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Hugh MacLeod's avatar

This is a very thoughtful article. As a player, performer and teacher of improv comedy, ending the scene remains the hardest part of improv. In narrative RPGs starting and ending the scenes are both challenging.

The concept of plateaus may be helpful. When the players feel like they are no longer advancing the story the narrative scene has hit a plateau. In an RPG scene plateaus can be detected by boredom, distraction or frustration. [insert excellent example here].

A plateau indicates the exploration has run out of creative juice for the scene members. The routine needs to be interrupted. This interruption can be a hot new idea or by ending the scene.

The biggest enemy of ending a scene is expecting a punch line or pretty narrative bow. Scenes can just "end." This might be a case of not letting perfect get in the way of a literal done.

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Steve Hatherley's avatar

I've had a few thoughts about scenes in RPGs recently, and your post prompted me to reflect a bit more on them. This is where I ended: https://fourlettersatrandom.blogspot.com/2024/09/scenes-in-rpgs.html

​(TL;DR - RPGs generally get a bit muddled when it comes to scenes, as they sometimes use the term but don't define what they mean. In games where players frame scenes, I find it really helps to know what my character wants from a scene.)

I'm enjoying your followup posts as well.

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