What I was thinking was that alone, you'd have something to emulate story structure above the whole scene/conflict thing. MHR does this a bit with the Doom Pool. I was thinking of a more generalized version that could be grafted onto anything.
Again, this is me thinking out loud. I haven't tested any of this, and I've optimized my thoughts towards superhero games.
An adventure is broken into four parts. Larry Brooks calls them Setup, Response, Attack, and Resolution, but we’re going to go with Steve Kenson’s terms, because they’re specific to superheroes: Threat, Investigation, Challenge, and Comeback.
Each stage garners you story points of some kind, and you need a certain number of points to get to the next stage. The number of points you need starts at the point level of the opposition. So part zero is that you have to figure out who or what the opposition is worth. (You don’t have to figure out what the opposition is, but what it’s worth.)
Another decision we make at the beginning is to pick one of your complications or qualities or challenges, and say that the villain’s plot (whatever it is) is going to deal with that. It will mirror it, exacerbate it, result from it, or whatever. So a secret ID might mean that you have a secret identity plot. If you don’t have formal qualities or disadvantages, then look at the description of your character for something that causes the character trouble. You also have to figure out what the value of the adventure/problem is. (I have not yet figured out how to decide on the value; this is spitballing.)
At the end of each stage, you fulfill the ending condition and spend the story points, so you start the first three stages with no points. You do get to keep excess points in the transition between third and fourth stages because the excess points become tokens that help you win at the end.
|Get points for|| || || || |
|Lose points for|| || || || |
|To end: Enough points and…|| || || || |
|Other rules|| || || || |
Next I'll try a thought adventure.