• Justin Handlin

Rules for Storytelling

Updated: Aug 17, 2020

in us Live: 8/16/20 7pm Est (GMT -4)




In Dungeons and Dragons and tabletop roleplaying games in general, storytelling is a prime focus. Through the stories being woven by the Game Masters, characters created by the players, and their actions a wonderful collaborative story is created.


Crit Academy delves into a collection of core storytelling rules by one of the greatest storytelling business, Pixar. The Disney subsidiary animation studio.


Segment: Let’s talk about Blank!

Chris Perkins Tweeted

Icewind Dale: Rime of the Frostmaiden is full of terrifying secrets, some of which lie buried under ice and snow.



Totally looks like future tech! I think it could be a Githyanki or Githzerai city. It would line up with the Baldur's Gate III game being released by Larian Studios. Which has been to be confirmed to take place after the events in Descent Intro Avernus.



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Segment: Main Topic: Pixar’s 22 Rules of Storytelling


  1. Admire characters for attempting more than what their successes have been.

  2. Keep in mind what’s interesting to you as an audience, not what’s fun to do as a writer. They can be very different.

  3. Trying for theme is important, whoever you won’t see what the story is about until you’re at the end of that story. Got it? Now rewrite.

  4. Once upon a time there was___. Every day, ____. One day___. Because of that,___. Because of that___. Until finnaly___.

  5. Simplify. Focus. Combine characters. Hop over detours. You’ll feel like you're losing valuable stuff but it sets you free.

  6. What is your character good at or comfortable with? Throw the polar opposite at him. Challenge him. How does he deal with it?

  7. Come up with your ending before you figure out your middle. Seriously. Endings are hard. Get yours working up front.

  8. Finish your story. Let go even if it’s not perfect. In an ideal world you have both, but move on. Do better next time.

  9. When you’re stuck, make a list of what wouldn’t happen next. More often than not. The material that gets you unstuck appears.