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Story Beats (Overview)





Veezal









ALL OF WHAT IS BELOW WAS ORIGINALLY WRITTEN FOR SIDHRIN AND SALAMIN 
THIS PAGE IS SUPPOSED TO BE MORE DETAILED AND CONCRETE AND LESS ABOUT TIME STRUCTURE THAN THE ABOVE LINKED "timeline for story (abstract)" GOOGLE DOC 


At the beginning, our immigrant characters arrive. 
Possible endings: 
  Ending 1: the Crooked Wings and their allies succeed in allying factions, they are able to make BIG GAINS in their fight against THE ROBBER BARONS  
  Ending 2: the Crooked Wings and their allies fail in allying factions, the labor unions make SMALLER GAINS in their fight against THE ROBBER BARONS  

3 acts or 5 arcs 
Act 1 has Arcs 1
Act 2 has Arcs 2 and 3
Act 3 has Arcs 4 and 5


BEATS TO HIT FOR ARC 1 (Act 1): Weeks 1-18
      Possible themes to aim for: 'Irony and (Dark) Humor', 'Frustration and Resignation', 'Subtle Hope or Defiance'
BLOCK 1: Weeks 1-6 
BLOCK 2: Weeks 7-12 
    The party has their INITIAL MOMENT OF RADICALIZATION. They ask for help from Kechi
BLOCK 3: Weeks 13-18 
    The party is now FED UP with Kechi and his failed methods of change and have decided that a STRIKE is the only way to move forward. 
      When are Salamin and Sidhrin introduced? 

BEATS TO HIT FOR ARC 2 (Act 2): Weeks 19-54
      Possible themes to aim for: 'Tension and Frustration', 'Righteous Anger', 'Comedy in Chaos', 'Exaggerated Fear or Paranoia', 'Hope/Despair Switching From One To The Other', 'Solidarity'
    Salamin approves of the Crooked Wings! 
BLOCK 1: Weeks 19-24: 'Exploration (Rediscovery?)'  
  CALAMITY ACTION 1 IS PLAYED 
BLOCK 2: Weeks 25-30:  
  CALAMITY ACTION 2 IS PLAYED
BLOCK 3: Weeks 31-36:  
    Salamin and Sidhrin are introduced to each other!! 
    Sidhrin approves of the Crooked Wings!  
  CALAMITY ACTION 3 IS PLAYED
BLOCK 4: Weeks 37-42: strengthen and solidify bonds! 
  CALAMITY ACTION 4 IS PLAYED
BLOCK 5: Weeks 43-48 
  CALAMITY ACTION 5 IS PLAYED
BLOCK 6: Weeks 49-54 
  CALAMITY ACTION 6 IS PLAYED
    SCANDAL DISCOVERED [comedy in chaos] 

BEATS TO HIT FOR ARC 3 (Act 2): Weeks 55-96
      Possible themes to aim for: 'Chaos and Desperation', 'Outrage and Euphoria', 'Dark Comedy', 'Catharsis and Empowerment' 
    Zikora is deployed by Tweela Banking. He soon calls in the Southstreet Boys
BLOCK 1: Weeks 55-60 
  CALAMITY ACTION 7 IS PLAYED: The Southstreet Boys Arrive in Town 
BLOCK 2: Weeks 61-66 
  CALAMITY ACTION 8 IS PLAYED
BLOCK 3: Weeks 67-72 
  CALAMITY ACTION 9 IS PLAYED
BLOCK 4: Weeks 73-78 
  CALAMITY ACTION 10 IS PLAYED
BLOCK 5: Weeks 79-84 
  CALAMITY ACTION 11 IS PLAYED
BLOCK 6: Weeks 85-90 
  CALAMITY ACTION 12 IS PLAYED
BLOCK 7: Weeks 91-96 
  CALAMITY ACTION 13 IS PLAYED

BEATS TO HIT FOR ARC 4 (Act 3): Weeks 97 to 102
      Possible themes to aim for: 'Bittersweet Reflection', 'Cynical Humor', 'Satisfaction with a Twist'
BLOCK 1: Weeks 97-102 

BEATS TO HIT FOR ARC 5 (Act 3): Weeks 103-108
      Possible themes to aim for: 'Ambiguous Triumph', 'Hopeful Cynicism', 'Irony of Change' 
BLOCK 1: Weeks 103-108 



TIMELINE 

CHARACTER(trait) OR INTERACTION OR EVENT OR STORY-FEATURE OR GAME MECHANIC OR DESIGN-FEATURE THEME||QUESTION||STATEMENT TO EXEMPLIFY HOW IT IS DONE  Q&T&C notes (to process)
STORY BEAT: Intro cinematic [Week 1-M?]






STORY BEAT: Soft gameplay tutorial (day cycle): Veezal & Co learn their job 'on the go' from Rrajak, Lornix, and Pryden [Week 1]






STORY BEAT: Soft gameplay tutorial (night cycle): Veezal & Co learn to allocate their nighttime activities [Week 2]






STORY BEAT: Veezal, Kaiyara, Zelrik, and Tawnette's reacting to the plight of the blue-collar workers by saying 'if we don't help them, who will?' [Week 7] 'when can an individual throw up their hands and say 'this is not my problem'?'





STORY BEAT: Veezal & Co are introduced to Sedrin by Salamin [Week 8]


















Failure Ending 1: (the labor union lacks both institutional and popular support. Sedrin and Salamin lament how the newly formed labor union is yet another creation of the existing system, a bandaid that only exists so that further exploitation can happen. [Week N]






Good Ending 1: (institutional support for the labor union is high enough, but popular support is not high enough): the protagonists and their allies rejoice! However, Sedrin and Salamin are aware that their victory is an exceedingly temporary one. The good guys are determined to defend the labor union from the attacks that are to come. [Week N]


Good Ending 2: (popular support for the labor union is high enough, but institutional support is not high enough): the protagonists and their allies rejoice! While the labor union they have formed appears weak on paper, momentum is in their favor. The good guys are determined to continue their fight! [Week N]


Good Ending(?) 3: (both institutional and popular support for labor union are high enough) the protagonists and their allies rejoice! But, they are so successful that <some antagonist> Opens The Door and now there's a giant hell-fortress in the middle of New Yirooburg. [Week N]






STORY BEAT (Good Ending 3(?) achieved): Defeat the giant hell-fortress in the middle of New Yirooburg! Everyone throws a party. Hooray!  [Week N+1]






STORY BEAT 











DARLINGS (not yet mapped in timeline) 

CHARACTER(trait) OR INTERACTION OR EVENT OR STORY-FEATURE OR GAME MECHANIC OR DESIGN-FEATURE THEME||QUESTION||STATEMENT TO EXEMPLIFY HOW IT IS DONE  Q&T&C notes (to process)
       
       
       
The Orphan Crushing Machine      
       
       
Zikora arrives      
       
Zikora Involves the Nordvikens      

     
       
       
Good News For Zikora      
       
       
       
       
       
       
       
       
       
       



how prestigious is the place where the workers are? 

how do the players participate in the labor union movement? 
  1) 'use influence (what does influence mean??)' 
  2) gather lawyers to help with legal matters 
  3) financial support 
  4) gather writers to help 
  5) gather politicians to help 
  6) just help organize directly 

[BEGIN TEMPLATE DOCUMENT] 

Day ???, Week ???


[Blank Screen] 

INSERT 1: Our four intrepid birds shuffle out of the factory doors. The day is finally done. They walk on, shuffling, not speaking, slowly making their way to a small square near the trolly station. 


[Slide: Trolly Station] 

INSERT 2: From their backs and wings, they disassemble the intricate scaffolding of the day’s war-like activities. They break down this fearsome weaponry into its unassuming constituents–metal, glass, and glowing rock–and it is carefully packed away. 


[Slide: POV from Trolly Station] 

INSERT 3: So too the spirits of our heroes dissolve and reammerge. They settle in against the backdrop of the city, tired but reborn into the late afternoon. One bird slowly and quietly whistles a melody, the middle passage of a familiar song. Another pair chats about the day’s demons. The fourth gazes at the trolly, then back at the factory, then down an unfamiliar glistening alley: 


[Slide: Close up of the Four]

DIALOGUE: What should we do?


{CHOICE 1:}

-”I want to be around my fellow birb” Social House (activity A)

-”I’ve really never lived in a city where you could find adventure” Trolly to Random (activity B)

-”I’m feeling like a Wild Jay Bird, I bet there are dice to be played down there.” Down the Alley (activity C)

-Library “What was the symbol imprinted on the jelly demon, that looked familiar” (activity D)

-Home “I’m so tired” (no activity)


[EXAMPLE: activity A]
[Slide: Bar Entrance]
Birb One: Oh this is the place! My lads, let’s get slAAAWWWWshed.
Birb Two: Caution, my new friend. We do have to work tomorrow
Birb 3: What about no less than 2, but no more than 4. 
Birb 4: I hear the fulgerite makes you a cheap drunk….
Birb One: Killjoys [smilling] ok let’s go in. 


[Slide: Inside Bar]

{CHOICE 2}
-Talk to some random Birb
-Order a drink, talk to the bartender
-Tell the bartender the “password”, to be let in back to the….well, what’s even back there?
-Hit on attractive birbs by inviting them to play pool

{LAST CALL}
INSERT: The central clock chimes the night shift hour. The Four glance at each other.
Birb 1: Nooooo
Birb 2: Yes
Birb 1: Why must you be this way?
Birb 3: C’mon “lads” [does air quotes with wings], let’s get on the trolly–going EAST, to H-O-M-E.
Birb 4: Can we reach consensus….


{CHOICE 3}


{ENDING}


[Slide: Trolly Station]


[Slide: On Trolly]


[Slide: Home]

[END TEMPLATE DOCUMENT] 


SKETCHES: 


  <Zikora introduces the South Street Boys> 
  Zikora, and Greg are approached by three archmages from Ocanande
Arudow: So good to see you again, chief! 
Zikora: Quite delightful indeed! I think some formal introductions are in order. Gentlemen, this is my new lieutenant, Greg! 
Greg: Hello. Zikora's spoken quite highly of you. I assume you are Arudow? 
Arudow: Mos' people around here call me Mr. Fixit. Because I fix things. Dis here is Vritak, but he usually goes by Mr. Tumtum 
  Vritak thumps his enormous belly
Vritak: Dat's cuz I got real big bones 
Arudow: And last, but certainly not least, is Gritak. But we usually call him 'Boombox'. If all goes well, you won't have to find out why. 


<Zikora Involves the Nordvikens> 
  Zikora, Birrak, Greg, Arudow, Vritak, and Gritak are in an indoor meeting 
Zikora: Take this to the Nordvikens. And your discretion is a greater priority than your speed. The closer that corporate is linked to them, the more of a headache it'll become. 
Greg: Understood.  
  Greg exits with the package
Vritak: 'Tch! 
  Vritak angrily thumps some furniture, breaking it 
Birrak: That cost THREE HUNDRED DOLLARS!
Arudow: Don't worry 'bout it! I'll take care of the bill.  
Birrak: What's his problem, anyway? 
Zikora: Ah! Well, involving such characters as the Nordvikens will never sit well with our good Mister Tumtum.
Birrak: Such characters? I'm not sure I follow? 
Vritak: An' what's that question s'pposed to mean? 
  Vritak turns around to face Birrak.
Vritak: Youse wouldn't be makin' implications on us, eh? Thinkin' we's all the same on accounnof us and them both doin' some violence work? Eh? 
  Birrak narrows his eyes, but before he can retort, Arudow intercedes  
Arudow: My good sir, please understand! Youse would wound us if you was to associate those guys with me and my boys. We might both be immigrants who work a lil' heavy, but that's all. They's a buncha no-good crooked racketeers. We's legitimate businessmens in the security industry. You won't find any criminal records for us. 
Birrak: When did I say otherwise?  
Vritak: Well, what else would youse be tryin' ta hint at? 
Birrak: I mean, for all I knew, it could be some racial thing between you and them. I dunno if Ocanande and Koojit have any history. 
Vritak: Oh! Yeah that too. Everybody knows you can't trust them Koojit birbs. 
Birrak: ...huh 
Zikora: Delightfully solved! Now, onto the next matter at hand...


Month 1: Arrival and Introduction
Beat: The protagonists arrive in Mount Girava, meet, and start their new job. Initial impressions are formed, and the environment of Cordann is introduced.
365 lunisolar:
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M10 (Month 2: First Impressions) 
Beat: (idea? The characters start to observe and experience the inequalities and challenges in their workplace and surrounding society. Initial bonds start to form.
365 lunisolar:
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M11 (Month 3: Recognition of Common Ground
Beat: (idea? The characters begin to open up about their personal struggles, starting to understand each other’s ailments and backgrounds.
365 lunisolar:
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M12 (Month 4: Shared Experiences
Beat: (idea? A significant workplace event (an accident or injustice) acts as a catalyst, deepening their solidarity and mutual understanding.
365 lunisolar:
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M13 (Month 5: The Resolve to Act
Beat: (idea? The protagonists collectively resolve to make a difference, motivated by the injustices they've witnessed and experienced.
365 lunisolar:
  Week 1: 
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M14 (Month 6: Planning and First Actions
Beat: (idea? The group starts planning how to effect change. They engage in small acts of advocacy or resistance.
365 lunisolar:
  Week 1: 
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M15 (Month 7: Facing Challenges
Beat: (idea? The group encounters their first major challenge or setback, testing their resolve and the strength of their bond.
365 lunisolar:
  Week 1: 
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M16 (Month 8: Deeper Connections
Beat: (idea? Characters develop deeper relationships, both among themselves and with external allies in their cause.
365 lunisolar:
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M17 (Month 9: Significant Stride
Beat: (idea? The protagonists make a significant stride in their advocacy, perhaps organizing a larger event or protest.
365 lunisolar:
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M18 (Month 10: Consequences
Beat: (idea? The consequences of their actions become apparent. They may face backlash from authorities or their employer.
365 lunisolar:
  Week 1: 
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M19 (Month 11: Reflection and Doubt
Beat: (idea? The group reflects on their journey, facing doubts about their future and the impact of their actions.
365 lunisolar:
  Week 1: 
    Day 1: 
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    Day 17: FIGHT
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M20 (Month 12: Resolution and Decision)
Beat: As their contract nears its end, each character confronts the decision to renew or not. The results of their year’s efforts are evident, and they must choose their next steps.
365 lunisolar:
  Week 1: 
    Day 1: 
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    Day 15: FIGHT
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RANDOM CONCEPTS, IDEAS, AND QUESTIONS: 

IDEA
  -There are analogues for Christianity, Judaism, and Islam in Birdsong. 

QUESTION
  -The calendar commonly used by Birbs has a basic equivalence to 'like the Gregorian calendar, but, minus 1350'. Is this because of plague? 
  -Do the characters meet Rrajak early? When do they meet him? 
  -What preconceived notions do each character (especially the protagonists) have? How might they change? 


TIMEKEEPING

25 day system! 

  Week 1: 
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365 lunisolar:
  Week 1: 
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