// NARRATIVE DESIGN

Chris Avellone's Rules for Story Builders, Translated for Screen Scribblers

Primary question: What can a screenwriter learn from one of game narrative's most respected designers about building character-driven, interactive worlds?

By · Source essay published 2025-12-04 · Reference version updated 2026-08-09

Quick definition

These twenty rules were written by Chris Avellone — narrative lead on Fallout 2, Planescape: Torment, and Pillars of Eternity — first published on Gamasutra (now Game Developer) in 2017. They were written for game makers. They translate cleanly to screen scribblers because both disciplines are solving the same underlying problem: making an audience feel something they didn't see coming, using constraints as an asset instead of an excuse.

In one line, in Avellone's own frame: chase resonance, not approval.

This page is a curation and translation of someone else's framework, not an original one — credited throughout, in the spirit Avellone himself describes: "there is something about translating an outsider, but adjacent, perspective that always kicks my process into gear."

Earn the emotion

Avellone's ruleFor screen work
Chase resonance.If the audience feels it in their gut, they stay with you — polish never substitutes for this.
Know the emotional target.Tone guides an audience before plot ever does; decide the feeling before the beats.
Chase love, not approval.A polite reaction is the death of a story. Aim higher than "that was fine."
Fear boredom, not difficulty.Audiences will follow a complicated story. They will not tolerate a dull one.
Clever is not the same as engaging.An interesting idea only matters once it lands emotionally.

Trust the audience

Avellone's ruleFor screen work
Leave room for discovery.Don't spoon-feed every beat — give the audience space to lean in and connect it themselves.
Trust your audience to spot problems.They feel what's off even when they can't articulate why. Assume that instinct, don't patch around it.
Give the audience something they can claim.A line, a moment, a trait that feels like theirs to repeat and own.
Let viewers see themselves in the work.Identification is what keeps an audience hooked past the first act.

Build with intention

Avellone's ruleFor screen work
Use familiar anchors.Tap what the audience already understands, then bend the expectation it sets up.
Let the small choices carry weight.Audiences fall in love through details, not speeches.
One small shift can change everything.A single beat can redirect an entire act — don't reserve all the leverage for the big turns.
Connect the lessons.Structure, character, pacing, and theme should feed each other, not run in parallel unaware of one another.
Treat the frame like character.Visuals set meaning before a line of dialogue starts.

Stay honest

Avellone's ruleFor screen work
Let limits sharpen the story.Fewer resources often produce bolder choices than an unlimited budget would.
Make the appealing choice the smart choice.If the story rewards the dull option, the story is broken at the design level, not the execution level.
Work with human nature.Patterns, instincts, and expectations are raw material, not obstacles to route around.
Say what needs saying.Clarity beats coyness once the stakes actually rise.
Build scenes for the people who will watch them.Not for the executives living in your head while you write.
Build to serve the story, not your ego.Showmanship comes after purpose, never instead of it.

Source note

The twenty rules above were originally written and published by Chris Avellone on Gamasutra (now Game Developer) in 2017, drawn from his work on Fallout 2, Planescape: Torment, Pillars of Eternity, and other narrative-heavy titles. This reference page develops the curation and screen-writing translation of them first published as “Chris Avellone’s Rules for Story Builders” in Scribbler’s Toolbox on December 4, 2025. The original essay remains part of the editorial archive; this version is structured as a durable craft reference.

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About the author

is a screenwriter, showrunner, and narrative designer whose work spans film, television, games, and transmedia storytelling. Scribbler’s Toolbox collects practical frameworks developed from professional story development and production.