things, and a lot of the success of the big successes in RPG publishing is down to the fact that they explicitly or implicitly offered an obvious template adventure. Acting as a really specific Y in the formula “PCs are X who do Y in setting Z”, a template adventure helps the character-players to design a group of characters who will engages with each other and with the campaign’s material, not refusing adventure hooks for want of a suitable motivation. Knowing what the template adventure is empowers the character-players to work out what to do to get and keep things going, especially in the early part of an adventure before the GM has yet revealed a lot of the situation.
The template adventure that D&D offers is “the PCs go into a dungeon, deal with traps, solve riddles, kill monsters, and loot the rooms and bodies”. The template adventure that CoC offers is “the PCs investigate a strange and weird or horrible event that they have found out about. They encounter horrifying monsters or magic inspired by Lovecraft’s fear of foreigners and seafood, and either they are destroyed or they fight it to a temporary victory depending on whether the campaign is in pulp mode or purist mode”. In one of my police procedural campaigns the adventure template is “the PCs are called to a crime scene or such for the exposition of a crime. They search for physical evidence, canvas for witnesses, question the victims (if not a murder) and their family and associates, and investigate records to try to find evidence of financial motives, grudges, quarrels, or criminal associations. The investigation is not straightforward: they may face opposition, or have to persuade or coerce a witness into giving up information, or have to trick an unknown perpetrator into revealing themselves, or trick a suspect into revealing themeslves or evidence. Some criminals might not go quietly.”
Does it regularly make use of stylistic flourishes like flashbacks, cutaways, voice-overs, or fantasy sequences? If so, what are the rules for their use?
I’ve never seen any of these stylistic flourishes put to good use in an RPG. Not even flashbacks, which have an expository function in conventional fiction and are not [always] mere flourishes.
{There is one stylistic device in television that I would like to make more use of, which is the hard cuts in Law & Order that eliminate not only all the routine transitions but also the routine matter of getting into a scene and out of it. I waste too much time and kill too much momentum with that buffle. But that’s a technique thing, not a campaign-development checklist thing.}
You need to include all these details not only to sell the series, but to provide a guide to writers and showrunners if and when it goes into production.
That’s something that does translate from TV series to RPG campaigns.
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We GMs don’t have to sell our series to the studios and networks, but we do have to attract the participate not just of sufficient character-players, but of the right character-players, the ones who have the inclination to enjoy the campaign and the skills to make it work.
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We have to provide a guide to character-players as to what characters they ought to generate with their co-developer hats on, and what actions they ought to take in character with their co-writer hats on.
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We need to get a clear idea of a template adventure in our own minds (a) to be sure that we have a workable campaign idea and (b) to help us maintain a sufficient degree of consistency that the character-players are able to keep up the collaboration and recognise the cues when we are switching things up.