Most Incursion Books will be built around one of the Great Stories of the Shadowlands. During an Incursion, the Psychonauts will attempt to invoke the story in question in order to obtain the power associated with the story.
Stories are typically fairly involved and, like an old Doctor Who serial drama, will typically take several episodes to properly tell and invoke. Unless otherwise noted a story will be invoked across five plays- with a sixth play provided as a guideline for how the Storytellers may use the material provided in the Incursion Book to create their own Incursions going forward.
The First Play
The First Play should introduce the basic premise of the Story to be enacted, but should end with a disaster preventing the easy completion of the enacting of the Play. This will force the psychonauts to continue on to the further plays.
Second Play
The Second Play should reveal the first plot twist of the story being enacted. This Play should draw the psychonauts into the complications of the story. Here things should go wrong, and end badly.
Third Play
The Third Play should be the darkest hour of the play. Since the story will have multiple paths, and may be enacted in a number of ways, it is this story where the psychonauts should see the worst version of the story being enacted.
Fourth Play
The Fourth Play is the play in which the psychonauts gain enough control of the tools introduced in this story to push back against the worst versions of the enacted story.
Fifth Play
The Fifth Play is where the psychonauts finally enact the story to the fullest an obtain the final reward for the Incursion.
Sixth Play
The Sixth Play is not a play, but rather a guideline for creating further Incursions with the plot elements introduced in this series of Incursions.
- Theme:
- Lock:
- Key:
- Door:
- Path:
- Chekhov:
- Beats:
- The Bait:
- The Trap:
- The Price:
