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	<id>https://www.nordiclarp.org/wiki/index.php?action=history&amp;feed=atom&amp;title=Act_structure</id>
	<title>Act structure - Revision history</title>
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	<updated>2026-05-10T19:45:12Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.nordiclarp.org/wiki/index.php?title=Act_structure&amp;diff=72&amp;oldid=prev</id>
		<title>&gt;Johannes Axner: Johannes Axner moved page Act Structure to Act structure over redirect</title>
		<link rel="alternate" type="text/html" href="https://www.nordiclarp.org/wiki/index.php?title=Act_structure&amp;diff=72&amp;oldid=prev"/>
		<updated>2019-01-09T19:24:55Z</updated>

		<summary type="html">&lt;p&gt;Johannes Axner moved page &lt;a href=&quot;/wiki/Act_Structure&quot; class=&quot;mw-redirect&quot; title=&quot;Act Structure&quot;&gt;Act Structure&lt;/a&gt; to &lt;a href=&quot;/wiki/Act_structure&quot; title=&quot;Act structure&quot;&gt;Act structure&lt;/a&gt; over redirect&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;An &amp;#039;&amp;#039;&amp;#039;act structure&amp;#039;&amp;#039;&amp;#039; is when a game is divided into distinct acts, parts, chapters, episodes or otherwise called parts with a designated start and stop. In some games the whole game is one &amp;#039;&amp;#039;&amp;#039;act&amp;#039;&amp;#039;&amp;#039;, thus making it a one act structure. Other games have more acts, that are defined by a start and an end, with an &amp;#039;&amp;#039;&amp;#039;act brake&amp;#039;&amp;#039;&amp;#039; between the acts. Usually the drama of a game is focused on different themes in different acts, or just an accelerating drama with a climax and a resolution in the last act following a classic formula dramatic arc. The act brakes may or may not include a [[Time Jump|time jump]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The act structure of a game is either visible and utilized as a technique in conjunction with the players or it is a technique used by the organizers to decide when organizer controlled events are supposed to happen. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a visible act structure organizers can focus on different themes or have different rules to create a dramatic shift in the game between acts. For instance, you can have a rule about conflict resolution that varies over time: &amp;lt;br&amp;gt;&lt;br /&gt;
Act one, everyone backs down, no weapons are to be fired. &amp;lt;br&amp;gt;&lt;br /&gt;
Act two, conflict might be resolved in that someone gets hurt. &amp;lt;br&amp;gt;&lt;br /&gt;
Act three, conflict might get resolved by people dying. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The themes of a game can progress in a similar fashion. An example is from [[Just a Little Lovin&amp;#039;]]: &amp;lt;br&amp;gt;&lt;br /&gt;
Act one, Desire. &amp;lt;br&amp;gt;&lt;br /&gt;
Act two, Fear of death. &amp;lt;br&amp;gt;&lt;br /&gt;
Act three, Friendship. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
 [[Category:Techniques]]&lt;/div&gt;</summary>
		<author><name>&gt;Johannes Axner</name></author>
	</entry>
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