The more I study how to tell stories, the more I discover that there are formulas to everything. That isn’t to say that the writer adds nothing; but it is to say that there are things that work, and things that don’t.
In his book Screenplay, Syd Field introduces the Three Act Structure. Act I is the setup, Act II is the conflict, and Act III is the resolution. At the beginning of Act II is a point that that thrusts the heretofore resistant hero into the story. In the middle is a point where the hero stops reacting to the antagonist and starts to take the fight directly to him. At the end of Act II is a point of no return, where all the cards are on the table and now it is time for the final battle. Which is, of course, the subject of Act III.
All movies work like that.
Which, as an infrequent Dungeon Master, makes wonder: is there a formula for writing an RPG adventure? Continue reading “The Five-Room Dungeon: A Framework for Roleplaying Games”