🎤 TEMPLATE: The Speech
Scene Type: Emotional / Social
Difficulty: 3–5 (scales based on audience hostility)
Setup: The character must convince, rally, apologize, or confess in front of an audience or team.
Best Archetypes: Emotional, Leader, Wildcard (if emerging)
Conflict Hooks: Social.
Sentiment Prompts:
+1 if the speech reflects a real internal flaw or growth +1 if it’s awkward but honest –1 if it's obviously manipulative (unless Bias supports Antagonist)
Failure Fallout: Audience turns: –2 Sentiment Team turns: gain Conflict “Rejected” or “Ignored” Host interrupts with an NPC challenge or vote 🧠 TEMPLATE: The Realization
Scene Type: Internal / Mental
Difficulty: 5–6 (solving, deducing, or remembering something important)
Setup: The character has a chance to realize a twist, connection, or secret—but it’s tied to their past or flaws.
Best Archetypes: Intelligent, Emotional, Antagonist (for narrative payoff)
Conflict Hooks: “Selective Memory” or Mental
Sentiment Prompts:
+1 if the realization ties into a long-running arc +1 if it causes them to reconsider an ally or choice +1 if they share the realization publicly
Failure Fallout: Missed opportunity = no mechanical change, but narrative tension escalates Memory backfires = gain new T1 or progress existing T2 Conflict Host reveals false conclusion, planting a mislead 💥 TEMPLATE: The Betrayal
Scene Type: Sabotage / Social / Strategic
Difficulty: 4–5
Setup: The character chooses to throw someone under the bus—privately or publicly. The scene tests resolve, risk, and social standing.
Best Archetypes: Antagonist, Leader (under pressure), Wildcard (turn moment)
Conflict Hooks:“Bossy,” Social
Sentiment Prompts:
+2 if the betrayal is unexpected but makes emotional sense –2 if it’s too obvious or unsupported If audience Bias favors drama: +2 instead of penalty
Failure Fallout: Betrayal fails: target is vindicated Player gains Tier 2 Conflict tied to guilt or fallout Audience punishes them at vote (auto –2 Sentiment) 🧨 TEMPLATE: The Blow-Up
Scene Type: Breakdown / Emotional Clash
Difficulty: 4–5
Setup: The character is cornered emotionally—by their own thoughts or another character—and must either open up or lash out.
Best Archetypes: Emotional, Antagonist, Wildcard
Conflict Hooks: Mental, Social, Physical is it escalates
Sentiment Prompts:
+1 if the player plays the breakdown sincerely +1 if it leads to reconnection or isolation –1 if the scene ends with denial or silence (unless audience Bias rewards that) +1 if things enter physical combat
Failure Fallout: Upgrade a T1 Mental/Social Conflict to T2 or undo progress on a T2 Immediate Viewer Challenge triggered 🎯 How GMs Use These
Drop them when a player’s arc needs to turn, or a scene needs to center one character. Use Conflict progression as both a cost and reward. Let players volunteer for solo challenges... or be cornered by the Host. Tune Difficulty to the emotional weight of the scene, not just the mechanics.