From Big Model Wiki
Jump to navigation Jump to search

Game examples

I've chosen only examples which are explicit in their text toward precisely this end.

Sorcerer: What will you do to get what you want? (implies that there are some thing you may not do, or that you may not actually want what you thought you did)

Dust Devils: Shoot, or give up the gun? (implies that some things are worth killing for, and some are not)

External links

Narrativist Game Design and V:tM - Questions


A generalizable, problematic aspect of human interactions. Early in the process of creating or experiencing a story, a Premise is best understood as a proposition or perhaps an ideological challenge to the world represented by the protagonist's passions. Later in the process, resolving the conflicts of the story transforms Premise into a theme - a judgmental statement about how to act, behave, or believe. In role-playing, "protagonist" typically indicates a character mainly controlled by one person. A defining feature of Story Now.