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This post about first acts continues a discussion of dramatic structure in games. The introductory post in this series is called I, II, III.

In my last post, I targeted my discussion of division into acts pretty specifically to the orbit of acts around a dramatic question. That is, that the first act asks one, the second act answers it, and the third act riffs on it at a greater level of magnitude.

But while working on this post and thinking it through over the course of a couple of different drafts, it’s become clear how problematic it is to cling too tenaciously to the specifics of dramatic structure as it’s done in other media.

That said, relating a three-act structure to the asking/answering/re-mixing of a dramatic question is hella useful in RPGs, both traditional or computer-based. Among games, they’re most like traditional stories. But frankly, it’s only so worthwhile for me to continue bloviating about it, because it’s an obvious point, and because Matt Colville already commented the lion’s share of what needs to be said on the subject.

So I’ve been thinking a lot about how best to put an understanding of the division into three acts to use in card and board games, because that’s where the money is right now (leaving computer games aside), and because those are the formats where there’s the greatest potential for a new understanding of dramatic structure to be a real game-changer (har!) in theory and design.

Unfortunately, the more I think about applying a rigid “dramatic question” approach to dividing board and card games into three acts, the more the whole thing completely falls down.

The chief reason is this: In a card or board game, it’s hard to argue that the chief “dramatic” question being asked is something other than “Who will win?” Smaller chunks of question, taken outside the context of a particular game, always seem, when considered, to be beside the point. Moments of awesomeness and magnificent applications of themey chrome aside, a card or board games is still a contest much more than a story.

So then it becomes tempting to say is that the process of setup is somehow a first act, and that main gameplay is the second act, and that the… um… putting away of the game…?

See? It all falls right to shit.

(Be that as it may, it’s not ridiculous to suggest that setup can be a dramatic and significant element of play, or even that it might constitute a first act in some circumstances. Risk 2210 and company (Godstorm, etc.) are the example that springs most obviously to mind, because there’s significant drama — and huge victory ramifications — in claiming territories during setup in those games. However, even there, setup doesn’t define the nature of the second act struggle, which means that it falls down according to a strict “dramatic question” understanding of the division into acts.)

Ok, so what if scenario determination is somehow a/the feature of a board or card game’s first act. That would be more in keeping with a theoretical understanding whereby the first act defines the scope of the second. In Last Night on Earth, for example, what if no scenario were defined when play began? What if, instead, the hero players had to guess, from the zombie players’ actions, what it was that they needed to do? Or, reverse it: What if the hero players defined their victory condition based on the heroes who were randomly selected, or on the first few items that they found, or on the first few things that happened?

That’s a start, but it’s not the whole solution.

It’s tempting to say that a “first act” for a collectible or customizable game could, at least, exist in the meta-game. In those games, players can and do spend quite a lot of time preparing to play: collecting cards, building decks, painting figures. You can even extend the customization-as-first-act theory as far as the act of car design in my beloved Car Wars.

And to some extent, those activities actually do define the scope of a second act consisting of the play of the game. If I decide to play space marines and you decide to play space orcs — or whatever factions GW is pushing these days (and no doubt individual GW figs run about twenty bucks by now) — the scope of the second act is going to be related to who prevails among marines and orcs.

Allow me one RPG-related blovation, after all, to throw out a first-act GM trick: When running a single-shot RPG (at conventions, and so on), ask the players to introduce their characters to each other by narrating a short scene featuring that character. This creates an impression much more memorable than a recitation of irrelevant physical characteristics.

In the end, though, I think that all of the ideas I’ve come up with so far amount to outs that are too easy, or that just nibble around the edges of what’s possible.

Although I think there needs to be a different understanding of the division between acts in board and card games on one hand, and in RPGs of either type on the other, I also think there’s a great big region to explore in the realm of “act structure + board and card games,” far past analyzing the semi-dramatic structure of such games that as they happen to exist at the moment.

One ripe area lies in considering that perhaps, for board and card games, “act change” = “emotional changing of gears.” Act breaks in board and card games may come down to points in the game where everything changes. “Sure, it seemed earlier like Spike had everything locked up because he deployed three massive warships in Critical Space #3, but when it became clear that the economic game would play a critical role, everything changed.” That’s what I mean by “gear change,” and I’ll definitely be thinking about it a lot more in the future.