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The Studio Model

The studio model was invented by Unweaver as part of her method for running character-driven campaigns, from which I learned most of what I know about listening to the players and building the story around them.

The idea is simply that a gaming group is like a movie studio, but every player plays the role of the:-

π—£π—Ώπ—Όπ—±π˜‚π—°π—²π—Ώ - collectively they decide on a genre, tone and theme, and ensure that the story is congruent with those and with the desires and expectations of the audience.

π—ͺπ—Ώπ—Άπ˜π—²π—Ώ - they provide direction to their character, ideas about what should happen next, and dialogue and descriptions of their character's actions, appearance and so on.

π—”π—°π˜π—Όπ—Ώ - they perform the role of a character (or characters) in the world.

π—”π˜‚π—±π—Άπ—²π—»π—°π—² - they thrill and laugh and cheer and cry to the adventures of their protagonists.

With the DM also playing the:-

π——π—Άπ—Ώπ—²π—°π˜π—Όπ—Ώ - who takes all the ideas and performances and themes and decides what should happen in what order, who bears final responsibility for weaving the story from the threads the other players provide, making sure everyone has a good time, and making sure everyone is fulfilling their responsibilities to the group.

I always bring up this model, at least in passing, with new players, because it's such a powerful way of articulating the difference between FRP and, say, a videogame. We're creating a little work of art here, just for ourselves, we're the artists and the audience. We aren't just pushing a mouse around and clicking to kill skeletons; we have responsibilities to one another, to the exclusive audience of which we are a part.

Links

The Weaving of Unweaver

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