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Ditch the omniscient viewpoint Tension comes from the unknown possibilities. By using an omniscient viewpoint the readers don't feel any of the tension the characters do because they already know ...
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Source: https://writers.stackexchange.com/a/44493 License name: CC BY-SA 3.0 License URL: https://creativecommons.org/licenses/by-sa/3.0/
#3: Attribution notice added
Source: https://writers.stackexchange.com/a/44493 License name: CC BY-SA 3.0 License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision
## Ditch the omniscient viewpoint Tension comes from the unknown possibilities. By using an omniscient viewpoint the readers don't feel any of the tension the characters do because they already know the outcome. Instead I would use an 'over-the-shoulder' 3rd person view. You don't need to get inside a characters head, just show things from their point of view. If the readers know only one hand and have to rely on actions and cues from the other characters in the scene there will be tension from the unknown. ## Add more rounds You said "two rounds at most", this is completely unrealistic for real poker. Poker is a game of growing odds and tension over hours and dozens of rounds (hands). To show the growing tension I would suggestion description 1-2 hands at the start and then skipping over a few to the key hands. The first step to make this seem tense and exciting is to make it seem believable. Research actual high stakes poker games and how they played out. Avoid "fluke" wins where possible and try to keep the game realistic. Once you have a believable game you can show the increasing tensions by describing the events below. There are likely others but these are a good start: - Increasing bets - Diminishing chip stack of MC - Non-critical players being eliminated - Increasing number of spectators - Increasing the time taken per bet/turn ## Focus on the people not the cards Describing a series of card draws, bets, checks and reveals will feel lame or gimmicky. The thing that makes games like poker interesting is the people who are playing it, their reactions to the game and the by-play between them. Focus most of your attention on the reactions to the cards that are played. Who flinched, who smiled, who didn't even blink? [matildalee23's answer](https://writing.stackexchange.com/a/44490/33442) has several other good examples. ## Use traditional plot elements to drive the tension The [five elements of plot conflict](https://penandthepad.com/five-elements-plot-conflict-4472.html) are a staple of good story telling. You can use them on a smaller scene scale as well. 1. Exposition: the opening hands, players are feeling each other out, no big bets but possibly a few bluffs. 2. Rising action: bets increasing, players eliminated, the key players are revealed. 3. Climax: The big hand, often this will mean someone is all in but it doesn't have to be. Cliche would have the MC throw in the thing they can't afford to lose to meet a big bet. 4. Falling action: the closing hands, finish out the game but the likely conclusion is known now. 5. Resolution: What happens next? This game meant something what are the outcomes? Clearly if this game is bigger than just a game you can end the game itself at any point. Your climax could result in someone pulling a weapon or flipping the table, some kind of breaking point for the growing tension.