The Writer’s Playground Series – The What-If Machine

Thank you for joining us in The Writer’s Playground series!

Here we run through writing games to spark imagination and sharpen your craft.

Today’s Exercise is

The What-If Machine

  • Objective: To generate unique story concepts by randomly combining core elements.
  • How to Play:
    1. Create three hats or bowls.
    2. In the first hat, everyone adds slips of paper with a character archetype (“a retired astronaut,” “a skeptical ghost hunter,” “a chef who can’t taste”).
    3. In the second, add a situation (“inherits a haunted bookstore,” “must win a reality TV competition,” “wakes up with a strange new ability”).
    4. In the third, add a setting (“a deep-sea research station,” “a magical traveling circus,” “post-cyberpunk Miami”).
    5. To create a new prompt, simply draw one slip from each of the three hats. The resulting combination (“A retired astronaut must win a reality TV competition on a deep-sea research station”) is almost guaranteed to be original.
  • Best for: Overcoming “I have no ideas,” creating high-concept story prompts, and sparking creativity.

Below are some examples of the Who, What, and Where to get you started:

Character Archetypes (The “Who”)

  • A jaded, seen-it-all detective
  • A disgraced royal knight seeking redemption
  • An overly optimistic inventor whose creations always backfire
  • A world-weary ghost who has seen it all
  • A con artist with a heart of gold
  • The last surviving member of an ancient, magical order
  • A celebrity chef who has lost their sense of taste
  • A librarian who can read the history of any object they touch
  • A retired astronaut haunted by what they saw in deep space
  • An AI that has just become self-aware
  • A reformed supervillain trying to live a normal life
  • A skeptical paranormal investigator
  • A child who can speak to animals
  • A master thief who only steals worthless, sentimental objects
  • An immortal being who is tired of living
  • A down-on-their-luck musician who can hear people’s “soul music”
  • A ruthless corporate CEO on a spiritual retreat
  • A humble farmer who is secretly a master swordsman
  • A time traveler stuck in the wrong era
  • The overworked manager of a supernatural hotel
  • A cartographer who maps imaginary places
  • A grizzled alligator wrestler from the Florida swamps
  • A deep-sea biologist
  • A bureaucrat from the Department of Fates and Prophecies
  • A washed-up stage magician

Situations (The “What Happens”)

  • Inherits a haunted bookstore
  • Must win a high-stakes, deadly reality TV competition
  • Wakes up with a strange and uncontrollable new ability
  • Discovers a map to a lost, mythical city
  • Receives a cryptic message from their future self
  • Must deliver a mysterious, ticking package
  • Is framed for a crime they didn’t commit
  • Becomes the sole guardian of a magical creature
  • Accidentally starts a world-ending prophecy
  • Must plan the perfect, impossible heist
  • Finds a lost dog that is much more than it seems
  • Has to survive 24 hours in a city-wide manhunt
  • Must broker a peace treaty between two warring factions
  • Discovers their entire life has been a lie
  • Is chosen by an ancient artifact to go on a quest
  • Uncovers a vast conspiracy that goes to the very top
  • Must reverse a curse that is slowly turning them to stone
  • Falls in love with their sworn enemy
  • Becomes the prime suspect in their own murder investigation
  • Must train a hopeless rookie for a vital mission
  • Their shadow comes to life and starts causing chaos
  • Loses their most cherished memory
  • Must survive a category 5 hurricane
  • Stumbles upon a secret, ancient society
  • Is declared the ruler of a tiny, bizarre nation

Settings (The “Where”)

  • On a generation ship traveling to a new star system
  • In a magical, traveling circus
  • At a deep-sea research station at the bottom of the Mariana Trench
  • In post-cyberpunk Miami
  • Inside a grand, sentient library with shifting corridors
  • At a hotel that caters exclusively to gods and monsters
  • In a city built on the back of a colossal, sleeping creature
  • During a permanent, planet-wide ice age
  • In a high-tech, inescapable prison
  • Aboard a pirate ship on a sea of acid on an alien planet
  • In the last human city after a zombie apocalypse
  • At a magical university hidden from the modern world
  • Inside a massive, shared virtual reality simulation
  • In a Victorian London powered by steam and clockwork
  • On an abandoned, haunted space station
  • In a subterranean dwarven city carved from gemstones
  • At a rowdy, neutral-ground spaceport bar
  • Deep within the Florida Everglades
  • On a floating island in the sky
  • Within a microscopic world on a speck of dust
  • At the glittering, treacherous court of the Fae
  • In a small town where magic is real but strictly illegal
  • On an archaeological dig on a ruined alien world
  • At a mysterious, isolated Antarctic research base
  • Inside a colossal, world-spanning tree

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