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Writing Your Own Plot Point...
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Should I add a poll to this thread to keep it from being removed later?
Yes
88%
 88%  [ 8 ]
No
11%
 11%  [ 1 ]
Total Votes : 9

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manifold
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PostPosted: Mon Feb 11, 2008 1:33 pm    Post subject: Dude... Reply with quote

I hope you're not getting a hand-slap vibe from me, flynn. I'm just putting in my two cents after I skim a thread or two, not trying to shoot down anyone else's ideas. Most of the stuff I'm posting is hypothetical, not really directed at anyone.

I'm glad the thread is here; attempting to define a plot point is worthwhile because it's something that's great when it works.
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Flynn
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PostPosted: Mon Feb 11, 2008 6:32 pm    Post subject: Reply with quote

Wiggy wrote:
No such thing as wrong, amigo. There's "it's different," but there's no right or wrong with PPs.

Take the Necropolis PP. It's a battle for a single city. There are interludes for other adventures, but it's pretty much a continual engagement. Okay, it is a military game and the PP focuses purely on that aspect, but a Plot Point can run on from episode to episode or it can have huge blank areas where the heroes get to mess around doing their stuff.

Evernight is effectively a PP, just we call it a scripted campaign to differentiate the two styles we've used (linear and open). Star Wars, being based on a movie, is effectively a scripted campaign, but it's still a Plot Point.

Wiggy


I'm not upset or nothing, but when I got nothing but negative feedback and no expansion suggestions (unlike what the Tommy Gun scenario got), I felt that perhaps I had misunderstood something, and that's why I asked for an example.

Seems I've been writing "Scripted Campaigns" for most of my games, as I never really got into the sandbox play style, and my effort demonstrates that. Now I know what to call it on the forums here. No worries, no sweat!

Being new to the whole sandbox approach of campaign design, which really is what "Plot Point" campaigns seem to be, I'm definitely looking for any insight I can get. I wholeheartedly admit that I'm bad at this, and I want to get better. All feedback, even negative feedback, can teach me when I've never really done it before like this. Smile

Thanks, All, And Keep It Coming,
Flynn
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manifold
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PostPosted: Tue Feb 12, 2008 10:50 am    Post subject: shark bytes Reply with quote

In another thread (maybe in another forum), there's a link to an issue of Shark Bytes that has an interview with Shane Hensely. He talks about plot points, what they are and aren't, and how they work. He addresses the necessity of some linear structure in a plot point, and also how a plot point for each setting may look a bit different.

Here are some ideas for plot points: SPOILER WARNING!!
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1. Characters gather dispersed artifacts and save the world. (This is essentially the 50 Fathoms plot point.)

2. Characters stop a ritual that threatens the fabric of reality. (this is a summary of Night of Dissolution, but the players don't find this out until over half way through the plot point.)

3. Characters all get killed in gruesome, supernatural ways. (this is a plot point for a con haunted house game based on the film Dead Birds.)

4. Characters travel around the world to track down a lost expedition, and then stop the cult who destroyed it. (this is my guess at the plot point of Masks of Nyarlatahotep, whith which I have passing familiartiy but have not read.)

5. Characters travel the world and go to Hell and back persuing villians and collecting artifacts, leading to a final confrontation with a powerful vampire. (This is my approximation of Rippers; it's been a while.)

JD Sparks' Summary of RPG adventure plots might be instructive here. He lists several types of adventures, and then goes on to note how many of them start as one type of plot and end up as another. Masks may be structured in that way: starts out as a mystery, ends up as a "stop the ritual and save the world" adventure. So, in creating a plot point, it might be helpful to give your one-sentance summary, and then look over the Sparks list to see if any of those structures, or combinations of structures, fits the bill.

http://www.io.com/~sjohn/plots.htm

If the 50 F plot point was done in flow chart form, I believe it would have five branches off the initial incident: 4 artifact quests and 1 conditional which would say "are the characters Seasoned?". They aught to be by the time they complete the first 4 quests, but you need to spring this next episode on them when they have a chance of success. This brings up the idea of conditional episodes, and whether they are appropriate. I have to say, as much as we all say we love a good TPK, or that the game has no tension without the threat of one, they really aren't much fun. The characters can still get themselves good and killed, but they are going to have a better time if they are able to kick a little butt. Some seemingly random events can happen just because the plot says so. If boats can move at the speed of plot, so, too, can events "conincide " when it would advance the plot. (keeping in mind that advancing the plot is a transaction between the GM and the PC's: I offer you a hook. You either take it or decide to burn down the town or shoot the hostage or eat all the cookies or whatever inappropriate and derailing thing you can think of. Either way, the plot is advanced, though perhaps not in the direction I would have prefered.) Also, a level-appropriate episode isn't acutally an in-game conincidence; it's a meta-game trigger that goes off when a meta-game condition is met. Characters don't know they're Seasoned; they just know that some barmy git decided to offer to sell them a map.

babble, babble, babble.
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Flynn
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PostPosted: Tue Mar 11, 2008 8:07 am    Post subject: Reply with quote

Michael Taylor was asking about this thread over on the Savage Worlds mailing list, so I figured I'd bump it. I'm glad to see that I'm not the only one interested in these tidbits of wisdom that have been shared by the more experienced and knowledgable Savages on these forums.

With Regards,
Flynn
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BluSponge
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PostPosted: Tue Mar 11, 2008 1:20 pm    Post subject: Reply with quote

This thread couldn't have better timing! Tomorrow night, I'm getting together with my fellow library GMs to bang out a plot point campaign for our Warlords of Aros game. Each of us have conjured up a few ideas and we'll be trying to work them all together in some sort of flow chart-y way.

One of the things we've been puzzling over are "tracts." Basically, the campaign has a beginning and an end, but there are three approaches the players might use to get from one to the other. By mapping these tracts, we can link the various adventures and give ourselves a framework to meet our goals while also giving the kids some freedom to wander off the rails. 50 Fathoms gave us almost too much freedom (lots of plot points started, none finished), and so we think the whole needs more structure for our purposes. It won't surprise me if the Aros ppc looks a lot like the one in Solomon Kane.

Hey, without being too spoilery, can someone break down the ppc in Necropolis a bit?

Thanks,
Tom
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Emryys
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PostPosted: Tue Mar 11, 2008 7:28 pm    Post subject: Reply with quote

Excellent thread, btw... Smile

I find this point could be interesting and useful...

BluSponge wrote:
Each of us have conjured up a few ideas and we'll be trying to work them all together in some sort of flow chart-y way.


Design the frame work with one of those flowchart software apps or even some screen writing software allow ties between person places and things... Hmmm
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PostPosted: Tue Mar 11, 2008 7:51 pm    Post subject: Reply with quote

BluSponge wrote:
It won't surprise me if the Aros ppc looks a lot like the one in Solomon Kane.


Kane came about as a natural evolution. I had the core idea (the gems) and locales, but I didn't want a railtrack running across the world. Hence the idea to let the heroes go wherever they wanted, knowing eventually they'd reach a PP episode on any continent. And by stating an end point but not the route taken to reach it, the GM could use a very short campaign or extend it for years with his own adventures.

Quote:

Hey, without being too spoilery, can someone break down the ppc in Necropolis a bit?


Not really, but I can explain how it works in general.

The PP is scripted in essence, in that it details the stages of a major military campaign and follows a fairly logical path.

However, rather than having a straight A leads to B and assuming you win always win because you're heroes, there's a matrix. A leads to B if you win, but if you lose it leads to C instead. Winning C may lead to D, as does winning B, but it might jump across to E instead. Eventually it all winds back together for the finale (or reaches a defeat point).

Generally, losing forces you to run another ST you wouldn't have needed to otherwise, thus endangering the heroes further as they try to turn around the defeat.

There is one way of winning, but five or six ways of losing. Depending how far into the campaign you were when things went sour, the outcome can range from a minor defeat (right at the start before men and materiel are committed) to total devastation (right near the finale, when tens of thousands of lives have been lost and there's no one left to defend the borders from counterattack).

Let's look at a quick and rough fantasy example of a matrix.

A. Heroes raid evil temple. If they kill the high priest they move to B. Otherwise they move to C.

B. The heroes uncover a scroll that contains a clue pointing to a senior noble being a bad guy. They fight the bad guy. If they win, they move to D, Otherwise the noble can use his influence to have them hunted down (E).

C. The priest escapes and warns the noble. He attacks the party first. The outcomes are as above, leading either to episode D or E.

In this example, win or lose, the heroes always get to fight the noble--all that changes is who acts first. It's basically a flow chart of possible outcomes and how they affect the campaign.


Wiggy
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pineappleleader
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PostPosted: Thu Mar 13, 2008 11:55 am    Post subject: Reply with quote

Wiggy wrote:
In this example, win or lose, the heroes always get to fight the noble--all that changes is who acts first. It's basically a flow chart of possible outcomes and how they affect the campaign.

Wiggy


Wow! Very flexable, and it gives the PCs quite a bit of freedom of choice without driving the GM nuts. Cool.
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PostPosted: Thu Mar 13, 2008 7:11 pm    Post subject: Reply with quote

pineappleleader wrote:
Wiggy wrote:
In this example, win or lose, the heroes always get to fight the noble--all that changes is who acts first. It's basically a flow chart of possible outcomes and how they affect the campaign.


Wow! Very flexable, and it gives the PCs quite a bit of freedom of choice without driving the GM nuts. Cool.


Well, it's only as flexible as the GM makes it Smile

It is still linear at the end of the day, in that the GM has effectively mapped the routes to the final goal, but it gives the illusion of freedom Smile

And it's obviously not infallible, though. Any party can take a path not listed. That is why GM's must be adaptive sorts Smile

Doing one properly, I'd tie in the characters' backstories as well to the campaign matrix. So maybe D reveals a clue to the missing daughter of the knight (the noble wore the girl's ring on a necklace) or E leads to imprisonment instead of a hunt. In prison, a mage who wants to learn a certain spell finds a fellow mage shackled next to him. Of course, he not only wants to break out but go find something (F) before he'll teach the hero.

But these would be side plots normally, not part of the core campaign structure. Design the campaign, then work in the backstory plots to fit snugly--that's how I work and it works for me.


Wiggy
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Zombi Bobb
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PostPosted: Fri Mar 14, 2008 3:27 am    Post subject: Reply with quote

I think I'm getting the basic gist of all of this, but how do you maintain strict control over your plot line, while feeling loose and free without becoming a choose-your-own-adventure?

Is this the art of the plot point that cannot truly be explained?

Or am I missing a step somewhere and am now on a completely different train of thought?
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PostPosted: Fri Mar 14, 2008 6:08 am    Post subject: Reply with quote

I started running a very very highly revamped NE game that made it much more like a comic book.

Replacing the Vasori with the worlds well meaning Superhero team that was the equivlent of the JLA/Avengers, taking it upon themselves to take over the world after a minor nuclear exchange between the U.S. and China, and the Death of "Champion" the worlds Superman.

It became a plot point as the caimpaign grew in magnitude since it was more ambitious then standard NE fight the Aliens plot..

I had to end up making alot of new locations, such as a Dark city full of cazies and a CastleRock Asylum.

A "Savage World" where a race of Liazrd Men fought tribalistic Humans.

An Ancient Egypt that had superimposed itself over Modern Egypt thanks to the Worlds "Sorcress Supreme" Isis.

A Helicarrier where the U.N sanctioned group "S.P.A.R.T.A." kept information on all known superhumans..

and Re-education camps ran by The powered Suit genius "The Platnium Protector".

Each new session involved more locations, and more ideas.. the setting grew... but I didn't really start writing it as a plot point until AFTER the game was over.. as the setting was created as we went. I more had ideas of what the players could do in the world to take down the various Superheroes and went from there.
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PostPosted: Fri Mar 14, 2008 8:23 am    Post subject: Reply with quote

Zombi Bobb wrote:
I think I'm getting the basic gist of all of this, but how do you maintain strict control over your plot line, while feeling loose and free without becoming a choose-your-own-adventure?


You can't really maintain strict control. Players will go where they want--that's part of the fun of gaming. You just need enough clues to show them the path without telling them, "Next you must go here."


Wiggy
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fanchergw
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PostPosted: Fri Mar 14, 2008 10:50 am    Post subject: Reply with quote

Stampede wrote:
I started running a very very highly revamped NE game that made it much more like a comic book.

Replacing the Vasori with the worlds well meaning Superhero team that was the equivlent of the JLA/Avengers, taking it upon themselves to take over the world after a minor nuclear exchange between the U.S. and China, and the Death of "Champion" the worlds Superman.

It became a plot point as the caimpaign grew in magnitude since it was more ambitious then standard NE fight the Aliens plot..

I had to end up making alot of new locations, such as a Dark city full of cazies and a CastleRock Asylum.

A "Savage World" where a race of Liazrd Men fought tribalistic Humans.

An Ancient Egypt that had superimposed itself over Modern Egypt thanks to the Worlds "Sorcress Supreme" Isis.

A Helicarrier where the U.N sanctioned group "S.P.A.R.T.A." kept information on all known superhumans..

and Re-education camps ran by The powered Suit genius "The Platnium Protector".

Each new session involved more locations, and more ideas.. the setting grew... but I didn't really start writing it as a plot point until AFTER the game was over.. as the setting was created as we went. I more had ideas of what the players could do in the world to take down the various Superheroes and went from there.

I would love to see a write-up of what you came up with! Any chance you'll get it all written up and post it somewhere, Stampede?

Gordon
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Stampede
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PostPosted: Fri Mar 14, 2008 1:26 pm    Post subject: Reply with quote

That was the idea, to post it as a free supplement when we were done with it.

One of my players has even done some art of some of the characters and npcs.

Granted, It'll probably be abit still, as I'll need to wait until this semester of college is over to have more of the free time to completing it.

It was a blast to run, and in the end taught us a few more things about Savage worlds, for 1 thing, even Savage Worlds goes abit slower when you start having knock down drag out fights with multiple super powered Wild Cards on all sides.

Still tends to go alot faster then any other superhero system out there however.

We also revamped some of the powers, added new modifiers, and new powers in general to expand it as more of a full fledged superhero system itself.
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Emiricol
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PostPosted: Sat Apr 12, 2008 10:53 pm    Post subject: Reply with quote

What would be great, but probably impossible, would be a sort of checklist for PP design. I get the idea behind it, particularly with the flow chart idea (One of the original D&D 3E modules was flow-chart based, come to think of it), but I can also see how it would be easy for a GM to get lost in all the many threads and details.

Also, bumpin' for reaper ward as I like this thread.
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farik
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PostPosted: Sat Apr 12, 2008 11:50 pm    Post subject: Reply with quote

I'm trying to plan my next campaign as a plot point. I'll admit the hardest part from my point of view is coming up with a compelling adventure hook.
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PostPosted: Sun Apr 13, 2008 1:59 am    Post subject: Reply with quote

Emiricol wrote:
What would be great, but probably impossible, would be a sort of checklist for PP design.


How about a PP toolkit.... Hmmmm Wink
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PostPosted: Sun Apr 13, 2008 11:17 am    Post subject: Reply with quote

I think you can use the Adventure Funnel process to generate the Plot Points.
http://xbowvsbuddha.blogspot.com/2006/10/adventure-funnel.html
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PostPosted: Sun Apr 13, 2008 11:32 am    Post subject: Reply with quote

One question I have to you all is how open do you make these plot points to the players?

I'm coming from a personal Game Mastering enlightenment kick over the past 6-8 months that has really pushed my gaming envelope to new areas and one thing that I think is real important with games is in making sure everyone at the table understands the "point" of the game.

So, speaking about these Plot Points, do you make sure the players understand the points too? Or is this for the GM's eyes only? Or a middle ground? I could understand, taking Wiggy's example of the generic fantasy PP above, that the players would not know that killing or not killing the high priestess would lead to the two specific outcomes. But would do you still share the end plot point with them? To give them something "to shoot for"?
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PostPosted: Sun Apr 13, 2008 11:42 am    Post subject: Reply with quote

Gray Mauser wrote:
So, speaking about these Plot Points, do you make sure the players understand the points too? Or is this for the GM's eyes only? Or a middle ground? I could understand, taking Wiggy's example of the generic fantasy PP above, that the players would not know that killing or not killing the high priestess would lead to the two specific outcomes. But would do you still share the end plot point with them? To give them something "to shoot for"?


We're limited with space, so our first or second PP episode usually explains the overall goal to the players.

Generally you wouldn't tell the players what the individual PP episodes are in advance--they don't need to know the campaign storyline in advance Smile All they need know is the goal, and then it's up to you to provide the links through whatever design system you use.

If you're using a mix of PP episodes and separate adventures (i.e. not PP related), the heroes wouldn't necessarily know which ones are core and which aren't. Of course, if someone tells them, "You need to go to X and collect Y in order to defeat Z," they'll have a pretty big clue a PP episode is coming up.


Wiggy
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