Story Arcs

The following are examples of primary arc types optimized for the Cadre system. Each has a wide array of potential stories, and for this System Book, The following are common and coherent courses for an aspiring Director to consider, but by no means as a limit to what can be pursued, These, and other arcs both formal and informal, whether expressed in the pursuit of rich treasures, glory, fame or virtue, the stories you build will be challenging and enthralling at the same time.  

Rite of Passage

  In this arc pattern, the player Cadre development starts at the point of youth, wherein the players build their characters together to achieve coherency, sort of like the analog cliques or bands that folks create naturally in school or community involvement. Through a series of vignettes, short scenes, or even whole sessions, the group can be honed, prepared for a singular point, a kind of completion, even before the full arc begins. Usually used in developing a new Cadre or changing from one SystemBook basis to another, the Rite of Passage arc usually introduces the core concepts and mechanics and is not lethally dangerous to the characters.   Rites of Passage usually are relatively short and end when some particular task is completed (a relic is re-interred to its final resting place, a tree is planted someplace, etc...)

Hero’s Journey

  The use of the Hero’s Journey is an exploration of how the characters decide to become rescuers, defenders of the defenseless, and otherwise transition to become something more than the sum of their components. Cadres that pursue the Hero’s Journey should be prepared for action, drama, and tragedy. The action rises and falls, and each step brings the Hero to the surface in every character.   Hero’s Journey is a classic course of development, usually of medium to long duration. It is rare for a Hero’s Journey to be less than a Series, and in many cases actually becomes a Saga.  

Pilgrim’s Path

    A course of actions leads the characters inward, rather than outward. Using more drama and internal conflict than action and external forces, the Pilgrim’s Path allows the Cadre to explore their emotional connection, with the character they portray. Usually not recommended for new players due to the emotional and sometimes sensitive content.  

Explorer’s Adventure

  A very familiar and comfortable story arc is the Explorer’s Adventure. Usually used to showcase geography, climate, environment, and other physical conditions, this arc can encompass just about any time period, from a single session to a saga.   Arguably the most permissible story course, the Explorer’s adventure has the broadest spectrum of encounter types and settings and can be a single session, series, or even a saga.  

The Fable

  A story that has a point or lesson built into its structure, the Fable offers the participant a deeper understanding of the subject matter and its application. Fables can be created in every SystemBook genre, and works particularly well with younger audiences, offering insight they might otherwise miss.   Optimally set for a single session or short series, the Fable can tell larger story arcs when used in conjunction with others, sequentially.  

The Mission Anthology

  Similar to the Fable, in being optimized for single sessions or short series, the missions are in pursuit of one or more particular plotlines, and can often be used to showcase one particular character or Cadre objective, or even, sequentially build other kinds of stories in smaller pieces. Single Missions, set in a serial format, is arguably the second-most popular form of role-playing game story, and thus will be arguably more recognizable than the more sophisticated story arcs.  

The Search and Rescue

  The most recognizable story form in Fantasy Roleplaying games is the Search and Rescue. In it, the Cadre sets out to find/transport/destroy/capture or otherwise manipulate the destiny of a specific item. Such is optimally used to tell grand stories, drawing from all other arcs to tell the larger story. or to discover a pathway to a distant land for trade and commerce.   Usually Session-long events, the Search can even be a series, or in the extreme, a saga.

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