Bright and Terrible: The Game Moves
This story was made using the solo RPG Bright and Terrible, by Rose on Mars.
Bright and Terrible succeeds mostly through its simplicity. All in all, there are only three aspects to each crisis: two factions, one object of desire, and a twist. From there, the player is free to construct whatever challenge or story they see fit. While there is no rule that only one roll can be made for each crisis, I felt it fit well in the confines of an episodic narrative.
I’ve spoken before about my struggle between writing the story either during or after playing the whole game, and in this case I did a kind of hybrid: I rolled up the situation and wrote it down, leading the Exile to their climactic action. Once I had decided what they would do, I rolled the dice and wrote the chapter’s conclusion. I think this process worked well, as it gave me the chance to play with the situation before I knew whether I was writing a successful action or a failure.