Elements of a Story Skull with blue fire Skull with blue fire


he elements of a story are best defined by its components or stages. It is often helpful to think of plot elements in terms of tense (past, present, and future). In terms of story structure, these elements are addressed in the opening, climax, and resolution. At the beginning of the story, characters reflect on events of their past that have brought them to the story. The story’s climax is where the story’s plot (or plots) are exposed and dealt with by some or all of the characters. Finally, there’s the resolution, where the story comes to a close and hooks for future stories can be laid.



Opening

The opening can be any point from which you choose to begin your story. It can be a gradual, gentle start or a shocking plunge into the world of the Restless. The former is better for extended chronicles with older wraiths.

At the beginning of a story, each character should have a written synopsis of recent events that “everyone” would be aware of. This provides a basis for your plots, as well as laying down some common ground for characters to discuss. (“Did you hear about that Legionnaire who got cashiered for taking bribes?” “Yeah, real shame about that. He cut me loose a couple of times…” and so on). Furthermore, by establishing common knowledge, you’re also helping to set the tone and theme of your game.

The synopses of common knowledge and recent personal events should be brief explanations of the situation at hand. They should be precise and intriguing. These synopses should be the first media through which players get a feel for the story’s mood. The synopses should also hint at the story’s main theme. You may even wish to foreshadow the plot, but that depends on your personal style.



Climax

When the main plot is on the verge of conclusion, the story is considered at its climax. This usually happens when characters have discovered all they need to know to solve whatever problem faces them and are on the verge of resolving the story. The tension is usually at its highest point at this time. If the opening was staged carefully, and the players are cooperative and imaginative, the climax can be reached with little additional effort on the part of Narrators. However, even the best of plans can be mislaid, or perhaps the Storyteller and Narrators prefer to take a more active role in the progression of your story’s plot. Either way, there are times when a Narrator’s intervention is warranted. The climax should be the high point of the story, something the players should always anticipate and work toward. However, this element should never be rushed. It’s a matter of timing.

Extended chronicles shouldn’t have everything wrapped up in a single climax. After all, you need to have something for the Restless to do next week.



Resolution

The story’s resolution is where all (or most) of the pieces come together. The resolution should be used as a means of winding the excitement down while cultivating an interest in future stories. Players should always end a story feeling as though they have accomplished something. They do not have to uncover the big picture; merely knowing they’ve found another piece of the puzzle is often enough. In Mind’s Eye Theatre, players often enjoy gathering for a group wrap-up session after a game. Unlike roleplaying games, players of Oblivion rarely see all of the action that takes place – they get wrapped up in their own ends, not the group’s. During wrap-up sessions, many players look forward to learning more about “the big picture.” At the wrap-up, players share their version of the story and, in so doing, give other players an opportunity to see more of the game they just took part in.



Off-Line Gaming

The game doesn’t have to end when everyone puts down his or her character sheets. In-character emails, informal discussions at coffeehouses and the like can all serve both as roleplaying exercises and as ways to advance plots. As long as players keep some perspective on this sort of thing (phone calls at 3 A.M. to discuss minor plot points generally signal a need for help), off-line gaming can be a great way to shade the gray areas of your game.