Keep It Close

Mission: Impossible – Rogue Nation (2015)

Action and violence in a story (I use movies as my examples) can be fun, humorous, empowering, or spectacular. But I want to talk about action that makes the audience worry about the characters. How can we, as storytellers, maximize the apparent danger to the characters, and maximize the audience’s fear for their safety? Going bigger and louder isn’t the answer. It’s hard to keep track of 30 enemy soldiers, and blowing up the whole world seems abstract. No, for maximum peril, put the threat right in the character’s face and give them time to look at it. Keep it close.

This kind of danger has three axes. I’ll provide examples of the extremes, but remember that they are continuums, not binaries.

  1. Intimacy: How close is the threat to the character?
  2. Vulnerability: If the threat is not neutralized, how badly will it hurt the character?
  3. Speed: Does the audience (and the character) have time to understand the threat?

Intimacy: Far

The whole scene is a joke that the knight is not threatening at such a distance.

A knight charging into battle, far across an open field.
Monty Python and the Holy Grail (1975)

Intimacy: Close

Dodge This! There’s no room to dodge. No space between the threat and the character.

The Matrix (1999)

Intimacy: OVERFLOW

Body horror is especially potent because the threat is already inside, in a place that should be completely safe and under control.

Princess Mononoke (1997)

Vulnerability: Safe

She’s got a metal body and knows a secret martial art. She’d be fine even if she lost this bar fight, which she clearly won’t.

Alita: Battle Angel (2019)

Vulnerability: Dangerous

A point-blank shotgun blast will kill a normal human.

The Terminator (1984)

Speed: Fast

The opponent’s strikes are so quick that the character can either handle them, or she’s already lost.

Crouching Tiger, Hidden Dragon (2000)

Speed: Slow

This creature isn’t moving, so the crew has time to try various ways to remove it and realize that none of them work.

Alien (1979)

Speed: Too Slow

The soldiers and Jeeps can’t keep up, so the Iron Giant just leaves. If the threat has no effect for a long time, or gives the characters plenty of time to prepare, it’s less threatening.

The Iron Giant (1999)

Combine these three axes to create especially intense moments.

  • Dangerous: Drowning is lethal.
  • Close: She’s gasping for the last inches of air as the water fills the cabin
  • Slow: The water rises slowly, and drowning is a slow death.
The Abyss (1989)

Another way to increase the danger is to use multiple threats. In the Abyss, even if Linds doesn’t drown right now, she’ll soon be vaporized by a nuclear explosion, and if that is prevented, she’ll suffocate later when the damaged rig runs out of oxygen. Too Slow threats now loom large in the distance. The disaster has reserves. Do you? To escape more than one threat, the character must use some or all of the following:

  1. Simultaneous solutions: The character needs to do more things than they have time for. Too Slow threats are now fast enough to be worrisome.
  2. Different solutions: If multiple threats can be neutralized by doing the same thing repeatedly or skilfully, that’s just one big threat.
  3. Opposing solutions: Neutralizing one threat makes another threat worse.

Here’s an example from Jurassic Park, where Lex is about to be:

  1. drowned in mud
  2. crushed by the car
  3. eaten by the dinosaur

The crushed car makes escaping the mud difficult. The mud makes escaping the car difficult. Inside the car is the only shelter from the dinosaur. Truly a terrible situation!

Jurassic Park (1993)

A special shout-out to portals like doors and windows, which give you close and slow for free.

Jurassic Park (1993)

Portals can also be used for irony: showing characters something they want or need, but denying them access.

Paddington 2 (2017)

Chasing the Sunset & ancient history

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The fellowship: Dryden of Conwall the Collector/Hunter, Averiela the Elf/Elven Elite, Lucia the Brave the Heir/Halfling Sheriff, Edna Crusher-Harcourt the Ogre/Knight

Last time, the Fellowship investigated the cursed pirates and found the treasure that one was guarding, but it’s empty!  Jellylegs digs through the wall of the chamber to see Averiela, Dryden, and Lucia standing around a portal to beach and no treasure chest. Continue reading “Chasing the Sunset & ancient history”

Chasing the Sunset & Technicalities

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The fellowship: Dryden of Conwall the Collector/Hunter, Averiela the Elf/Elven Elite, Lucia the Brave the Heir/Halfling Sheriff, Edna Crusher-Harcourt the Ogre/Knight

Last time, the Fellowship made a quick stop for fresh water during their long journey to the Forgotten Lands, only to stumble upon cursed pirates! Continue reading “Chasing the Sunset & Technicalities”

Chasing the Sunset & Misdirection

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Buckle the Beast/Heart of Earth, Stella the Halfling/Hunter

Last time, Stella was pulled into interdimensional shenanigans by a mad scientist Lantern piloting a scarecrow. Buckle and the rest of the world were insulated from the effects by another Lantern named Mira. Continue reading “Chasing the Sunset & Misdirection”

Chasing the Sunset & Pirates’ Curse

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The fellowship: Dryden of Conwall the Collector/Hunter, Averiela the Elf/Elven Elite, Lucia the Brave the Heir/Halfling Sheriff

Last time, the Fellowship stopped at the Sapphire Island and found a crew of Elves who can be trusted with the location of their final destination: The Forgotten Lands.  Edna is elsewhere. Continue reading “Chasing the Sunset & Pirates’ Curse”

Chasing the Sunset & Professor Gummidge

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The party: Professor Gummidge the Lantern/Mad Genius, Stella the Halfling/Hunter

Last time, the Fellowship hastily left Port Fennrick and sailed up the Mighty River on Miranda, their racing catamaran.

GM note: Buckle’s player stepped up to run this session. It’s a bottle episode with Buckle out of the picture, and a new character for the usual GM to play. Continue reading “Chasing the Sunset & Professor Gummidge”