5 session story arcs
In the same way that a modified 5 room dungeon can be used as a structure for a session, it can be used as the structure for a story arc.
This can be extended in exactly the same way as the variable scene session.
1) Introduction
Much like a hook scene, an Introductory session presents the conflict or goal that the characters will navigate through the story arc.
3/4) challenge or revelation
The variations on the middle scene are implemented a bit differently in a story arc.
You COULD have alternating sessions consisting of only one or the other, but that would mean pretty one dimensional sessions and loses a lot of the benefits of the 5 scene approach to sessions.
Instead, challenge or revelation flavours the overall goals of the session and the conclusion.
There are two options, and both are equally valid:
You can combine challenge and revelation into every session - finishing each with a dangerous conflict that drives the story forwards. OR you can alternate between challenge sessions intended simply to provide conflict and revelation sessions that are fundamentally about shaking things up and driving towards a conclusion.
The choice is one of pacing. Combined sessions create a relentless pace where every session is a scramble to both survive and move forwards, while alternating sessions give a bit more time to reflect and plan.
4 and 5) climax and resolution
The climax of a story arc is the culmination of multiple sessions of play and should be a dramatic ending that closes a chapter of the campaign.
The resolution should consolidate and generate seeds that can be used to inform the next story arc
5 arc campaigns
Implementing this structure on the campaign level works the same as implementing it on the story arc level just with grander stakes.
1) introductory story arc
The first story arc in the campaign should set the tone and introduce the key players.
Stakes should be relatively low (compared to the projected stakes of the campaign as a whole), but can hint at greater things.
This arc should have the characters working mostly within their comfort zones, with the climax breaking them out of that and hinting at far greater dangers than they were expecting.
2 and 3) challenge and revelation
For most campaigns I think it makes sense for every story arc to be a combination of both challenge and revelation.
Campaigns that have investigation and discovery as major themes however might get away with alternating story arcs although I have not tested this in practice.
4) climax
The climactic story arc is the culmination of an entire campaign and should have epic stakes.
5) resolution or surprise
The final story arc of a campaign is a bit of a strange one.
The climactic arc has already happened. The campaign has peaked, and the final arc is somewhat of a come down in terms of stakes and tension (unless of course an unexpected twist throws the stakes back in the air).
If you are concerned about it being anticlimactic then it is fine to finish with the climax and leave the campaign on a high (after all, the campaign is structured the way it is in order to provide as many jumping off points as possible - you can finish wherever you like)
If you want to keep playing beyond the climax however, the final arc is about finding closure.
It is unusual in that it isn't generally intended to generate new seeds, although if you want to prepare the ground for a future campaign it certainly could do this.
It should tie up loose ends, answer any questions you have left, and give you a chance to see how the dust settles.
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