Showing posts with label plot wheels. Show all posts
Showing posts with label plot wheels. Show all posts

Tuesday, March 11, 2014

Plots about Plots

It's time again for a not-so-random collection of pictures.  I'm not sure why I'm enjoying these kinds of posts so much, these days.  Don't worry, though; the final two moves of the Ode to Joy Game are coming soon.

Today I've found some interesting diagrams that involve stories and narratives.  I make no secret of the fact that I'm on a lifelong search for the meanings and formulas behind stories (see here and here, for example).  I've gotten lost for hours in the land of TV Tropes, too.  :-)

Before getting into the temporal flow (cause and effect, tension and release) in stories, how about just themes?

Click on any of these bad boys for more legible versions
This Venn diagram of themes that appear in Shakespeare's plays comes from someone named Straight Edge who's got some other interesting thoughts about the Bard (and games, and Star Trek).  It's interesting how the Scottish Play winds up at the center, inside all four categories.  I also wonder if there's something insightful in knowing that there are no plays with the supernatural that don't also involve some romance or war.

But okay, we can put aside ol' Willie S. for a while.  I know where the narrative center of the universe really is...


This is a (subjective!) view of the "tension level" experienced throughout a viewing of Star Wars, that I found here.  I've talked before about how the rising and falling of tension may be a central component of "grammar" in a universal common language that ties together disparate ideas into Glass Bead Games of the future.  Seeing examples plotted out like this is very helpful for starting to flesh out that grammar.

Next up is the visual grammar of comic books.  Author Scott McCloud has done a lot in recent years to highlight that the combination of words and pictures in the comic medium can give rise to totally new artistic possibilities that don't exist when one uses either one or the other.  The following is from his 1993 book Understanding Comics:


The human brain is pretty awesome for being able to build a coherent story out of a succession of images that uses all of these different transition types... and not even realize it's doing it.

And now for something completely different.  :-)

When I was 10 or 11, I was given a book on a new-fangled psychological theory called Transactional Analysis.  This theory has been notable for creating some pop-culture phrases ("I'm OK, you're OK," "warm fuzzies," "strokes") and helping people to understand the "games" and "scripts" that can sometimes be played out without us really knowing it.  Although I haven't thought about this theory much over the decades, whenever I read over its basic ideas, I think that many of them settled quietly into my brain.

A key concept in TA's conception of the personality is the existence of three quasi-separate modes of behavior.  Sort of Jungian archetypes, I suppose: the Parent, Adult, and Child:


Generally, the Parent and Child roles are created from one's early experience, and "Adult" is a more neutral and rational role that is primarily characterized by the absence of the Parent/Child dynamic.  The connection to plots and narratives comes into play because an interaction between people can play out very differently depending on the roles they are adopting.  The image above is a dysfunctional "crossed" dynamic where one person is relating in an Adult-to-Adult way, but the other is responding in a Parent-to-Child way.

Putting aside the actual insights of this theory, though, I also think I gravitated toward this because of my love of the symbols and colorful graphics.  :-)

Monday, November 26, 2012

Perry Mason's Dungeon Master

In the past, I've posted about my fascination with narrative plots (see the letters B and P from last April's A-Z), and the search for patterns and forms in them.  Although I realize what a dull world it would be if all plots could be broken down into a consistent and logical "grammar," I still feel the need to search for some order in that seeming chaos.

A fun thing about role playing games is that Game Masters usually are on the prowl for this same kind of order, since they're often spurred to come up with plot "hooks" for their adventuresome players with little to no prep time.  A good table of random choices can really save the day.

Burr-ning gaze
Now, you may ask, how does Perry Mason enter into this?  The famous TV detective show was based on a series of popular pulp novels (82 of them -- running from 1933 to 1973) by Erle Stanley Gardner.  Many people suspected for years that Gardner used a formula to construct the plots of the novels.  Recently, it was found that he constructed elaborate "plot wheels" which contained multiple options for various pieces of the story. He pinned them up on a cork board and spun them to provide a total of 36,864 possible combinations.

After seeing original images of the hand-made wheels (see, for example, here and here), I looked around to see if their options had been typed out and tabulated for more easy reading.  No dice (pun unintended)!  Thus, here for your enjoyment are the contents of those four wheels.  Two of them have 16 entries and the other two have 12 entries, so my paper-and-pencil RPG peeps can either use a d20 for the former (and ignore results greater than 16) or get their Zocchi on...

Blind trails by which the hero is misled or confused (d16):
  1. Client misrepresents
  2. Client conceals
  3. Witness "planted"
  4. Document forged
  5. Witness lies
  6. Impossible statements
  7. Planted clues
  8. Witness sells out
  9. Suiciding witness
  10. Kidnapped witness
  11. Flight witness
  12. Genuine mistakes
  13. False confessions
  14. Vital witness refuses [to] talk
  15. Villain's asst pretends betray
  16. Friend pretends betray
Hostile minor characters who function in making complications for hero (d16):
  1. Detective
  2. Newspaper reporter
  3. Attorney
  4. Hick detective
  5. Thickheaded police
  6. Hotel detective
  7. Incidental crook
  8. Spy
  9. Hostile dog [?]
  10. Suspicious servant
  11. Meddlesome friend
  12. Gossip
  13. Blackmailer
  14. Father [of] heroine
  15. Rival in love
  16. Business rival
Complicating circumstances (d12):
  1. Zeal of hick cop upsets plans
  2. Rival in love tries [to] discredit
  3. Some character not as represented
  4. Heroine's mind poisoned against hero
  5. Hero violates law & is sought
  6. Witness mistakes hero for villain
  7. Hero commits incidental crime (speeding battery) & is arrested
  8. Detective believes hero guilty & attempts to arrest at critical time
  9. Father of heroine hostile to hero
  10. Heroine's maid is a spy
  11. Every move of hero gets from frying pan to fire
  12. By spies, hero is betrayed to villains
Solutions (d12):
  1. Hero turns villains against each other
  2. Hero smashes obstacles by sheer courage
  3. Meets trickery with horse sense
  4. Gets villain to overreach self
  5. Gets villain killed while trying to frame other
  6. Villain hoist by own petard
  7. Tricks accomplice into confessing
  8. Frames circumstances so villain thinks discovered
  9. Fakes evidence to confuse villain
  10. Puts additional evidence -- planted -- nullify villain
  11. Gets villain [to] betray self through greed
  12. Traps villain into betraying hiding place [of the] incriminating thing by: (a) Fake fire; (b) Giving something also conceal; (c) Necessity for flight.
FYI, I don't pretend to understand what all of them mean, or to have deciphered Gardner's handwriting with 100% accuracy.  I also tried to do a little clarifying cleanup with a few words in square brackets here and there.

My favorite!