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The activity of a scene is comprised of various actions. For example, the activity of a picnic includes such actions as finding a good spot, laying out a blanket, unpacking the basket, and eating the food. Exploring the different actions keeps the activity alive without falling into the trap of repetition.
A scene is played in which Player A follows Player B’s offers by doing physical actions.
It’s easy to fall into the trap of talking heads. Actional offers help avoid this trap. In addition to speaking, do things. Actional offers advance the story through the things you do and often introduce props into the story world. The props serve an immediate purpose and they can also be reincorporated later in the story.
The stakes of Navy SEAL missions are often life and death. The price of failure is high. This is why SEALs implement a practice of continual improvement, including an After Action Review. If you want to keep improving your work, take a page from the Navy SEAL playbook.
Player A secretly comes up with something for Player B to do. Then they play a scene in which Player A backleads Player B to do that thing without instructing them. When Player B does what was backled, Player A gives a stroke and the scene is over.
When the focus of a scene is on something that’s happening elsewhere, that’s offstage action. In most cases, it’s best to focus on what’s going on between you and the spect. Don’t put the primary focus on offstage characters, activities, or locations. Keep the spect at the center of the action by focusing on what’s going on between you.
When developing characters, conceptual ideas often show up first. For example, defining a character as “easily impressed” gives a general idea of what the character is like, but it doesn’t give you something to do. Turn general concepts into things that can be said or done.
Players play a scene in which they first say what they’re going to do, then they do it.