Ah, okay, the time break element is interesting. I’d forgotten the Acts jump so much.

The pattern breaking thing is interesting, really interesting. I assume by pattern we’re talking like…so Paul likes flashy action, and we’ve been doing flashy action for a little while in this scene but Brand’s got this idea for something trademark Brandish, some cultural misunderstanding that sends the action in a different direction or whatever. So that’d be a good use? Basically when you’ve got an idea but it doesn’t fit into what the current narrator’s obviously going for?

Man…that’s really interesting. Disruptive is a good word for it. I’m surprised that hasn’t been picked up elsewhere. 

For the readers who don’t really follow this kind of game: Montsegur came out seven years ago.