Defining Arcs

When you sit down to play Fate, you might just play a single session. That’s a viable way to play the game, but let’s assume that you want it to go a bit longer. What you need, then, is an arc. An arc is a complete storyline with its own themes, situations, antag nists, innocent bystanders, and endgame, told in the span of a few sessions (somewhere between two and five, usually). You don’t need to have every thing planned out (in fact, you probably shouldn’t, given that no meticulously planned story ever survives contact with the players), but you need to have an idea of where things begin and end, and what might happen in the middle. To make a fictional analogy, an arc is a lot like a single book. It tells its own story and ends when it’s done; you provide some form of closure and move on. Sometimes you move on to another story, and sometimes your book is just the first in a series of books. That’s when you have a campaign.

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