Scenarios and Scenario Arcs

May 9, 2019

Scenarios are the basis for the narrative within SINS. Think of Scenarios as Chapters in a book whereas, Arcs, are the actual book. For example, in the ScribbCrib Property, By Gods and Kings, the scenario, Sunshire Stockades, is part of the arc, Silhouette of Annihilation. It is a chapter within the much larger novel.

 

Players will play through individual scenarios, whether they are part of an arc or not. The scenarios will have a definitive beginning and a somewhat complete ending (it’s ok to end a scenario in a cliffhanger or lead into the next scenario). Scenarios also do not leave anything for the players to be curious about in terms of environment or setting. The purpose for this is so that players can focus on WHAT is happening and not, what else COULD be happening.

 


 

Gilbert and his band of miscreants trek deep into the mansion, hoping to find some form of treasure to make their journey worth the hardship. You travel with him, under the assumption that you’ll become far richer than you were earlier in the day, but mainly because boredom set in the tavern and the bill was coming due. Sweat pours down the brow of each person as the floors creak beneath their feet with each step. Along the wooden walls of the mansion, a thick layer of dust coats the baseboards with another thick layer along the window sills. Iron chandeliers, once lit brilliantly and swung from the wooden ceiling with a magnificent aura, hang peacefully from the ceiling with cobwebs connecting the iron arms to the wooden ceiling. They make their way past some old, cloth furniture to find themselves at the end of the parlor. Ahead of them, two doors wait with one, appearing to go into the kitchen and servant’s area while the other appears to head down a hallway. Gilbert and the others look at you, hoping that you might have a slight clue as to where exactly you all need to be going.

 

Which door will you walk through?

 

The Door to the Kitchen and Servant’s Quarters

 

The Door down the Hallway

 


 

In the example above, the choice is clearly laid out. Gilbert and the others are looking to you to make a decision as to where to go. That, in a sense, is how SINS works. It revolves around finite choices that will push the narrative.

 

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