Story Arc | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Fri, 18 Jul 2025 15:49:39 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Story Arc | Nerdologists https://nerdologists.com 32 32 The First Story Arc in My Next Dungeons and Dragons Campaign https://nerdologists.com/2025/07/the-first-story-arc-in-my-next-dungeons-and-dragons-campaign/ https://nerdologists.com/2025/07/the-first-story-arc-in-my-next-dungeons-and-dragons-campaign/#comments Fri, 18 Jul 2025 15:46:57 +0000 https://nerdologists.com/?p=9704 A campaign has been picked. What is the first story arc going to look like? Join me as I build out my Dungeons and Dragons campaign.

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A couple of weeks ago I created four different prompts for my players to pick from for their next Dungeons and Dragons. The voting was close, it was so close, in fact that it was tied. So I have sneakily made the decision for them as to what story we are going to be playing. So let’s start out with the next step in the process, and that is coming up with the first story arc for the campaign.

Dungeons and Dragons Campaign Hook and Big Bad

What Was the Hook?

So let’s quickly refresh, what was the hook for my Dungeons and Dragons campaign. The players went with (and I helped decide on) plot hook #4. You can see all of them here.

No one would mistake you for the heroes of old. They are now something of legend as were the monsters they faced. The demons of old were locked away. How do you know, because you live right outside one of those dungeons. Something strong is starting to happen around the dungeon though. The terrain is changing and you don’t know why. Some thing it is a sign that the seals are weakening. But if that’s the case, who is supposed to stop them. You are tasked to find those heroes from one of the larger towns and are sent out with provisions, a map, a well wishes.

The Big Bad

Demons, this is going to be one where there are demons in it. Though, since it is something of legends, and with how long elves live, this happened ages ago. That means that what is known as demons doesn’t have to be demons, that is just what the legends call them.

The First Story Arc

I think the first arc is pretty simple, it is really the hook of the story. But I want to set it up in an interesting way. And you can read up on how I want to use story arcs and recommend people use them in their campaigns here.

The first big arc is going to be what I call The Realization Arc. This arc is going to be about figuring out what is happening. I’m not actually going to tell the players which story they are playing. I am just going to set-up some for the world, I’ve gotten my buy-in, but when we do character creation I’m going to give them a few parameters and that’ll be it. So what is this arc going to look like?

The Realization Arc

The first session is going to be a jump straight into action. But let’s break it down a little bit more.

  • The inciting incident
  • Town in panic
  • Investigation
  • The Annals
  • We Need To Find Heroes

So what is the inciting incident going to be? Well, it’s going to be an attack of some sort, not on the town but around the town. An example of what I mean is think of the start of the Wheel of Time series. There is an attack on the town but it starts with attacks on the farms and the town and strange things happening near the farms. So the characters are going to learn about it and have to help with it.

Now, I want to dive into this further right now and talk about it, but let’s then talk about that second arc that we’ll be setting up as well. Because the next article is going to be working on world building first and the following one on that session one.

Dungeons and Dragons Full Campaign Arcs

So, I said I wanted to talk about the next one. But there is more than that, I want to deal with arcs that are going to show up in the campaign. Now as I write out all of these, this is not the whole campaign. I expect more arcs to occur, but these are some of the pillar arcs that I think need to happen for the story.

  • The Realization Arc
  • A Fond Farewell
  • Traveling to the City
  • We’re Here, Now What?
  • Gaining Trust
  • ??? I expect more arcs in here
  • How Do You Seal a Demon?
  • ??? More arcs
  • It’s Now Or Never

The Groundwork For A Fond Farewell

So, when I look at this, I want to start laying the groundwork for that next arc. And that next arc is going to be a short arc. A Fond Farewell should be a session or maybe two. It is a chance for the characters to build up more relationships and define who they are as characters. So I want to start creating NPC’s that the characters will interact with. One thing, though, that I want to do is give the players each a note card or two with my NPC template on it. And during session zero, each player is going to make an NPC that they are closely connected to.

What does that look like? You can see that here in my Dungeon Master Tools – World Building Article. But simply put namedefining featurebrief description. And I think I want to add in one in this case. What is the connection to the players. For a small village, everyone is going to be connected. So I want to see the players create meaningful NPC’s who are connected deeply with their character. It is not going to be a lot of work, I just want one or two per player.

How I’ll Use Them

So, when I get those NPC’s how do I want to use them? Firstly, those are going to be the main points of contact for the characters in the town. At least one of them is going to be part of the inciting incident. An important rule of Dungeons and Dragons is put every meaningful character in harms way at some point in time. And if I start with it, that is great. Not all of them will be, but if some make sense, that I want to put them in harms way.

I want to create tension too for the upcoming farewell. The town mayor or village elders, whomever is in charge, is going to send out the player characters. Why, because they are the saviors of the village and the ones who maybe can survive the journey to a town or city. I hope that someone creates a NPC who is a single parent, or maybe even a child who is going to be left behind. I want it to feel. And if they don’t, I might create one for them.

Final Thoughts on A Story Arc in Dungeons and Dragons

I like where this Dungeons and Dragons campaign is going. When I world build coming up here soon in a new article, I want to create the frameworks that this first arc will work in. That means I want to create that the land is like. Is it going to be a hunter gatherer type of setting or more agrarian in nature? That is the fun of world building. And I think my arc works well in any of those.

But as I do that, I want to keep it focused on this first arc. If I plan out too much, such as the nations and city they are going to go to, that is a lot. It is important to only know the large rules for the world. For example, is it high or low magic. And that is not going to affect this first arc too much, just character creation. For this first arc, I want to give the players a description of the town, surrounding area, and not much more. As always, I want to remember, keep it simple, stupid. And in this case, I am stupid.

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Dungeons and Dragons Player Tools – Character Arc https://nerdologists.com/2025/05/dungeons-and-dragons-player-tools-character-arc/ https://nerdologists.com/2025/05/dungeons-and-dragons-player-tools-character-arc/#respond Wed, 07 May 2025 16:16:35 +0000 https://nerdologists.com/?p=9579 How can you make your character grow in Dungeons and Dragons? A character arc might be the tool you need to plan out that change.

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When I went through all my Dungeon Master tools, one of the big things I talked about was story arcs. I think that something similar can be done for players. There is less control as a player overall for the timeline of it. But as you role play, you create your character and grow them. So what does that look like, how do you plan out a character arc?

The Basis of a Character Arc

Let’s start out with the first one you already have built into your character. If you followed what I suggested for character creation, you have an overall character arc already planned out. Read up on that here. But this is just a starting point.

Example – Bottom-Tier Character Tomozaki

So, I want to give an example from an anime/light novel series that I love. Bottom-Tier Character Tomozaki features a protagonist who doesn’t think that he can “win” at the game of life. In fact, he believes that because of his stats (the body he was born into) there’s no way to get ahead and therefore life is a garbage game. But then he meets the #2 player of a video game in real life, he’s number one, and it turns out that it’s someone he knows. She convinces him to try playing the game of life.

So, how does she do that? Every day is a new small goal to lead towards the big end goal. In the case of Tomozaki, it is get a girlfriend for the big goal. But the smaller goals are improve his looks, get better at talking and engaging with people. And even those often get broken into smaller tasks. And I think that is how you create a character arc for your character.

The Big Arc

The first thing is the big arc. This one is already part of your character creation, like I said. But let’s recap it here because it is important. When you create your character you create two things. The first thing is pretty simple, why am I an adventurer. That is your starting point.

The second one is the thing that gives you a big character arc to go through. What is my end goal. Aka, what keeps me adventuring and when I complete it, I’ll likely be done. It makes sense, this is about the largest thing that your character can do. And that is likely going to tie in with complete the campaign as well, but it might not for all characters.

Breaking It Down

So now you know what you big character arc is going to be. But you want to get there, and you can’t just work towards a single massive goal. Your character is going to stagnate along the way if that happens because you don’t have a goal to get to in between

Your goals should affect your character as you plan them out. There are two types of character arcs that you can create for these smaller goals. The first are ones that you can do. Does your character have a specific goal, like in the example of the monk from character creation, they want to make their monastery financially stable, so they want to fund raise when they go to town, so it might be make connections with people. Or it might be something where you need the Dungeon Masters help. So you talk with them to help make it happen.

So let’s break it down even further here.

  • Keep it actionable
  • Work on it during downtime or in alignment with moving the story forward
  • Know your end condition
  • Know the end result or change
Image Source: D&D Beyond

Example – The Monk

So quick recap. Our monk is adventuring because he needs to help raise money for the monastery that brought him in and raised him. Once he feels like the monastery is in a viable spot financially, he is likely going to retire and go back to train and mentor urchins like he was and give them the opportunity he had.

So let’s create a small goal with that in mind.

Find a potential benefactor and talk with them.

This is actionable as you can go around town and ask people. And it is something that is easy to do in the downtime. The end condition is also set, it is done when you talk to a potential benefactor. Not when you convince them or anything.

So the big question is what is the end result or change for the monk? Well, in this case, I suspect our urchin who lived on the streets and then went into a monastery isn’t that great at talking to people and has a low charisma stat. So the end goal is to get better at talking to people.

This is something that can even play out in your characters stats. This could be a goal until you hit level four, or level eight, or whenever you get your stat bumps. And when you do, if you’ve successfully worked at this, you increase your charisma stat so that it’s less of a negative. But that is optional to tie it in so much.

Final Thoughts on a Good Character Arc

I think that these are important for your character. I talked about it some with bonds, flaws, ideals, and personality traits last week. But it is about the character growth. And using your bonds, flaws, ideals and personality traits, it can be a great way to create more interesting story arcs for your character. You find a flaw and you want to over come it, that is a character arc. Or maybe you have a personality trait that you want to add or a bond you want to add, that is a character arc as well.

But with that said, we’re down to our last topic. And that is going to be role playing your character. Everything that we’ve done thus far leads up to that moment. Whether it be the character creation, backstory creation, or figuring out a character arc, it is all going to show up at the table and how you interact with the other players and the Dungeon Master. So join me for that next time.

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We Love Trilogies https://nerdologists.com/2020/04/we-love-trilogies/ https://nerdologists.com/2020/04/we-love-trilogies/#respond Tue, 21 Apr 2020 13:19:44 +0000 http://nerdologists.com/?p=4298 But the question is, should we love trilogies. It’s really easy to think of a lot of them that at least started out as trilogies.

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But the question is, should we love trilogies. It’s really easy to think of a lot of them that at least started out as trilogies. Lord of the Rings is an obvious example, Star Wars x3, Hunger Games, Pirates of the Caribbean, Back to the Future, The Matrix, etc. There are tons of examples trilogies out there, some of them better than others, but it’s a really popular format for telling a story, and when done well it can work really well, but it’s not always done well.

Let’s talk about how fairly often a trilogy happens, and we can delve into some of the issues based off of that. The creator of the story has an idea for one story, maybe more, but one that they know they can get published or produced. So they go to the publisher or producer and sell them on this story and they get it made. Now, it’s a huge success and the publisher or producer comes back to them and asks for more and not just one more, two more of the story or film or whatever it might be. So the creator creates another story picking a spot in the middle for a cliffhanger between both stories and then those are published or produced. However, the second and third don’t do as well. What went wrong?

Image Credit: Down With The Capitol

Now, it could be that there just wasn’t anymore story to tell surrounding certain characters or ideas or even worlds. That can happen, but probably isn’t going to be the biggest issue. Probably as often it happens that the creator didn’t have any more stories to put in that setting and to get something a little bit more out there published or produced, they agree to a multi-thing deal which includes what they are actually interested in creating as well as two things that will be more successful for the company that they signed the deal with. Both of those examples, there really shouldn’t have been a second thing created at all, because there really wasn’t anywhere to go.

But, I think there’s another issue that often befalls trilogies, and that’s their ability to tell a complete story. Pirates of the Caribbean is a great example of this. In the first movie, we get a complete story, we get Jack going from being a pirate down on his luck, getting what he thought he wanted, realizing it wasn’t what he wanted, and overcoming everything in the end. Same with Star Wars: A New Hope, we get a complete story including third act metal ceremony. Then comes along the second film, in particular in Pirates of the Caribbean, less so in the original trilogy (Star Wars). You get the creators knowing that there will be a third film, so they tell part of a story. You get some build, maybe even some change, but in the end, the biggest issue still hasn’t be resolved. Instead, you have to wait for the third film. And that’s fine, if you can watch both films back to back, but most of the time if it’s something you’re really excited about, you’re seeing the film or reading the book when it comes out, not when both are out. So you get the second part which is the start of a story and ends with a small resolution, and the third part which is the continuation of the second part and then the final resolution. So combined you are telling a single story, but both parts are going to leave you feeling a little wanting, unless they are masterfully crafted.

So, how can you get around this in a trilogy? Sometimes you just plan on it being a trilogy. Lord of the Rings is a prime example of this, Fellowship of the Ring doesn’t tell a complete story, Frodo is still going to Mordor, the same with The Two Towers, Frodo is still going to Mordor, and that’s the end of the story (kind of, there are a lot of third acts) when he throws the ring into Mount Doom in Return of the King. However, in each of those, we know there’s the through story line going on with Frodo getting the ring to Mount Doom in Mordor, but we also have other characters getting a story as well and there’s story, especially in Return of the King and The Two Towers that gets told apart from Frodo’s journey that has groundwork laid in earlier books, but finishes up and tells a story there. We have the massive battle between the forces of good and evil in Return of the King which sees Aragorn become King. We have in The Two Towers multiple stories that are told and wrap with Merry, Pippin, and the Ents and the battle of Helms Deep.

Image Credit: Flavorwire

Lord of the Rings does two things that should be pointed out. It has a through line so it doesn’t feel like the parts of the trilogy are disconnected. This is the Frodo and Sam story line that they need to get the ring to Mordor and Mount Doom. It’s the key piece of the story and in fact, if they fail, the whole thing fails and that runs throughout all of the books. At the same time with have Gandalf, Aragorn, Merry, Pippin, Gimli, and Legolas doing there own things, making a difference in another part of the world. And even though they aren’t carrying the end game thing, the ring, they still have an important part to play. So we get complete story arcs, from beginning to end, for them in the books and not across all the books, but in each book there is a beginning and ending point.

This varies from my Pirates of the Caribbean example because it has a through line throughout the whole thing, Pirates has characters who repeat but the first movie stands separate from the last two of the original Pirates trilogy. And Lord of the Rings has a beginning, middle and end to each book, versus Pirates 2 & 3 where you have a beginning and middle and a middle and end split respectively.

What does this mean as a creator?

First, a trilogy isn’t the end all for writing, you don’t need it to be a trilogy. The Dresden Files, a series that I love, is on book 17. So you can clearly go longer if you have more story to tell, so don’t let a trilogy limit you. And don’t let the idea of it needing to be a trilogy or anything like that force over complexity and bloat into your stories.

However, if you are going to write a trilogy, or even if you are writing something that you have a bigger idea for, but you just need to get one written and published first, think about through line and think about a complete story. Now, it’s hard if you think that you are only going to get a single shot at creating your idea, but give yourself room. Don’t bloat your idea to fit everything in to a single thing, instead, tell a nice complete story and leave room in the world for there to be even more story. Star Wars, the original trilogy, does this well. You have them blow up the Death Star, that by itself could end the story in A New Hope, however, Vader isn’t killed, so the villain is still out there. If nothing ever came after A New Hope, it wouldn’t feel like it’s missing anything, but it’s natural that we pick back up again with Darth Vader and the Empire. So create a first story, even if you don’t know that you’ll get more like that. Give the main characters a big win but leave a villain out there defeated but not destroyed. That way, you can come back and pick up with the same characters and continue a story.

Image Source: Disney

Also leave plenty of your world unexplored after your first story, especially if you don’t know if there will be more. Lord of the Rings, we get through some mountains, but we know that Mordor is still out there, but we’re not there yet, and there are other lands to explore as well that we haven’t seen or gone to. Star Wars: A New Hope, they really aren’t that many locations and then they have a ton of other planets that they can create and use in future films because they didn’t have them hop from planet to planet all the time. This gives you room to create more mystery and more adventures in which to tell your complete adventure. Pirates of the Caribbean really feels like it hits up so many locations in the first film, even though it’s somewhat limited, so you don’t feel like there are a lot of players left to join the story in this small world they’ve created, as compare to Lord of the Rings and Star Wars where who knows what new enemies or allies might be out there.

Now, I’m sure there are more things out there that you can do when creating a trilogy. I do want to wrap up with that I’m not trying to bash on trilogies. I think fairly often they can work. The original Star Wars trilogy and Lord of the Rings are great examples of this. Even The Hunger Games, which I didn’t talk about much, does a good job of making the 1st and the 3rd stand separate as their own stories. But don’t limit yourself to that if you want to create an epic, and tell a complete story each time, those are just my rules for writing a series or trilogy.

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