What you’re about to read isn’t a story unto itself. It’s not a finely polished tabletop roleplaying game adventure. It’s a template for a particular kind of story. It goes over the three-act structure for that plot type, and covers what has to happen in the beginning, the middle, and the end. It explains the sorts of things that you need to prepare before you start developing the story, and the things that you need to craft and develop after you’ve got the blueprint for your specific story put together. This book is designed to help you plan how to tell a rivalry story effectively, with the least amount of work possible. Because it’s all about story, it is system-agnostic and useable with any genre or setting.
While this is a complete book unto itself, it’s also based on concepts explored in Story Structure for Writers and Roleplayers, also published by Dancing Light Press. It’s a big book that goes into greater detail on how to get the most out of the three-act structure, as well as developing a three-phase series (campaign, if you prefer) with a clear beginning, middle, and end. If you want to use your favorite roleplaying game system to tell stories with more depth than kill monster, get treasure, repeat (not that there’s anything wrong with that), it is worth looking into.