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Tait McKenzie Johnson Narrative and Technology

Proof of Concept for Final Project Jamie Bono



In order to show how this Ultimate Story Deck might look/work, I’m presenting a small

selection of card symbols for each type, with the kind of description that might appear on

the cards, as well as an example of how one card might look and general rules for the

deck’s use.



Rules/ Game Play:

 Deal 8 cards to each player.

 Play cards on table in any position or order (even stacked on top of other cards), in a

way to suggest narrative connections.

 If you play a card, draw a card to replace it.

 Suggest to play cards one at a time in player order around the table (but not

necessarily; if you really want to, play two cards together or interrupt the story, but

remember to be courteous!)

 Formulate a narrative connection and express it out loud.

 Narrative connections can relate to any card in play on the table.

 The terms and descriptions on the cards do not have to be taken literally. They can

serve as metaphors or as aids for the imagination to tell any story you want.

 Cards can be “stacked” (placed on top of each other) to form more direct connections,

such as giving a character an object or dynamic, or as descriptors (for example, the

Animal card stacked on the Scientist card can be read as a zoologist).

 Cards can also be “tapped” (turned sideways) to indicate that those characters, events,

etc. are in action during a particular part of the Story.

 The Story should be consistent/ non-contradictory to previous narrative connections

in play. If not, then explain it effectively.

 Make up any connection you want (even if that connection could be on another card

in the deck). The limit is your imagination, but sometimes the most believable

Stories are the most direct.

 The Story is over when: 1). It reaches a natural conclusion. 2). A time limit passes

(10 minutes for flash length, 30 for short story, etc) or a certain number of cards have

been played (30 or 50). 3). Some of the event cards could be used as resolutions or

goals towards which the narrative will move by placing them at an end spot on the

table (which of course may be changed, as in the card game Fluxx).

 As the Deck consists of a large number of cards, you may remove cards before play

in order to hone the kind of Story that could be created. Similarly, if you have

favorite characters (or events, etc.), you can play them directly to ensure their

inclusion in the Story.

 Suggest someone be a scribe or note-taker to write down the narrative expressions

(the story), for remembering what has happened and for a record afterwards.

Sample Cards for each Symbol Type:



Characters:

 Office Worker – A regular guy who wants out of this mediocre life.

 Superhero – Gifted with supernatural powers the superhero is driven to save the

world.

 Zombie Hordes – Nearly unstoppable, their desire for brains may reduce civilization

to ruins.

 Troubled Teen – Home is not always a happy place, which leads the teen into

dangerous and often comedic situations.

 Butler – Subservient to a tee, but perhaps responsible for the crisis at hand.



Settings:

 City – The bustling streets, the non-stop activity, ships, dark alleys, tall buildings, and

social interactions.

 Woods – Beautiful in the spring and all, but rather easy to get lost in.

 Underwater Lair – Where evil lurks in wait, constructing its master plan.

 On the Bus – Takes you from one place to another, but you never know who or what

you’ll meet there.

 The Statue of Liberty – An enduring symbol of freedom, but is it that enduring?



Events/ Actions:

 Love at First Sight – When their eyes met, sparks shot across the room. Lovers will

do anything to be together.

 Duel to the Death – When the conflict draws to a head, only one party will remain

standing.

 Going to Work – Even when you don’t want to, you still have to pay the bills.

 All a Dream – Did any of that just happen? Maybe someone was only sleeping.

 Lost – Wherever you are, it’s not where you meant to be. Now where to go?



Objects:

 Weapon (of choice) – You never know when you’ll have to fight.

 Tree – Good place to rest, or do you need to build a fire or get a higher view?

 Coffee – Great for a boost of energy, but watch out, it’s hot!

 Motorcycle – Now you’ll get there fast, and in style!

 Briefcase – Who knows what’s inside, but we have to get it back.



Dynamics (themes/filters):

 Justice – There is a right and a wrong, which side are you on and who decides

between them?

 Thwartedness – Nothing seems to work out the way you intended.

 Environmentalism – The natural world is being ravaged, what can we do?

 Erotic – You thought this was G rated until they start taking off their clothes.

 Frantic – Everything happens at a faster pace, you can barely keep up!

Example Card:



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