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This is a copy from the Shield of Light forums as I think it's an extremely valuable piece of information.
- Quote:
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This is a guide to creating plots, taking from various pen & paper RPGs. I take no credit for what's written, most of it is merely a compilation of what others have written.
Creation of Plots for Make Benefit Glorious Guild of TSOL Coming up with a plot might not feel so easy at times. What to do? How to do? This guide is meant as a tool to help the plot creator, something to read through to get tips, ideas and inspiration.
Good luck!
First, a few Things to keep in mind
◘ The players should have some patience with the creator of the plot. It’s not easy being funny and exciting, and someone put effort into making a plot. Of course they can come with criticism, but it should be constructive and done in a way not breaking someone’s heart. It’s after all about having fun.
◘ One can get inspiration from anywhere. A brain dead Hollywood-movie, a Russian novel, a psychological drama or an easy-going comedy. There’s a seed of inspiration everywhere.
◘ Unexpected events and an unpredictable storyline makes things challenging. Things are at its best if the players cannot be entirely sure of what’s actually going on and who’s gaining from it. If they have something to think and discuss about they’ll enjoy things more.
◘ Encourage them to seek information by rewarding them when they do. Reward their attempts to search archives, talk with people etc. Let the players receive information if they take own initiatives.
◘ Even if a storyline is decided beforehand that does not mean the players are forced to act a certain way. If they don’t do as you had hoped for, adapt to it. And next time, maybe give them more information (true or false) to have them make the choices you had hoped for.
◘ If the players don’t understand what they’re supposed to do you must help them to get back on track. It’s supposed to be fun, and it’s not fun to get stuck without being able to get on with the plot. However, your pushes and clues should not be too obvious. Your goal is to make the players feel that they figured out things by themselves. If they feel that they’re mouth fed with clues things won’t be as fun anymore.
◘ The players are supposed to have fun. That is rule number one.
◘ Don’t question the players’ decisions OOC. It’s not up to you to decide what the right thing to do is. People are just playing their characters. Keep that in mind, because some characters will refuse to do certain things.
◘ Don’t play to win. Roleplay is not about “winning” or “losing”. We are here to roleplay, and that should be more important than winning. A plot can be great roleplay even if things don’t end as the players had hoped for.
Different parts of the plot
Intrigues The intrigue is the core of the story, what is left if all side tracks are removed. There is a limited number of basic plots that can be varied by changing persons, environment and details.
Prevent something from happening The players can be guards trying to prevent someone from getting harmed, or safeguard an object. They can prevent an evil creature from incarnating by fighting it’s servants. They can prevent a prophecy from coming true. The possibilities are endless. Things can take an interesting turn if what they tried to prevent happens, and forces them to deal with the new situation. Maybe they discover what they tried to prevent was only part of something bigger.
Find someone or something Something’s gone. It could be a person, an object or something else. This is the classic detective plot. It can develop into something else as the players find what they were looking for and realize what’s going on.
Revenge A friend or a relative have been killed or injured. The players seek the assailant to avenge the deed. It can also be someone else who wants revenge and uses the players. The story can develop into something else as the players learn what was behind the death or attack. Maybe the friend or relative wasn’t innocent. Maybe the attack was only part of something bigger.
Solve a puzzle Someone is dead. Something is stolen. Someone has changed. Someone buys large areas of land and evict the villagers. Undead appear from somewhere, haunting the region. Someone is chasing the players without them knowing why. There are an endless amount of puzzles. The players may solve a puzzle only to find something even bigger behind it.
Journey A journey can be a story, even it if requires some side-tracks to become interesting.
Gather information and become wiser The players gradually learn more about something. They end up in various situations as they search for knowledge and learn new things along the way. The story can with success be combined with something involving more action to prevent it from being too slow and boring.
Make sure something happens The players have to make sure something happens: that the magic ritual is performed in time or that a certain person or creature reaches a place in time. Their enemies are trying to stop them.
Save lives The players are in grave danger. They can be threatened by an organisation or individuals, they can get an unknown disease or a curse that will kill them if not lifted. They must find out who’s behind the danger and solve it. The story could also be about someone else being in danger with the players working to save/rescue them.
Incitament The intrigue doesn’t always explain why the players choose to take part of the story, why they what they have to do to make a story. They need a reason, a driving force making them act. Here are some suggestions:
◘ False accusations. The players must on their own find out the truth to come clear. ◘ Prevent something undesirable from happening. ◘ Revenge ◘ Loyalty towards a person or organisation ◘ Money ◘ Owe someone a favour ◘ Achieve something desired ◘ Blackmail
Introduction This is what gets things started. It can be calm or violent or in between. This is where the players are given enough clues to know where to continue. Here are some suggestions:
◘ They witness a murder or a friend is murdered ◘ A friend or relative disappears ◘ They receive a mission ◘ They are victims of an attack, a disease, get mysterious dreams or something else that draws them into the plot. ◘ They are fooled to do something that draws them in ◘ They find a mysterious object, meet a peculiar person or come to a mysterious place ◘ Someone ask them for help ◘ They are falsely accused and has to find the real crook ◘ They witness something that makes them targets ◘ Someone think they knows something and starts chasing them for it
Happenings Minor events being part of the bigger plot may often be more important then the intrigue itself. If a certain event is exciting it’s not a big deal if the overall intrigue isn’t as good, but a great intrigue won’t save anything if the events are boring. Here are some suggestions:
◘ Ambush ◘ Possession ◘ Surveillance of person or place ◘ Chase ◘ Crime scene investigation ◘ Dreams ◘ Deaths ◘ Escape ◘ Captivity ◘ Curse ◘ Interrogation ◘ Break ins ◘ Infiltration ◘ Search for information in archives etc ◘ Chased by murderers, monster etc ◘ Raid ◘ Confrontation with villains ◘ Magic rituals ◘ Meetings with people ◘ Accidents ◘ Journeys¨ ◘ Disease ◘ Combat ◘ Getting lost
Developments Things rarely go as planned. Also, if they do the players know what will happen, therefore add side tracks, red herrings and developments that turns the plot unexpectedly or even into something else. Here are some suggestions:
◘ Possession ◘ They’re chasing the wrong person ◘ The different people are torn between different goals ◘ False information leads them wrong ◘ The enemy counters ◘ The complexity of the problem increases and new things are revealed ◘ New enemies or friends appear ◘ New information appears ◘ Someone is lying ◘ Outsiders are drawn into the plot
The end It’s good to have a proper ending of some kind, since a good story has a beginning and an end. If the story just… fades away it won’t feel complete. Try to tie together the loose knots in the story and leave some big revelations to the end of the story.
Alts Alts can with great success be used to move the story forward. Interesting alts can save a bad intrigue. Exaggerating the traits makes it easier for the alt to stand out and makes it easier for the players to quickly figure out what kind of person it is. Let the players receive much information from the alts. Don’t be afraid to RP long conversations unless there's a large group of people waiting. This can be great RP, and well played the alt can involve even the less talkative players by constantly addressing them.
Campaigns A campaign is a series of plots based around a common subject. The plots can be chapters in a greater intrigue. They often turn from rather simple plots with harmless villains into complicated intrigues where terrible foes are faced in the end. Another form is to have the plots are independent stories but with a thread binding them together. The parts of the campaign can be put together in different ways. They receive information in plot 1 leading them to plot 2, and something new there leading them to plot 3, etc.
Quick recipy! For those who can’t read all of it, here is a short version. A good plot should contain:
◘ Many possibilities to roleplay. ◘ Moments when players have to contemplate what is right: puzzles, moral choices etc. ◘ Times where social skills may give the players This is a guide to creating plots, taking from various pen & paper RPGs. I take no credit for what's written, most of it is merely a compilation of what others have written.
Creation of Plots for Make Benefit Glorious Guild of TSOL Coming up with a plot might not feel so easy at times. What to do? How to do? This guide is meant as a tool to help the plot creator, something to read through to get tips, ideas and inspiration.
Good luck!
First, a few Things to keep in mind
◘ The players should have some patience with the creator of the plot. It’s not easy being funny and exciting, and someone put effort into making a plot. Of course they can come with criticism, but it should be constructive and done in a way not breaking someone’s heart. It’s after all about having fun.
◘ One can get inspiration from anywhere. A brain dead Hollywood-movie, a Russian novel, a psychological drama or an easy-going comedy. There’s a seed of inspiration everywhere.
◘ Unexpected events and an unpredictable storyline makes things challenging. Things are at its best if the players cannot be entirely sure of what’s actually going on and who’s gaining from it. If they have something to think and discuss about they’ll enjoy things more.
◘ Encourage them to seek information by rewarding them when they do. Reward their attempts to search archives, talk with people etc. Let the players receive information if they take own initiatives.
◘ Even if a storyline is decided beforehand that does not mean the players are forced to act a certain way. If they don’t do as you had hoped for, adapt to it. And next time, maybe give them more information (true or false) to have them make the choices you had hoped for.
◘ If the players don’t understand what they’re supposed to do you must help them to get back on track. It’s supposed to be fun, and it’s not fun to get stuck without being able to get on with the plot. However, your pushes and clues should not be too obvious. Your goal is to make the players feel that they figured out things by themselves. If they feel that they’re mouth fed with clues things won’t be as fun anymore.
◘ The players are supposed to have fun. That is rule number one.
◘ Don’t question the players’ decisions OOC. It’s not up to you to decide what the right thing to do is. People are just playing their characters. Keep that in mind, because some characters will refuse to do certain things.
◘ Don’t play to win. Roleplay is not about “winning” or “losing”. We are here to roleplay, and that should be more important than winning. A plot can be great roleplay even if things don’t end as the players had hoped for.
Different parts of the plot
Intrigues The intrigue is the core of the story, what is left if all side tracks are removed. There is a limited number of basic plots that can be varied by changing persons, environment and details.
Prevent something from happening The players can be guards trying to prevent someone from getting harmed, or safeguard an object. They can prevent an evil creature from incarnating by fighting it’s servants. They can prevent a prophecy from coming true. The possibilities are endless. Things can take an interesting turn if what they tried to prevent happens, and forces them to deal with the new situation. Maybe they discover what they tried to prevent was only part of something bigger.
Find someone or something Something’s gone. It could be a person, an object or something else. This is the classic detective plot. It can develop into something else as the players find what they were looking for and realize what’s going on.
Revenge A friend or a relative have been killed or injured. The players seek the assailant to avenge the deed. It can also be someone else who wants revenge and uses the players. The story can develop into something else as the players learn what was behind the death or attack. Maybe the friend or relative wasn’t innocent. Maybe the attack was only part of something bigger.
Solve a puzzle Someone is dead. Something is stolen. Someone has changed. Someone buys large areas of land and evict the villagers. Undead appear from somewhere, haunting the region. Someone is chasing the players without them knowing why. There are an endless amount of puzzles. The players may solve a puzzle only to find something even bigger behind it.
Journey A journey can be a story, even it if requires some side-tracks to become interesting.
Gather information and become wiser The players gradually learn more about something. They end up in various situations as they search for knowledge and learn new things along the way. The story can with success be combined with something involving more action to prevent it from being too slow and boring.
Make sure something happens The players have to make sure something happens: that the magic ritual is performed in time or that a certain person or creature reaches a place in time. Their enemies are trying to stop them.
Save lives The players are in grave danger. They can be threatened by an organisation or individuals, they can get an unknown disease or a curse that will kill them if not lifted. They must find out who’s behind the danger and solve it. The story could also be about someone else being in danger with the players working to save/rescue them.
Incitament The intrigue doesn’t always explain why the players choose to take part of the story, why they what they have to do to make a story. They need a reason, a driving force making them act. Here are some suggestions: This is a guide to creating plots, taking from various pen & paper RPGs. I take no credit for what's written, most of it is merely a compilation of what others have written.
Creation of Plots for Make Benefit Glorious Guild of TSOL Coming up with a plot might not feel so easy at times. What to do? How to do? This guide is meant as a tool to help the plot creator, something to read through to get tips, ideas and inspiration.
Good luck!
First, a few Things to keep in mind
◘ The players should have some patience with the creator of the plot. It’s not easy being funny and exciting, and someone put effort into making a plot. Of course they can come with criticism, but it should be constructive and done in a way not breaking someone’s heart. It’s after all about having fun.
◘ One can get inspiration from anywhere. A brain dead Hollywood-movie, a Russian novel, a psychological drama or an easy-going comedy. There’s a seed of inspiration everywhere.
◘ Unexpected events and an unpredictable storyline makes things challenging. Things are at its best if the players cannot be entirely sure of what’s actually going on and who’s gaining from it. If they have something to think and discuss about they’ll enjoy things more.
◘ Encourage them to seek information by rewarding them when they do. Reward their attempts to search archives, talk with people etc. Let the players receive information if they take own initiatives.
◘ Even if a storyline is decided beforehand that does not mean the players are forced to act a certain way. If they don’t do as you had hoped for, adapt to it. And next time, maybe give them more information (true or false) to have them make the choices you had hoped for.
◘ If the players don’t understand what they’re supposed to do you must help them to get back on track. It’s supposed to be fun, and it’s not fun to get stuck without being able to get on with the plot. However, your pushes and clues should not be too obvious. Your goal is to make the players feel that they figured out things by themselves. If they feel that they’re mouth fed with clues things won’t be as fun anymore.
◘ The players are supposed to have fun. That is rule number one.
◘ Don’t question the players’ decisions OOC. It’s not up to you to decide what the right thing to do is. People are just playing their characters. Keep that in mind, because some characters will refuse to do certain things.
◘ Don’t play to win. Roleplay is not about “winning” or “losing”. We are here to roleplay, and that should be more important than winning. A plot can be great roleplay even if things don’t end as the players had hoped for.
Different parts of the plot
Intrigues The intrigue is the core of the story, what is left if all side tracks are removed. There is a limited number of basic plots that can be varied by changing persons, environment and details.
Prevent something from happening The players can be guards trying to prevent someone from getting harmed, or safeguard an object. They can prevent an evil creature from incarnating by fighting it’s servants. They can prevent a prophecy from coming true. The possibilities are endless. Things can take an interesting turn if what they tried to prevent happens, and forces them to deal with the new situation. Maybe they discover what they tried to prevent was only part of something bigger.
Find someone or something Something’s gone. It could be a person, an object or something else. This is the classic detective plot. It can develop into something else as the players find what they were looking for and realize what’s going on.
Revenge A friend or a relative have been killed or injured. The players seek the assailant to avenge the deed. It can also be someone else who wants revenge and uses the players. The story can develop into something else as the players learn what was behind the death or attack. Maybe the friend or relative wasn’t innocent. Maybe the attack was only part of something bigger.
Solve a puzzle Someone is dead. Something is stolen. Someone has changed. Someone buys large areas of land and evict the villagers. Undead appear from somewhere, haunting the region. Someone is chasing the players without them knowing why. There are an endless amount of puzzles. The players may solve a puzzle only to find something even bigger behind it.
Journey A journey can be a story, even it if requires some side-tracks to become interesting.
Gather information and become wiser The players gradually learn more about something. They end up in various situations as they search for knowledge and learn new things along the way. The story can with success be combined with something involving more action to prevent it from being too slow and boring.
Make sure something happens The players have to make sure something happens: that the magic ritual is performed in time or that a certain person or creature reaches a place in time. Their enemies are trying to stop them.
Save lives The players are in grave danger. They can be threatened by an organisation or individuals, they can get an unknown disease or a curse that will kill them if not lifted. They must find out who’s behind the danger and solve it. The story could also be about someone else being in danger with the players working to save/rescue them.
Incitament The intrigue doesn’t always explain why the players choose to take part of the story, why they what they have to do to make a story. They need a reason, a driving force making them act. Here are some suggestions:
◘ False accusations. The players must on their own find out the truth to come clear. ◘ Prevent something undesirable from happening. ◘ Revenge ◘ Loyalty towards a person or organisation ◘ Money ◘ Owe someone a favour ◘ Achieve something desired ◘ Blackmail
Introduction This is what gets things started. It can be calm or violent or in between. This is where the players are given enough clues to know where to continue. Here are some suggestions:
◘ They witness a murder or a friend is murdered ◘ A friend or relative disappears ◘ They receive a mission ◘ They are victims of an attack, a disease, get mysterious dreams or something else that draws them into the plot. ◘ They are fooled to do something that draws them in ◘ They find a mysterious object, meet a peculiar person or come to a mysterious place ◘ Someone ask them for help ◘ They are falsely accused and has to find the real crook ◘ They witness something that makes them targets ◘ Someone think they knows something and starts chasing them for it
Happenings Minor events being part of the bigger plot may often be more important then the intrigue itself. If a certain event is exciting it’s not a big deal if the overall intrigue isn’t as good, but a great intrigue won’t save anything if the events are boring. Here are some suggestions:
◘ Ambush ◘ Possession ◘ Surveillance of person or place ◘ Chase ◘ Crime scene investigation ◘ Dreams ◘ Deaths ◘ Escape ◘ Captivity ◘ Curse ◘ Interrogation ◘ Break ins ◘ Infiltration ◘ Search for information in archives etc ◘ Chased by murderers, monster etc ◘ Raid ◘ Confrontation with villains ◘ Magic rituals ◘ Meetings with people ◘ Accidents ◘ Journeys¨ ◘ Disease ◘ Combat ◘ Getting lost
Developments Things rarely go as planned. Also, if they do the players know what will happen, therefore add side tracks, red herrings and developments that turns the plot unexpectedly or even into something else. Here are some suggestions:
◘ Possession ◘ They’re chasing the wrong person ◘ The different people are torn between different goals ◘ False information leads them wrong ◘ The enemy counters ◘ The complexity of the problem increases and new things are revealed ◘ New enemies or friends appear ◘ New information appears ◘ Someone is lying ◘ Outsiders are drawn into the plot
The end It’s good to have a proper ending of some kind, since a good story has a beginning and an end. If the story just… fades away it won’t feel complete. Try to tie together the loose knots in the story and leave some big revelations to the end of the story.
Alts Alts can with great success be used to move the story forward. Interesting alts can save a bad intrigue. Exaggerating the traits makes it easier for the alt to stand out and makes it easier for the players to quickly figure out what kind of person it is. Let the players receive much information from the alts. Don’t be afraid to RP long conversations unless there's a large group of people waiting. This can be great RP, and well played the alt can involve even the less talkative players by constantly addressing them.
Campaigns A campaign is a series of plots based around a common subject. The plots can be chapters in a greater intrigue. They often turn from rather simple plots with harmless villains into complicated intrigues where terrible foes are faced in the end. Another form is to have the plots are independent stories but with a thread binding them together. The parts of the campaign can be put together in different ways. They receive information in plot 1 leading them to plot 2, and something new there leading them to plot 3, etc.
Quick recipy! For those who can’t read all of it, here is a short version. A good plot should contain:
◘ Many possibilities to roleplay. ◘ Moments when players have to contemplate what is right: puzzles, moral choices etc. ◘ Times where social skills may give the players an advantage. ◘ Different ways to solve a problem. ◘ The possibility to make mistakes without ruining the whole plot. ◘ En clear beginning and end. ◘ False accusations. The players must on their own find out the truth to come clear. ◘ Prevent something undesirable from happening. ◘ Revenge ◘ Loyalty towards a person or organisation ◘ Money ◘ Owe someone a favour ◘ Achieve something desired ◘ Blackmail
Introduction This is what gets things started. It can be calm or violent or in between. This is where the players are given enough clues to know where to continue. Here are some suggestions:
◘ They witness a murder or a friend is murdered ◘ A friend or relative disappears ◘ They receive a mission ◘ They are victims of an attack, a disease, get mysterious dreams or something else that draws them into the plot. ◘ They are fooled to do something that draws them in ◘ They find a mysterious object, meet a peculiar person or come to a mysterious place ◘ Someone ask them for help ◘ They are falsely accused and has to find the real crook ◘ They witness something that makes them targets ◘ Someone think they knows something and starts chasing them for it
Happenings Minor events being part of the bigger plot may often be more important then the intrigue itself. If a certain event is exciting it’s not a big deal if the overall intrigue isn’t as good, but a great intrigue won’t save anything if the events are boring. Here are some suggestions:
◘ Ambush ◘ Possession ◘ Surveillance of person or place ◘ Chase ◘ Crime scene investigation ◘ Dreams ◘ Deaths ◘ Escape ◘ Captivity ◘ Curse ◘ Interrogation ◘ Break ins ◘ Infiltration ◘ Search for information in archives etc ◘ Chased by murderers, monster etc ◘ Raid ◘ Confrontation with villains ◘ Magic rituals ◘ Meetings with people ◘ Accidents ◘ Journeys¨ ◘ Disease ◘ Combat ◘ Getting lost
Developments Things rarely go as planned. Also, if they do the players know what will happen, therefore add side tracks, red herrings and developments that turns the plot unexpectedly or even into something else. Here are some suggestions:
◘ Possession ◘ They’re chasing the wrong person ◘ The different people are torn between different goals ◘ False information leads them wrong ◘ The enemy counters ◘ The complexity of the problem increases and new things are revealed ◘ New enemies or friends appear ◘ New information appears ◘ Someone is lying ◘ Outsiders are drawn into the plot
The end It’s good to have a proper ending of some kind, since a good story has a beginning and an end. If the story just… fades away it won’t feel complete. Try to tie together the loose knots in the story and leave some big revelations to the end of the story.
Alts Alts can with great success be used to move the story forward. Interesting alts can save a bad intrigue. Exaggerating the traits makes it easier for the alt to stand out and makes it easier for the players to quickly figure out what kind of person it is. Let the players receive much information from the alts. Don’t be afraid to RP long conversations unless there's a large group of people waiting. This can be great RP, and well played the alt can involve even the less talkative players by constantly addressing them.
Campaigns A campaign is a series of plots based around a common subject. The plots can be chapters in a greater intrigue. They often turn from rather simple plots with harmless villains into complicated intrigues where terrible foes are faced in the end. Another form is to have the plots are independent stories but with a thread binding them together. The parts of the campaign can be put together in different ways. They receive information in plot 1 leading them to plot 2, and something new there leading them to plot 3, etc.
Quick recipy! For those who can’t read all of it, here is a short version. A good plot should contain:
◘ Many possibilities to roleplay. ◘ Moments when players have to contemplate what is right: puzzles, moral choices etc. ◘ Times where social skills may give the players an advantage. ◘ Different ways to solve a problem. ◘ The possibility to make mistakes without ruining the whole plot. ◘ En clear beginning and end.an advantage. ◘ Different ways to solve a problem. ◘ The possibility to make mistakes without ruining the whole plot. ◘ En clear beginning and end.
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