Telling Stories: Three beats
Raymond Chandler had a rule which is appropriately called Chandler’s Law. When a writer has forced himself into a corner, have a man burst through the door with a gun in his hand. Even if that turns out to be an absolute brain fart, the event is absolutely going to get the plot moving again, if for no other reason than the simple fact that having people burst in the door with guns generally changes the tenor of conversations at even the snootiest of events. “I say, Fitzgerald, there’s a gentleman here with a firearm! Do you believe he’s bitter over some tedious old affair that no one remembers?”
You might not be a fan of Chandler’s work, but he knew how to keep a story moving, and it leads nicely into the three-beat structure which I’ve been teasing for a couple of weeks without explaining. Roleplaying scenes have a beat, a certain cadence and flow, and the three-beat rule is all about making sure that the scene keeps moving no matter what. It’s about keeping things humming along at a decent pace without being breakneck, and thinking about scenes less in terms of “here is the one thing I am doing right now” and more in terms of “here are the actions and here’s why anyone should care.”
Telling Stories: Short stories with tragic endings
Not every sad story is a tragedy. You have to do a little more legwork than that.
A character who loses the man she loves is a sad story. A character who loses the man she loves because when it came down to it she simply could not be honest with him, not without giving up a part of herself that mattered more than him? That’s tragic. A man who became everything he ever hated because he was too afraid of being controlled by others to let his guard down. A pair of people who once were lovers, still love one another, but find themselves on opposite sides of a war because the strong ideals that once drew them together now push them apart.
Tragedies aren’t just sad events. And tragedies are not the only way to create drama, and they’re not the only sort of dramatic characters worth considering. So let’s talk about what tragedies are not, about what tragedies are, and about how to make the most of them in play.
Telling Stories: I wish I was
At its most basic level, all roleplaying is a form of wish fulfillment. Sure, you may not want to be your characters, but you presumably enjoy slipping into their heads for a little while. It’s a chance to step out of yourself and engage in behavior you never would in a normal setting, whether that behavior is something you’d personally find reprehensible or just something different from the norm. (Slaying monsters, for example, does not form the foundation of a solid career path in modern society. I’ve checked.)
That doesn’t mean it’s always a good thing.
Wish fulfillment is a tricky thing to discuss when it comes to roleplaying precisely because it’s always there, even if it’s usually a background issue. You can’t pretend it has nothing to do with your characters, but you also don’t want them to be nothing more than pure self-serving fantasy engines. So let’s talk a little bit about wish fulfillment in games, how it works, what you can get out of it, and how you can avoid making your characters into the gross sort of wish avatars.
Telling Stories: What you don’t see when looking in the mirror

If I had to point to why I enjoyed Star Trek: Deep Space Nine so much, I could do worse than pointing to the episode of “Waltz.” In some ways, it’s very much a bottle show – the captain of the series and the character who’s been long set up as a villain facing off against one another and simply letting drama develop. But I particularly love the amount of insight it gives into that villain, a look into the mind of Dukat. We have a character who is sharply analytical and has looked deep within himself to figure out his flaws, only to come up with a conclusion so far from redemption that his subsequent actions are at once deplorable and expected.
And it also gives chilling mirrors of any time that the viewers tried to self-analyze.
The thing about introspection is that it’s tricky to do properly, because as the audience and the author we have a different perspective. We can see what characters are doing wrong when the characters themselves often can’t. So that raises the interesting question of how much introspection is too much and how to put yourself in the right place to see what they would see.
Telling Stories: Your flaws weave a tale
Let’s start this off with a trivia question: what’s the difference between Iron Man and Batman, other than their powers?
If you think about it, they’re closer than you might think. Both of them are inheritors of immense fortunes while being brilliant in their own right. They both created weapons to fight against injustice and horrible things – sure, Iron Man built a suit of armor while Batman made himself a weapon, but the only reason Batman doesn’t have an armored exoskeleton is because the writers choose not to go that route. Yet you know the characters are very different in so many ways, despite their similarities.
At the core, it’s because of their respective flaws and weaknesses. For all their similarities, Tony Stark’s weaknesses do not belong to Bruce Wayne and vice versa. It’s sort of a supertype of avoiding cabinet flaws as I discussed two weeks ago, wherein a given flaw is directly related to the sort of problems that a character has and what sort of story the character works within.
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