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.
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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.



