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Play a scene in which Player B wants something from Player A, and Player A plays for the loss.
When playing from an interactive script, hold the scenario lightly. The goal is still to play the spect’s story. When spects take the story in unexpected directions, go with them. This is known as off-roading.
When spects play in interactive stories, not all of their behaviors arise because of the fiction. There are also elements from real life that affect the way they play.
Different spects have different play styles; they enjoy playing in different ways. Some like to be heroes, so set them up to be heroic. Some get a charge out of arguing, so disagree with them. Some get a kick out of being evil, so give them something noble to mess with. Don’t force your values or what you think is a good story on them. Make the story one that they enjoy playing, and spects will engage with everything they’ve got.
There are many contributors to an interactive story. Inter-actors, directors, designers, and authors all play important roles. But at its heart, an interactive narrative is the spect’s story.
As an inter-actor, you need the ability to read spects—to know what they’re thinking, what they’re feeling, and what makes them tick. When you know these things you can engage a spect and craft a truly personalized story.
While driving the narrative forward, it’s good to glance in the rear view mirror from time to time. As the story advances, earlier elements resurface. They’re reincorporated. This interconnectedness gives stories a sense of unity. Things that appeared earlier take on new significance later in the story.
Players play a scene in which they first say what they’re going to do, then they do it.