THOUGHTS IN PLAY

Friday, November 17, 2017

Journey Stories As A Character Arc

A Journey, at least in a story sense, is not just traveling from point A to point B.  Neither is it investigating and exploring, though that gets in the ball park.  A journey, is about discovering, confronting, and coming to a resolution with a problem by means of starting in one location and moving to another location.  The stops on the way are the beats in which either the journey, or the protagonist are making an action to get the upper hand on the problem.  The conflict itself has to be something that is both personal and part of the protagonist, and at the same time, something that is acting against the protagonist.

In game terms, this kind of story has to include an inner conflict then, and that inner conflict has to be mirrored in the external action of traveling from place to place.    I'm thinking about how to model this in Fate.  The first thing that comes to mind is that there has to be an Extra attached to the character or characters that defines the problematic conflict.  It at once has to be something dear to the characters, something that they have good reason to want to hold on to, and yet that also provides the lingering thorn.

In mechanical terms it has to be something that they both find strength in, and that turns against them. That pretty clearly sounds like an aspect.

The point of the journey story, is to travel, explore, and strive to overcome that issue.  That sounds like a stress and consequences mechanic, and it is attached to that aspect.

The third thing though, is that the journey has to have an outward reflection.  The important stops, the locations that are memorable have to be points that offer a conflict with the chance to reveal something important about the problem to the hero.  This sounds kind of like a challenge then by Fate mechanics.

So it seems that the way to build this sort of story, is to build the extra that will become part of the character this way.  To begin, the primary aspect needs to be something that is important in the character's life, urgent enough to demand that it be confronted, and dependent on traveling to another location.  It needs to be something that also can be invoked such that ******