Tuesday, February 1, 2011

N.j With Milena Velba

narrative: Cliffhanger and role. Cthulhu



As I commented in entry Different languages \u200b\u200b narrative and role, we can inspire other narrative media not only content, but also in narrative resources and adapt them to our games. A very interesting narrative device that occurs in movies, TV shows, literature or comic is called in English " Cliffhanger."

According to wikipedia the cliffhanger, literally hanging off a cliff ", which translates as" on edge "are the scenes that usually the end of chapter / movie etc. that is expected to continue in another installment, generate suspense or shock needed to make the audience interested in the outcome or development of that effect in the next installment. This manages to keep in suspense the viewer / reader / player to the outcome of the situation.


A clear example of cliffhanger (for me the most representative) is the end of "Star Wars Episode V: The Empire Strikes Back when Han Solo is frozen in carbonite.

The cliffhanger is a resource that is easily adaptable role, we can use it in different ways and generate the same effect as in other media narrative: the expectation. And this expectation is even better for our environment than any other narrative as to be an interactive narrative, that expectation generates motivation, stress and focuses the player in the game getting in the way that the story is better in general.

How to use the ciffhanger in RPGs?

The jump between scenes: When the group of players has been divided and we share the story time some players have two options when changing the / the recipient / s which is directed our story: Expect to complete a scene or change leaving the players in a cliffhanger.

The end of the session: The final session of play is the best time to end with a cliffhanger . The group will be thinking of heading home, spends week (or range that is) thinking about how to save the situation and start the next session concentrated. To end up like the session, the master must learn to master the times and sometimes you have to speed up secondary aspects, lengthened or introduce new ones to the end may coincide more or less at the time of the end of the session. You must also have the ability to improvise a cliffhanger you did not have a schedule or change depending on the performance of pjs. Do not fall into the "complex writer" and whether to cancel, is canceled.

The cliffhangers in role can also have drawbacks. Cut the action at certain times restricts the spontaneity of the player and have time to plan their response to stimuli that have presented as a master. Plus you can discuss it with other players and if it is a cliffhanger amid a session can also be dismissal of the action that elapses with other characters or even the conversation you have to plan their actions distorted. But nevertheless I think the benefits it can bring the narrative resources outweigh the disadvantages.


not obsess about ending all your sessions with cliffhangers, there will be sessions that can and sessions that not be counterproductive to force things.

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