Tell your students to play a game where they only introduce story elements.
An element could be a list item, fragment, or full sentence:
- A toothbrush.
- The wizened old man.
- A plastic fan is blasting air.
The main thing is that each element should stand alone. Students should avoid doing anything with them; don't let elements interact.
Note: You will need to demonstrate how to do this! Writing lists of elements might feel a little strange to students.
Version 1: Shift observational focus each round (Frankenstories game template)
To scaffold the introductions, tell players to introduce elements from a different point of focus in each round:
- Round 1: Look around the frame and introduce elements that are obvious in the prompt—clearly visible, everyone can see them.
- Round 2: Zoom in to find elements that aren't obvious—other senses, thoughts and feelings, zooming in on tiny details.
- Round 3: Zoom out and look for ideas that could be related to the prompt but are out of frame, in another part of the world, in the past, etc.
- Round 4: Break the prompt by introducing elements that are as anachronistic, jarring, and unsuitable as possible.
- Round 5: Make as many interesting combinations with the elements as possible.
'Combination' means having one element interact with and affect another:
- The wizened old man uses the plastic fan to blast-dry his toothbrush.
- The wizened old man uses his toothbrush to clean the fan.
- The fan is blasting air until the wizened old man jams the toothbrush between the blades and the brittle plastic snaps.
Version 2: Introduce a different element type each round (Frankenstories game template)
Instead of focusing on a different "source" in each round, tell students to focus on a different type of story element. For example:
- Round 1: Characters
- Round 2: Places
- Round 3: Objects
- Round 4: Events (not actions!)
- Round 5: Combinations
Voting criteria
You might want to set voting criteria for each round, such as:
- Whatever players think is most interesting
- Which reply has the most elements
- Which reply players think is most consistent with the focus for that round
- Or whatever criteria you like.
Debriefing
After playing, review the completed game and ask students:
- Where did their elements come from?
- Explore any responses about observing and noticing details, drawing from memory, free association, following chains of thought.
- Were there any elements/replies that stood out?
- Look for discussions around surprise, interest, and appropriateness.
- "Isn't it interesting that everyone used the elephant in Round 5? Why is that?"
- What did it feel like to keep introducing things? How hard was it to not start 'doing' something with the elements?
- It can feel very unnatural to keep introducing elements in this way. Players might not even be able to stop themselves turning them into a story.
- You can play the game again to see if students can better resist making combinations the second time round.
- Did students get the feeling that they wanted to begin writing a story?
- One way to find a story is to introduce elements until you see an interesting combination or situation, and then start writing.
What are we trying to achieve?
- Introduce the concepts of 'story element' and 'introducing'.
- Expand the sense of where elements can be drawn from.
- Practice observation and free-association.
- Develop a feeling for the pressure that builds, as you introduce elements, to make them do something.
- Develop a sense that if you introduce enough elements, eventually a story will begin to emerge.