Oct 6, 2019 7:24 am
EPISODE STRUCTURE
Each episode pf Star Trek: Entanglement will consist of four acts. As with most TV shows, our episodes will follow this basic structure:
Act 1. Introduce the Problem
Act 2. Complications & Contrasts / B story
Act 3. Second Complication / Epiphany
Act 4. Resolve the Problem / Denouement
Each act consists of one scene per player. In ST:Entanglement, we have five players, so each act will have five scenes.
LEAD-INS AND PREVIOUSLY ONS
For the pilot, I as the producer will create a lead-in narrative that draws from all the decisions we've made during show and protagonist creation to set up the starting situation.
For subsequent episodes, we'll begin with a "previously on" sequence, during which we go around the "table" and let each player recap the highlights of what their protagonist did in the previous episode.
TEASERS
This is the first scene of every episode. As the producer, I will decide whether to make the teaser an expository narrative to set up the opening situation, or play it out as a regular scene. If it's the latter, I will decide what the scene is about and which characters are involved.
So for example, I might decide that I want the teaser to be a regular scene between Capt. McCurry, Cdr. Little, the commander of Gaia Station, and Adm. Hamilton. I'd use this scene to orient the audience to the setting (Gaia Station and the Hodgkin) and illuminate Hamilton's feelings toward McCurry, who was not the candidate for captain he wanted.
SCENES
In gaming terminology, the scenes of PTA are where players take their turns. On their turn, each player will decide where their scene takes place and what characters will be in it. If other players have fan mail, they can spend it to join a scene if their protagonist wasn't included.
Character Scene or Plot Scene?
Here's how the book defines these scene categories:
Ask first, "Is there a way this could provoke someone’s issue?" If not, maybe it’s not a good idea for a character scene.
In plot scenes, you find out if protagonists get something they want. Issues will still matter, because they’re the reason you care about the protagonist, but your biggest concern is about whether or not they can accomplish something.Even the book admits that the line between these two types of scenes can be fuzzy, but the type of scene impacts the question the scene is asking, so players will need to decide on a type when they set up their scenes.
The Scene Question
Every scene asks a question, and as we play it out the scene, we will answer it.
Character scenes ask some form of Will the protagonist resist their impulse?
Plot scenes ask Will the protagonist get what they want?
My job as producer is to make sure your protagonist is challenged during the scene. So in character scenes, I'll be trying to push your protagonists' issue buttons to try and trigger their impulse. In plot scenes, I'll be throwing obstacles in the way to try to prevent your protagonist from getting what they want.
Steps to Scene-Building
1. Player chooses the Scene Ingredients (location, characters involved, what's going on during the scene)
2. Set the scene in motion (begin to roleplay)
3. Build to a crisis (characters have a conflict or situation creates a crisis point)
4. Deal the cards (protagonists vs. producer)
5. Resolve the scene (roleplay the result of the card tabulation)
Conflict Resolution
When I judge that we've reached a crisis point in the scene, it's time for us to use the PTA mechanism for resolving conflict: dealing the cards. This is where we answer the scene question - first we deal the cards, then we tabulate the results, and finally, we roleplay the result.
If your protagonist is in the scene, you will get to draw at least one card.
If your protagonist is not in the scene, you can spend fan mail to draw a card if you would like to try to influence the outcome of the scene. For example, the scene is between Pleiades (the first officer) and the NPC Zuto Hironaka, who is interested in her romantically and trying to get her to agree to meeting him for drinks at the bar on Gaia. Pleiades' impulse is to reject personal connections with her crewmates due to fear of disappointing them. If you think it would be more interesting for her to push Zuto away (succumb to her impulse), you might spend a fan mail to get a card to add to the producer's hand. If you'd like to see her actually take a chance and accept Zuto's invitation, you could apply your card to Pleiades' hand.
In the next post, we'll look at conflict resolution in greater detail.
Each episode pf Star Trek: Entanglement will consist of four acts. As with most TV shows, our episodes will follow this basic structure:
Act 1. Introduce the Problem
Act 2. Complications & Contrasts / B story
Act 3. Second Complication / Epiphany
Act 4. Resolve the Problem / Denouement
Each act consists of one scene per player. In ST:Entanglement, we have five players, so each act will have five scenes.
LEAD-INS AND PREVIOUSLY ONS
For the pilot, I as the producer will create a lead-in narrative that draws from all the decisions we've made during show and protagonist creation to set up the starting situation.
For subsequent episodes, we'll begin with a "previously on" sequence, during which we go around the "table" and let each player recap the highlights of what their protagonist did in the previous episode.
TEASERS
This is the first scene of every episode. As the producer, I will decide whether to make the teaser an expository narrative to set up the opening situation, or play it out as a regular scene. If it's the latter, I will decide what the scene is about and which characters are involved.
So for example, I might decide that I want the teaser to be a regular scene between Capt. McCurry, Cdr. Little, the commander of Gaia Station, and Adm. Hamilton. I'd use this scene to orient the audience to the setting (Gaia Station and the Hodgkin) and illuminate Hamilton's feelings toward McCurry, who was not the candidate for captain he wanted.
SCENES
In gaming terminology, the scenes of PTA are where players take their turns. On their turn, each player will decide where their scene takes place and what characters will be in it. If other players have fan mail, they can spend it to join a scene if their protagonist wasn't included.
Character Scene or Plot Scene?
Here's how the book defines these scene categories:
Quote:
In character scenes, you find out how each protagonist is dealing with his or her issue. Everything that happens in a character scene works toward that purpose. That means if you want a character scene, look first and foremost at the issues.Ask first, "Is there a way this could provoke someone’s issue?" If not, maybe it’s not a good idea for a character scene.
In plot scenes, you find out if protagonists get something they want. Issues will still matter, because they’re the reason you care about the protagonist, but your biggest concern is about whether or not they can accomplish something.
The Scene Question
Every scene asks a question, and as we play it out the scene, we will answer it.
Character scenes ask some form of Will the protagonist resist their impulse?
Plot scenes ask Will the protagonist get what they want?
My job as producer is to make sure your protagonist is challenged during the scene. So in character scenes, I'll be trying to push your protagonists' issue buttons to try and trigger their impulse. In plot scenes, I'll be throwing obstacles in the way to try to prevent your protagonist from getting what they want.
Steps to Scene-Building
1. Player chooses the Scene Ingredients (location, characters involved, what's going on during the scene)
2. Set the scene in motion (begin to roleplay)
3. Build to a crisis (characters have a conflict or situation creates a crisis point)
4. Deal the cards (protagonists vs. producer)
5. Resolve the scene (roleplay the result of the card tabulation)
Conflict Resolution
When I judge that we've reached a crisis point in the scene, it's time for us to use the PTA mechanism for resolving conflict: dealing the cards. This is where we answer the scene question - first we deal the cards, then we tabulate the results, and finally, we roleplay the result.
If your protagonist is in the scene, you will get to draw at least one card.
If your protagonist is not in the scene, you can spend fan mail to draw a card if you would like to try to influence the outcome of the scene. For example, the scene is between Pleiades (the first officer) and the NPC Zuto Hironaka, who is interested in her romantically and trying to get her to agree to meeting him for drinks at the bar on Gaia. Pleiades' impulse is to reject personal connections with her crewmates due to fear of disappointing them. If you think it would be more interesting for her to push Zuto away (succumb to her impulse), you might spend a fan mail to get a card to add to the producer's hand. If you'd like to see her actually take a chance and accept Zuto's invitation, you could apply your card to Pleiades' hand.
In the next post, we'll look at conflict resolution in greater detail.