Neverending Nights was originally supposed to go about 5 seasons - with us PURPOSELY using those basic plots as satire. I combined that, along with the requirements for writing a module for DUNGEON MAGAZINE - and the "don't do" that they listed a module concepts.Rath Darkblade wrote: ↑Thu Sep 19, 2024 6:38 am Yes, true. I've also heard of the seven basic plots, and used some of them in the past. I agree that although the basic ideas (e.g. Time-Travel, The Chosen One, etc.) are well-worn, it's how you present them that counts.
(The most recent - for the now defunct - Dungeon Magazine is here: https://paizo.com/writersguidelines/dun ... elines.pdf ) - but prior to that, when it was owned by TSR (and not Paizo) - there were also bullet points to avoid... and it was like "Get a quest from a dragon, free someone from mind control, recover an artifact, piece together an ancient artifact, etc"... I wish I still had a copy.
I talk about it in the Easter Egg page for Episode 16 - http://www.neverendingnights.com/easter-eggs
One thing when Weis & Hickman team up - they could write for a summary, "The Heroes of the Lance paint the Inn of the Last Home and watch paint dry."Rath Darkblade wrote: ↑Thu Sep 19, 2024 6:38 am Maybe the most important is subverting your audience's expectations. If your audience reads the plot summary -- "heroes time-travel to the future to save a person in the present, and return to a present that is broken; now they have to fix it" -- they'll expect the story to go a certain way. Coming up with ways to subvert that, and surprise your audience (in a good way), is part of the challenge.
And when you read it, it would come across as the deepest character driven story ever.
They excel, when teamed up together, at making characters shine - the rest of the story is important - but you will fall in love with their characters.
And they will make you cry.
At least once, in every trilogy.