Let Metro-North be your only railroad. |
John Cheever, interview, Paris Review, published 1976, set as free verse:
I don’t work with plots.
I work with intuition, apprehension, dreams, concepts.
Characters and events come simultaneously to me.
Plot implies narrative and a lot of crap.
It is a calculated attempt to hold the reader’s interest at the sacrifice of moral conviction.
Of course, one doesn’t want to be boring . . . one needs an element of suspense.
But a good narrative is a rudimentary structure, rather like a kidney.
I don’t work with plots.
I work with intuition, apprehension, dreams, concepts.
Characters and events come simultaneously to me.
Plot implies narrative and a lot of crap.
It is a calculated attempt to hold the reader’s interest at the sacrifice of moral conviction.
Of course, one doesn’t want to be boring . . . one needs an element of suspense.
But a good narrative is a rudimentary structure, rather like a kidney.
In an improvised game, apprehension and intuition come from the tentative advance of a concept - and then a Darwinian selection as it either becomes more elaborated or drops out of the game entirely - depending on the will of the players to pursue it and of the game master to play along - or on the will of the game master to develop it and of the players to play along.
Last time in Game of Iron I presented the players with a dragon. It attacked a place they were in -- but it wasn't a Hollywood second-act "base invasion," rather more of an illustration of the heating up of the conflict between powers that they were entering into. They chose to withdraw rather than fight it, chose to pursue their existing quest rather than go dragon hunting. The dragon had a lair in my book, from an old Dungeon magazine - had a whole plot attached, fitted into the power structure. That dragon may or may not show up again.
Plot is what you look back on. I only started out running Tomb of the Iron God and somehow that iron statue spawned a whole conspiratorial prophetic mythology over the run of two and a half years. It spawned a gigantic iron statue in pieces and the smaller wearable pieces that control the big pieces and the revelation that this is only one possible way the coming Iron Age could turn out.
Plot is the kidney, not the heart or the brain. All you need is a number of powers, a number of places and maguffins and people that are key to that power, the revelation of the need to transport or unite or create or destroy or defend in order to shift or preserve the balance of power- and that is enough for play.