Review: Save the Cat! Writes for TV

Game Changer explores non-roleplaying books that have had an impact on me as a designer, gamemaster, and player.


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Every gamemaster has hit that mid-campaign slump where pacing drags, players lose focus, and the story loses momentum. TV writers face the same problem, but they have spent decades refining ways to keep audiences engaged. Save the Cat! Writes for TV breaks down those techniques into something practical. If your campaign could use stronger narrative hooks, better pacing, or more satisfying payoffs, this book has something to offer.

Core Ideas & Takeaways
This book builds on Blake Snyder’s original Save the Cat! method, adapting it for television. That means a stronger focus on ongoing storylines, character arcs that develop over time, and the different ways short-form and long-form narratives create tension. Nash breaks down everything from half-hour comedies to prestige dramas, showing how each one uses structure to hold an audience’s attention.

One of the strongest takeaways is how different formats shape a story. Procedurals rely on formula and familiarity, while serialized shows use interwoven plots to build momentum. The same applies to campaigns. Some work best as episodic one-shots, while others need slow-burn developments. Understanding the mechanics behind TV storytelling makes it easier to shape roleplaying sessions that avoid stalling out or losing focus.

How It Applies to Roleplaying
Each session functions like an episode. Good ones start with a hook, build complications, and leave players wanting more. Nash explains how A-plots, B-plots, and running gags interact, which mirrors the way campaigns juggle main quests, side stories, and character subplots. If you have ever had players latch onto a throwaway moment and turn it into something bigger, you will recognize the power of a well-executed runner plot.

For game designers, this book offers a clear breakdown of how stories unfold over time. The way character arcs are plotted in TV mirrors the feel of long-term campaign play. Big payoffs do not happen in isolation. They are built piece by piece. If you want to design adventures or systems that support narrative escalation, Save the Cat! Writes for TV provides a solid foundation.

TLDR
If you have ever struggled to keep a campaign engaging, balance multiple storylines, or make sessions feel satisfying on their own while building toward something bigger, this book is worth your time. It does not suggest turning your game into a scripted show. It provides storytelling tools that make serialized narratives work. Whether you are running a monster-of-the-week campaign or a sprawling political thriller, this book sharpens your storytelling instincts.

Nash, J. (2019). Save the Cat! Writes for TV: The Last Book on Creating Binge-Worthy Content You'll Ever Need. Ten Speed Press.

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