Game Masters of tabletop roleplaying games have to create a story that works well, and that can often be difficult not only because a story has to be engaging, but because it’s difficult to keep track of the way in which a story will unfold; it’s easy to forget about some minor elements, or conflate them too heavily with the main plot, and wind up coming to a screeching halt. One great way to handle this is to think of each plot as a thread; it develops from the previous events in sequence, but will eventually be brought to fruition by the players’ actions.
Continue reading “Threads of Narrative: Managing Open Worlds in Tabletop Roleplaying”