Scene Framing
A Sixty-Second Protocol for Solo & GM-less Play
Sixty seconds before the scene begins. The difference between a story and a drift.
Drawing from Swain (1965), Hitchcock, Goldman, Field, McKee, Parker & Stone, Morningstar, and Tomkin. Full credits at the end.
I. Prep Is Play
Ironsworn named something experienced solo players had always known: prep is play. Building your world, your character, the relationships and tensions around them — that creative work is the game.
Scene framing carries that idea one step further. The sixty seconds you spend before a scene — deciding what your character needs, who or what stands in the way, what failure costs — those sixty seconds are part of the game. You are making authorial decisions, and authorial decisions are play.
The alternative is drift. You open a session without a frame and begin narrating ambient details, hoping a scene will emerge from the texture. Sometimes it does. Often an hour passes and you've produced a simulation of nothing — no stakes, no tension, no forward motion.
A few screenplay-like phrases written before a scene will do more for your solo game than any oracle table rolled after you've already lost the thread.
Screenwriters solved this problem in 1965. Dwight V. Swain defined a scene as "a unit of conflict — an account of an effort to attain a goal despite opposition." Goal, conflict, disaster. That structure holds because it maps onto the fundamental shape of dramatic interest. Most solo RPG advice handles oracles, prompts, and worldbuilding well; what's been less standardized is the sixty seconds before the scene begins.
This document is one method for that minute.
II. The Protocol — Four Steps
Before every scene, answer four questions. Write one sentence. Then play. If you can do this in sixty seconds, you're doing it right. If it takes longer, one of the steps is stalling — and that stall is worth examining, because it usually points to something fuzzy in your setup.
We'll build an example as we go. Kael Rho is a salvager. She has sworn a vow to recover her dead captain's final ship logs before a corporate faction — the Syndicate — strips the wreck and destroys the evidence of what happened.
Step 01 — Situation: What is the world doing?
Roll your oracle. Two words, a phrase, a random event — whatever your system offers. This gives you the world's state as your character arrives, something happening independent of what they want. Hold it loosely; it's a seed, not an answer.
Examples:
- "Ravage / Technology" — something technological being stripped or destroyed
- "Suppress / Commerce" — trade being shut down by force
- "Escape / Legacy" — something old coming back to claim the present
Kael's roll: "Ravage / Technology." The Syndicate boarding crew is already on the derelict, pulling hardware. The logs are running out of time.
Step 02 — Want: What does your character need?
Reduce what your character needs in this scene to a single verb. Your active vow, thread, or ongoing goal provides the direction; the situation gives you context.
| Function | Verbs |
|---|---|
| Spatial | Reach · Escape · Navigate |
| Possession & Information | Get · Discover · Expose |
| Interpersonal | Convince · Deceive |
| Force & Protection | Defeat · Free · Protect · Survive |
| Restoration | Repair · Endure |
If none of these fit, supply your own. The verb is a discipline, not a constraint — it forces specificity. A want like "deal with the situation" is too vague to drive a scene. A verb tells you what success looks like.
If your character has no active vow or thread yet, ask directly: what do they most urgently need in this scene? The verb is the answer.
Kael's want: Reach. She needs to get to the ship's core before the boarding crew does.
Step 03 — Obstacle: What resists?
Ask two yes/no questions. Roll for both, or simply decide.
Question A — Is the obstacle a person?
- Yes — an NPC with a goal that crosses yours
- No — a situation, system, secret, or condition
Question B — Does it know I'm coming?
- Yes — resistance is prepared; you're walking into something arranged
- No — passive or unaware; the scene opens neutrally and turns
When the obstacle is a person, give them their own want. An NPC simply blocking your path is a wall; an NPC with a conflicting goal is a scene.
When the obstacle is a person who isn't an enemy — a frightened witness, a grieving contact, someone whose trust you need — their want is usually safety, privacy, or protection. The scene becomes about creating conditions where they can give you what you both need.
Kael's obstacle: A — Yes: the Syndicate enforcer who denied her salvage claim is on-site. B — No: he doesn't know Kael is inbound. His want: complete the asset strip before his supervisor's deadline. His goal and Kael's collide the moment she appears on his sensors.
Step 04 — The Frame: Write the sentence
Write it down somewhere outside your head. This sentence does two jobs: it tells you why the scene exists, and it tells you when it is over. Play until the tension resolves, then stop.
"[Character] needs to [WANT] but [OBSTACLE], and if they fail, [WHAT'S AT STAKE]."
Kael's frame:
Kael needs to reach the derelict's ship core before the Syndicate boarding crew wipes the logs, but the enforcer who denied her salvage claim is already on-site and his team is working fast — and if the logs are erased, the evidence of what happened to her captain is gone forever.
If the sentence form feels mechanical, frame it as a yes/no question: "Will Kael reach the core in time?" Play until you can answer it.
When a Scene Breaks Down Mid-Play
Re-read the sentence you wrote. Has the tension resolved? If so, cut. Short scenes that land cleanly are not failures.
If the frame itself has turned out to be wrong, revise it. It's a working document, not a contract. What you can't do is keep playing with no frame at all — that's how drift starts. Take thirty seconds, rewrite, continue.
III. Writing the Frame
The sentence formula is the underlying structure — but it's not necessarily what you write in your journal. Most players find it more natural to write something that looks like the opening of a scene rather than a fill-in-the-blank template. Screenwriters solved this with the slug line: a compact notation that captures setting, situation, and stakes in three or four lines of plain text.
The format: an all-caps header telling you where and when you are, followed by two or three present-tense sentences describing what's happening and what the pressure is. It takes thirty seconds and does something the formula alone doesn't — it puts you in the scene before you start playing it.
The Three Examples as Slugs
Kael — Starforged / Traveller (Obstacle: Person / Unaware)
INT. DERELICT FREIGHTER — DOCKING COLLAR — NIGHT WATCH — TENSE
Kael cuts through the airlock seal. Somewhere deeper in the
hull, metal groans as the Syndicate crew works. She has maybe
twenty minutes before the core wipes clean — and the enforcer
running the operation doesn't know she's here yet.
Senna — Ironsworn (Obstacle: Condition / No Awareness)
EXT. HALLOW PASS — THE OLD STONE BRIDGE — BEFORE DAWN — DESPERATE
Where the bridge should be, there is only a gap and the sound
of the river thirty feet below. Storm took it. No other
crossing before the garrison. The witness stands behind Senna
in the dark, and neither of them speaks. Dawn is three hours
away and the warlord's riders are somewhere behind them.
Vesper — Daggerheart (Obstacle: Person / Aware)
INT. CITY GAOL — LOWER CORRIDOR — NIGHT — URGENT
The lower cells are sealed behind a ward Vesper has never seen
before. The warden knew she was coming. Two guards at the far
end, not patrolling — positioned. She has until the morning
bell, and every door between here and the prisoner is already
locked against her.
Each took under a minute to write. The slug sets INT or EXT, location, time, and a single mood word. The action lines carry the want, the obstacle, and the pressure — not as abstract statements but as things present in the physical space. The stakes aren't announced; they're embedded in what the character can see.
Three Ways to Write the Frame
Journal — Full slug, best for campaign journals and longer sessions.
INT. DERELICT FREIGHTER — DOCKING COLLAR — NIGHT WATCH — TENSE
Kael cuts through the airlock seal. Somewhere deeper in the
hull, metal groans. Twenty minutes before the core wipes clean.
Shorthand — One line, best for quick sessions, index cards, mobile play.
"Kael — derelict core — reach logs — enforcer on-site, unaware — logs wiping in 20 min"
"Senna — collapsed bridge — cross before dawn — storm / no route — riders behind"
Spoken — Out loud, best for getting into character before rolling.
"Okay. Kael is on a dead ship. The Syndicate crew is already inside pulling everything. She needs to get to the core before they wipe it, but they don't know she's here yet. If she fails, her captain's last message is gone. She cuts through the airlock. Go."
The word "Go" at the end is optional but useful. It's a permission to start.
What you write is the scene's opening, not its outcome. The slug tells you where you are and what the pressure is. It doesn't tell you how it ends — that's what the dice, the oracle, and your character's choices are for. The frame is a launching pad, not a script.
IV. Enter Late · Leave Early
"Drama is life with the dull bits cut out." — Alfred Hitchcock
A scene has two edges — where you enter it and where you leave it — and most solo players handle both badly.
For this section we follow Senna, whose frame and slug we built in Section III.
Senna needs to get the witness through the Hallow Pass before dawn, but a storm has collapsed the old stone bridge and there is no other crossing before the garrison — and if they don't reach the far side by morning, the warlord's riders will have them cornered.
When the obstacle is environmental — a collapsed bridge, a raging river, a failing drive — the scene plays differently than when an NPC blocks your way. There's no negotiating with a storm. The scene becomes about problem-solving, endurance, and discovery. The obstacle questions did their job before the scene began.
Enter Late
William Goldman: "You always attack a scene as late as you possibly can." When you've written your slug, you already know precisely where "late" is.
Enter at the "but." That's where the obstacle engages. The slug is already written from that point.
| Example | |
|---|---|
| ❌ Too Early | Senna and the witness left the village at nightfall. The path was muddy. The witness was slow. The storm picked up around midnight. And then they rounded the last bend and saw the bridge… |
| ✅ Enter at the "but" | Where the bridge should be, there is only a gap and the sound of the river thirty feet below. Senna holds up her torch. The witness looks at her. Neither speaks. Dawn is three hours away. |
The second version is already written. It's in the slug.
Leave Early
When the tension in your sentence resolves, the scene is over. Cut. One sentence of transition carries you forward:
"An hour before dawn, they came down off the ridge into the garrison's torchlight."
That is enough. Build the next sentence. Play the next scene.
The single sentence between scenes does real work: it carries the causal thread forward. The outcome of the cut scene becomes the situation of the next one — this is the seed of the But & Therefore chain in Section VI. One sentence usually captures it.
The resistance to cutting early comes from a belief that something important might happen in the gap. But you aren't skipping things that happened — you're deciding which things are the story. You hold that authority.
The Scene Turn
"What is different at the end of this scene that wasn't true at the beginning?"
- Something changed → The scene earned its place. Cut and build the next frame.
- Nothing changed → Cut and don't carry the guilt forward. The scenes you play are the story. Everything else is backstory.
V. The Interlude
Not every scene needs to turn on tension. Sometimes what your character needs is to not be in conflict — to drink, to grieve, to remember, to write a letter, to sit with what just happened. These scenes have a name in theater and music: the interlude.
Interludes are a deliberate scene type, not a permission slip for aimless play. The distinction matters:
A frame answers "Will [Character] [Want]?" — yes/no, scene resolves when answered.
An interlude answers "What is [Character] like when [Situation]?" — open, scene resolves when something true is revealed.
If you find yourself reaching for an interlude because the last scene didn't generate a clean "but," that's not an interlude — that's drift. Re-read the outcome, find the consequence you missed, and frame from there.
The Interlude Mini-Frame
Three answers, one sentence, no obstacle, no stake.
"[Character], in [Place/Moment], with [What's on their mind]."
Example — Kael, after recovering the logs:
Kael, alone on the derelict's empty bridge, with the captain's logs already in her pocket and three hours before her ship's window opens.
She might play her captain's voice on the headset for the first time. She might look out at a hull breach and remember something. She might write a single line in her journal. Play until the moment lands — usually one or two paragraphs — and cut.
Interludes are a counterweight to action, not an alternative to structure. Use them sparingly and they'll do real work. Use them constantly and the protocol erodes.
VI. But & Therefore
In 2011, Trey Parker and Matt Stone visited an NYU class and described the rule that governs their writers' room. If "and then" connects two story beats, you're stuck with something boring. Replace "and then" with "but" or "therefore." But introduces tension: something cut against what came before. Therefore introduces causation: something happened because of what came before.
For this section we follow Vesper. Notice how Question B — the warden knows she's coming — changes everything. She arrives to find her first plan already invalidated. The scene opens in crisis.
The "And Then" Problem
| Example | |
|---|---|
| ❌ A List of Events | Vesper bluffed past the outer gate and then she found a guard's uniform and then she reached the lower corridor and then the cells were locked differently than expected. |
| ✅ A Story | Vesper bluffed past the outer gate therefore she had two minutes before the real guard returned — but the lower corridor was sealed behind a ward she'd never seen before, and breaking it would trigger every alarm in the building. |
The False Therefore
There's a failure mode worth naming. "Vesper reached the lower corridor, therefore she tried the cell door." That's still "and then" wearing a connective. Temporal sequence is not causation. The real therefore carries a consequence: "Vesper reached the lower corridor — therefore the warden's scrying mirror lit up, because the lower corridor is warded."
When you write a therefore, ask: would this second thing have happened anyway, even without the first? If yes, you haven't earned the therefore.
Scene Chain — Vesper at the Gaol
| Tag | |
|---|---|
| Scene A | Vesper needs to free the prisoner before dawn, but the warden has sealed the lower cells and knows she's coming… |
| Outcome | She finds a way through — but not before triggering one of the warden's alarms. She gets the prisoner. The gaol is on alert. |
| Therefore | They made it out of the gaol — |
| But | — the governor's nightwatch was alerted before they cleared the gate, and now there are riders in every street between the gaol and the safe house. |
| Scene B | Vesper needs to get the prisoner to the safe house before the nightwatch seals the district, but the most direct route runs through the market square where a captain is already setting up a checkpoint — and if they're caught now, everything the resistance has built collapses. |
The outcome of Scene A generated Scene B's frame almost without effort. This is the simplest oracle replacement available: when you don't know what scene comes next, ask what but or therefore your last outcome produces. The answer is your next frame.
Before Building Each New Frame
"Can I connect this scene to the previous one using 'but' or 'therefore'?"
- Yes → You have momentum. Build the frame and play.
- Only "And Then" → Drift warning. Either this scene doesn't need to exist yet, or the previous outcome didn't cut hard enough.
VII. Worked Play — Vesper at the Gaol
Frame and slug from Section III. Here it is in motion.
Frame: Vesper needs to free the prisoner before dawn, but the warden has been tipped off and sealed the lower cells with an unfamiliar ward — and if she doesn't get him out before the morning bell, the resistance loses its only witness.
INT. CITY GAOL — LOWER CORRIDOR — NIGHT — URGENT
The lower cells are sealed. The warden knew she was coming.
Two guards positioned at the far end. She has until the
morning bell.
Vesper presses against the corridor wall. The ward humming through the stone is older than anything she's broken. Two guards, lanterns dialed low. They aren't patrolling — they're waiting.
She draws a thread from the satchel — a small distraction, a trick of sound. Roll: success with a complication. The nearer guard turns toward what he thinks is a sound from the upper hall. He moves three steps. The thread won't hold his attention long.
That's all the room she needs. She slips behind him into the alcove with the breaker stones. The ward's anchor is here — a brass disc burned with sigils she half-recognizes from her grandmother's books.
She tries to pick the seam in the ward without triggering it. Roll: partial success. She finds the seam, but breaking it will cost her something.
She breaks it anyway. The corridor's lanterns dim, then flare. Somewhere above, an alarm bell starts to ring.
Outcome: She's through the ward. The cell is open. But every guard in the gaol now knows where she is, and the warden is on his way down.
The "but" → next frame: Vesper needs to get the prisoner out of the gaol before the warden reaches the lower corridor, but the only stairwell up is the one the warden is descending — and if she's caught with the prisoner now, she loses everything.
That's how the protocol runs. Frame, slug, play, outcome, next frame. The rolls are whatever your system uses; the chain generates itself.
A Note on Systems
Scene framing is a layer you add to whatever system you're already playing. You build the frame and write the slug before each scene, then play using your system's mechanics, oracles, and moves as normal.
You need three things: a two-word oracle (any action/theme table, two d100 columns, a deck of cards) for the Situation, a yes/no die for the Obstacle questions, and your character's active goal to drive the Want. Everything else your system already provides.
Common pairings:
- Ironsworn / Starforged — Action+Theme for Situation, active Vow for Want, Yes/No oracle for obstacles. Misses and weak hits naturally seed the next "but."
- Mythic GME 2e — Meaning Tables for Situation, active Thread for Want, Fate Chart for obstacles. Run scene interrupt checks after building your sentence; they hit harder when interrupting a real frame.
- Plot Unfolding Machine — A PUM prompt drives the Situation, Plot Nodes and Leads inform obstacles. PUM left scene structure open; this is what goes there.
- Kal-Arath — Action/Theme oracle or Encounter tables for Situation, active Quest for Want, Yes/No oracle for obstacles. Hold Peril tables for the Tilt rather than rolling them continuously.
- Daggerheart / Traveller / classic systems — Use whatever the system gives you for ambient world-state as Situation, your character's active goal as Want, and a yes/no decision for the obstacle questions. The protocol layers cleanly above any resolution mechanic.
- Any oracle-based system — Use whatever produces words or yes/no answers. The protocol is system-agnostic by design.
Quick Reference
The Protocol — 60 Seconds
| Step | Action |
|---|---|
| 01 · Situation | Roll oracle → what is the world doing? |
| 02 · Want | One verb. Reach · Escape · Navigate · Get · Discover · Expose · Convince · Deceive · Defeat · Free · Protect · Survive · Repair · Endure. Or supply your own. |
| 03 · Obstacle A+B | Person or condition? Aware or not? Persons get a crossing want. |
| 04 · The Frame | "[Character] needs to [WANT] but [OBSTACLE], and if they fail, [STAKE]." |
| 05 · Slug | INT/EXT · Location · Time · Mood · 2–3 lines present-tense action. Or say it out loud: "Go." |
| 06 · Enter | At the "but." Not before. |
| 07 · Turn | What changed? If nothing — cut. |
| 08 · Leave Early | One causal beat (but / therefore) → next frame. |
Slug Format
INT. or EXT. LOCATION — SUBLOCATION — TIME — MOOD
Two or three lines. Present tense. What's here, what's happening,
what the pressure is. Want and obstacle embedded in the physical
space, not stated as abstractions.
Shorthand: Character — location — want — obstacle — stake (one line)
Spoken: Say it out loud. End with "Go."
The Interlude Mini-Frame
"[Character], in [Place/Moment], with [What's on their mind]."
No obstacle. No stake. Play until something true is revealed, then cut.
Principles
- Building the frame is playing — Prep is play.
- The slug puts you in the scene — Write it, read it, then start.
- Enter at the "but" — Everything before is backstory you carry but don't narrate.
- Every scene must turn — Or it's an interlude. Or it's drift.
- Connect with causation — But or therefore. Never "and then."
- The chain generates scenes — Stuck? Ask what but or therefore your last outcome produced.
- Written beats unwritten — A few phrases before the scene beat any oracle rolled after.
Frame it. Write the slug. Enter at the "but." Turn it. Leave early. Connect with causation.
Companion Documents
- Scene Zero — Five minutes from blank page to first frame. For starting a new character or campaign with no prep.
- The Session Shape — Three Acts and Five Beats. For turning framed scenes into a complete two-hour story.
Credits & Sources
- "Prep is play" — Shawn Tomkin, Ironsworn and Ironsworn: Starforged (Tomkin Press, 2018/2022)
- Scene as goal · conflict · disaster — Dwight V. Swain, Techniques of the Selling Writer (1965)
- "Drama is life with the dull bits cut out" — Alfred Hitchcock
- "Attack a scene as late as you possibly can" — William Goldman
- The scene turn — Syd Field, Screenplay; Robert McKee, Story
- But & Therefore — Trey Parker & Matt Stone (NYU class, 2011)
- Establish/resolve scene structure — Jason Morningstar, Fiasco (Bully Pulpit Games, 2009)
v11 — System-agnostic. Compatible with Ironsworn, Starforged, Mythic GME, Kal-Arath, Daggerheart, Traveller, PUM, SUM, and any solo or GM-less system.