Case A –> Case B –> Case C –> Etc.
Got CAVERNS OF THE SNOW WITCH down from the shelf for a play with the kids recently, and it’s a ripper of a book, but it also gave me a solid little lesson. It’s a small storytelling lesson, but it’s something I enjoyed being reminded of: Start your story/quest/adventure/case/crime small. Here, you go out to hunt a yeti. From there you avenge a fur trapper and hunt a Snow Witch. Along the way, there are other small parts, you meet a servant elf who wants to be freed. It’s all these little pieces leading you towards the end, and not just you setting out to kill a witch. It’s a great way to go, and it plays into crime structure well. You start by investigating case A, but it leads into Case B, and while A is solved, you learn enough to connect it to Case C, and that’s the big case. And if your character doesn’t figure it out, then you have an NPC wander in and bring some small element, and it leads to Case C. Reminds me of the Pixar rule: coincidence to get your character into trouble is fine, but you can’t use it to get them out. It’s something I’ll take into my D&D planning, that escalating narrative scale, but also into my own writing. And again, this isn’t something new to me, but it’s nice to be reminded. I don’t always carry every one of the 22 Pixar Rules in my head, no less all the thousands of other things I’m supposed to know and use, so a refresher is always welcome.