Take Five: Episodic vs Serial works

In modern continuous works (largely tv shows at this point in time, but also comic books and other media) there are few ‘one-shots’ anymore. Obviously, books are the largest exceptions, but even many movies nowadays feel like they’re all either remakes, reboots, prequels, or sequels. Everything is linked to something else because why spend all of the money to make one of something when (if people like it) they’ll pay to come see another with less advertisement? And I’m sure that’s how a lot of consumers have come to see it. But from the perspective of a writer, it’s fantastic. Why? Because serial works have something that episodic works tend not to have. What is the difference between the two? I’m going to use TV shows as my ‘medium’, but you can apply this to any form of media.

A serial work is one where each episode builds off of previous episodes, and sets up future episodes. Episodic works, on the other hand tend to just rehash the same setting, but with a new plot. Rather than try and strictly define a midpoint, I’ll just say that it’s a vague continuum; everything is a little bit episodic and a little bit serial, but some works are way more episodic (Whose Line is it Anyway?) and others are way more serial (Lost). If you tune into a random episode of Whose Line is it Anyway? odds are you’ll understand it just fine. You might miss a few of the jokes that are more recurring jokes, but they’ll probably still be funny. On the other hand, the first time I tuned into Lost, I was — pardon the pun — lost. They were on an island, and an unknown monster — I was hoping they’d crashed on a prehistoric island and it was a dinosaur –was attacking them, and I had no idea why they were hiding in trees from a boar, and why the boar couldn’t be seen and then the next episode I tuned into I think there was a ghost or something and they were living in a bunker and pressing this button and all I could think was WHAT HAPPENED TO THE MONSTER? WAS IT A DINOSAUR? IS THAT WHY THERE’S A BUNKER? AND WHY ARE THEY PUSHING THAT BUTTON?

So I understand why TV shows are at least somewhat episodic. Who has the same chunk of time open EVERY day? Who will NEVER miss an episode? What about that random guy who sits down and turns the show on, is he going to keep watching if he can’t figure it out? Books on the hand, are inherently serial. You don’t sit down, pick up a book, flip to a random page, and start reading. So if somebody criticized a book for not making sense when you started halfway through, we’d laugh at them. But we do sort of expect that to be possible with TV (less so in the age of TiVo, which I think explains the success of shows like Game of Thrones). And I think we understand that book series’ and comic book series’ are part of one ‘book’, so to speak. Nobody buys just book 2 of a series.

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Roleplaying Does Not Care About Numbers

Zeeblee

Has anyone ever told you a story that you really not not care less about?  It was probably about something inane and uncontrollable (they had very little or no influence on the outcome), like winning a game of Chutes and Ladders or War.  It might have even gone like this:

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An Argument for Camera Tricks

You watch the heroes as they step up to the front door of the old and abandoned house, lit only by the faint glow of the streetlights down the block.  There’s a rustle, and the heroes look around them anxiously before one of them pushes open the door while the other stands watch.  A few leaves obscure your vision as the camera shifts, hiding in a bush.  The heroes both turn to look inside, and your view rushes forward, surging up the steps towards the heroes as they turn in shock and you…

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Let the Heroes be Strong

gentleman-gustaf-figure

Ultimately, campaigns, much like movies, are about your protagonists. Much as Henry said in his previous article on Screen Time, “by running a game you are agreeing to give the PCs the stage”. Of course, by ‘the stage’, he meant something akin to ‘camera time’. But not only should the camera follow them (mostly), but they should also be the movers and shakers of the universe. Of course, there are some exceptions: villains will often be stronger than PCs, especially in games with elements of horror. And there may be campaigns in which the PCs have limited agency (or are a part of events bigger than themselves). But in those cases, they should still, ultimately, be the agents of the events they ARE privy to.

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Story Focus: Who Gets Screen Time?

When you’re playing an RPG, which characters get screen time?  Where should the focus be?  How can a storyteller make sure that they’re not giving their players short shrift?  Finding a good balance and learning how to give your players’ characters the focus that they deserve is an art, one that requires awareness of where your attention is at any given moment.

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What Makes a Good Game?

gentleman-gustaf-figure

It may seem strange to hit this topic now; I haven’t even defined what I think a game is! For now, I’m going to put that question off, but say that there are three types of games:

  1. Puzzles – These games involve one (or more players) trying to solve some system. These games can be played with some goal: ‘how do I solve the puzzle?’ or in a more exploratory manner: ‘what exactly can I do?” Games that are puzzles include:
    • Computer Games: Platformers, Adventure Games, Simulations (Civilization/Sim City)
    • Physical Games: Rubik’s Cube, Mind-Benders, Logic Puzzles
  2. Competitive Games – These games involve multiple players competing against each other within the constraints of some rule system with defined victory conditions. Some of the players CAN be AI simulated; as such, these games can be played as puzzles.
    • Computer Games: Starcraft, League of Legends, Street Fighter, HALO, Simulations (Civilization/Sim City).
    • Physical Games: Chess, Basketball
  3. Collaborative Games – These games involve multiple players working together (potentially somewhat competitively) to create something.
    • Roleplaying Games
    • Team-building games?

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Monaco Steals Hearts and Minds

For those of you out there already aware of Monaco and its rave reviews, this will be very familiar.  If you haven’t yet read those reviews, they’re right.  At least, the ones that refer to Monaco as delightful and occasionally vindictive are.  It’s a wonderful heist game that — as you keep taking — just keeps on giving.  I haven’t yet finished the game, and I anticipate many more hours with it.

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Game Analysis: Great Gatsby for NES

Zeeblee

It has been a good long while since I’ve read The Great Gatsby, but I’m fairly sure that The Great Gatsby for NES does not truly reflect the novel in any way outside of its cutscenes and aesthetic.  It’s built just like any old platformer where it tells you the controls, but doesn’t tell you anything about the game world (though the controls are not displayed in-game).  It’s really short, so there isn’t all that much to actually comment on, but I found it enjoyable and worth a playthrough.  The lack of a pause button means it’s sort of an all-in adventure, but due to its short length that’s actually not that awful.

The one thing I will comment on is how I think it did a poor job of educating the player on how to fight the first boss.  Your attack (throwing a hat) operates as a sort of player-seeking boomerang.  The first boss is most easily defeated through the use of this mechanic by throwing the hat and then jumping up near the boss, but there is a problem:  the game doesn’t really present this to you as something important to practice until the boss fight.  Just about every enemy you encounter can be dealt with by just throwing the hat straight at them, which then also makes it bounce straight back to you.  The range on the default hat (there is a yellow hat power-up) is also extremely short, so there isn’t much opportunity to alter its trajectory.  On top of that the screen is actually rather thin, and since it tracks the player avatar (keeps it in the center) the short attack range of the default hat ends up being almost equal to your field of vision.  This makes it so you can’t really prepare for enemies by throwing out long shots, which also means that there isn’t much time to play with hat trajectory.  The issues of range/sight combined with how just throwing straight is all you need means the player likely won’t discover and develop the technique(s) required to manipulate the hat projectile in the first boss fight until that very boss fight.  Developing the skill required to defeat the boss is also rather unsatisfying as it never comes up again and the rest of the game can pretty much be played as before (throwing straight shots).

But I’m willing to look past this flaw because of just how classy the game is.  Or maybe it’s because I drank a martini every time I grabbed up a martini power-up…

Zeeblee

Horror and Predetermined Outcomes

In my article on how I run a game, I mentioned that there are specific genres in which I’ll sometimes accept predetermined outcomes.  I’ve most often experienced this in horror games, where both the players and the PCs know that there will be certain terrible things that happen, regardless of the actions taken by the PCs.  But why does this work?  How could any player enjoy knowing that their terrible doom approaches?

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Training Exercise

Ultimately, roleplaying is a game of imagination and improvisation. Some people find that they have trouble with these faculties. I feel forced to credit my own proficiency in these areas to a number of games I played as a kid, and still occasionally play, as well as a few hobbies of mine. I think it should come to no surprise that most roleplayers are also writers or actors; in fact, I noted the similarity between the three media in previous articles, and many actors are famously in support of D&D/credit it with stimulating their mind.

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