Once students understand the difference between activity and action and have a sense of what a big and small advance looks like, you can play games where you, as the teacher, specify criteria for advances.
Here are two example game formats:
Game 1: Advance within an activity
- Round 1: Establish a platform, including an overarching activity
- Round 2: Advance within the activity
- Round 3: Advance within the activity
- Round 4: Complete the activity and move to a new activity
- Round 5: Free choice (e.g. small advance, big advance, tilt)
Demo game: A Flight For My Life
Game 2: Advance to new activity every round
- Round 1: Establish a platform, including an overarching activity
- Round 2: Advance to a new activity
- Round 3: Advance to a new activity
- Round 4: Advance to a new activity
- Round 5: Free choice
Demo game: Marci Beaucoup
Debriefing
After playing each game, ask:
- How did players feel about the story?
- Did "stuff happen"?
- Were the advances big or small? (Note that you can have big advances even within an activity if they are dramatic or elaborate enough.)
- Did players feel a pressure building to make something big happen?
- Was the story interesting?
- Was it coherent?
Stories with a blend of advances should feel coherent and interesting, while stories with only big or small advances will tend to feel volatile or boring.
That said, there can be lots of variations, so don't be too prescriptive about the conclusions.