There’s a great RPG called Primetime Adventures by Matt Wilson. It’s a heck of a game. It’s my favorite of the “indie,” narrativist RPGs. It’s really good stuff. I highly recommend it if you love good stories and good TV. It’s also a great one-shot or convention game, too.
Not only is PTA a great game in and of itself, it has really affected the way I look at running other RPGs, too, even D&D. In PTA you create a TV show and play through some episodes. Like with TV, not all the starring characters in the show (”protagonists,” in PTA lingo) are the star of every single episode. PTA uses a concept called “screen presence,” which dictates how much of the episode is centered on any given protagonist. Each protagonist will have a screen presence that will vary throughout the season. For example, in a short, five-episode season, Protagonist A might have a screen presence of 1,2,2,3,1. 1 meaning a minor, supporting role and 3 meaning A is the star of that episode. In fact, A’s not just the star, that episode is her “spotlight episode.” PTA defines “spotlight episode as:
Every protagonist has one spotlight episode per season, and it presents a player with a clear opportunity to reveal that protagonist’s complexity. Spotlight episodes are the ones where the studio knows they have a doozy and promote it like crazy all week. For this episode, the spotlight character blossoms in front of the camera, and by the end, that character can’t help but to have grown.
I really like the concept of spotlight episodes in RPGs. Sure, they often evolve naturally on their own, but I like the idea of planning an adventure around a certain character’s — and its player’s — personality, history, desires, fears, etc. in a way that might result in a big epiphany or victory (or defeat) that will change the character or how the player runs it.
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