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Untitled Document
Roleplaying Tips Weekly E-Zine Issue #54
Contents:
This Week's Tips Summarized
6 Story-Making Tips
- Plot vs. Story
- Design Your Plot In Iterations Starting From The First Session
Outwards
- Obey Your Game's Rules & Your Game World's Rules
- Work Each PC Into The Story
- Create Loose Ends
- Create Moveable Scenes
Return to Contents
A Brief Word From Johnn
Brief Game Master Survey
------------------------
Thank you to everyone who filled out Gary Gygax's game master survey. I asked
Gary last week about details on posting the results and here was his reply:
"Greetings, Seekers ;)
The final tabulation of the survey will likely be done sometime next year--likely
in the late spring. I'll then post the material wherever I can, and whomever
wishes can pick it up. DRAGON Magazine will likely have some details therein."
If you haven't taken the survey yet, you can find it online here until January
5th 2001:
http://www.roleplayingtips.com/survey_from_gary_gygax.html
* * *
Next Issue: First Week Of January
---------------------------------
I'm off for Christmas holidays now. The bad news is we're skipping a week. Your
next issue will arrive at your Inbox during the first week of January 2001. And
then I'll resume the regular Monday schedule.
This also means I'll have no email access for a couple of weeks (my hands are
already starting to shake) so please don't be offended if I don't respond to your
email until January.
* * *
Give your players a freebie next session as a Christmas present. Perhaps some
forgotten loot in a shadowy corner, a nasty monster with only 5 hit points, or
a surprise gift from a character's friend or relative.
Warm regards,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
6 Story-Making Tips
- Plot vs. Story
It is important to understand the difference between story and plot, *especially*
in an RPG environment.
Here are the definitions of story and plot from dictionary.com:
Story: An account or a recital of an event or a series of events, either
true or fictitious.
Plot: The plan of events.
To me, this means that the plot is what you will spend your time on planning
and preparing. And the story is how your plot actually unfolds during your
sessions.
This also means that you are free to script your plot as much as you like,
even down to multiple contingency plans and to the finest details.
But your story, the actual session play, should always remain free-flowing
and interactive. It should not be "scripted" in the sense that you lead the
PCs by the nose through your plot.
Make this understanding of plot vs. story your new strategy when creating
your roleplaying tales.
Return to Contents
- Design Your Plot In Iterations Starting From The First
Session Outwards
I create plots for my own D&D game using a simple 7-8 step process. It lets
me be well prepared for the first session or two of a new story in the least
amount time. Because work and other commitments always seem to cut into my
planning time during the week, I often need to be fast with my roleplaying
preparations. ;)
- Start your plot with an idea, or seed, and then work outwards from there
until you have a basic plot line created.
- Next, write your plot down in 1-5 sentences. Make sure you have a beginning
and an end. Also cover the Who, What, Where, When & Why, if applicable.
By having to write it out, you are making sure your plot is clear in your
mind.
- Your plot summary becomes your master plan. Chunk it out into parts.
i.e. scenes, chapters, encounters or sections. For each part, write a
1-5 sentence summary, like you did with the overall plot.
- Then start with the first "scene", and break it down into further details:
rough maps, NPC outlines, character hooks, conflict description, how you
see it playing out, rewards, etc. Give each item a 1-3 sentence summary.
Do this for all of your other scenes.
- Return to scene one and, for each element (rough map, major NPC, character
hook, treasure...), create more details for it (i.e. detailed maps, NPC
stats and brief descriptions, village inhabitants, etc.). Some GMs like
to have many details and some prefer few, so I'll leave it up to your
GMing style to determine the amount.
- Flesh out enough scenes for 1-3 sessions' worth of material. If your
plot is pretty linear, then you can get away with planning for just one
session ahead of time. If the PCs can jump around through different scenes
easily, then you will need to detail enough scenes so that you'll be sufficiently
prepared for each session as you play it.
- Return to the first scene and polish any details you need, such as NPC
backgrounds, tables and charts, minor NPC details, rumours... Do this
for the scenes you'll need for the first session.
- Finally, if you have time, you may want to review your whole adventure,
including the detailed parts of the first 1-3 scenes you've made, and
the outlined parts of future session scenes you still need to flesh out.
As you read, look for logical inconsistencies, potential holes in your
story, weak or boring spots, etc.
Now you're ready to play.
This is only one method to creating an adventure, but one that has been very
successful for me. It helps me handle a large project like creating a multi-session
adventure story, by chunking out the plot and scenes and cycling through them,
adding more and more details during each iteration.
It makes creating a whole adventure less scary than it would by trying to
do it all at once. And it makes sure you are prepared for at least your next
upcoming session, in case you run out of planning time--but you still have
the whole plot and its scenes roughly figured out so you can "wing it" if
the PCs take an unexpected direction (which they will).
Return to Contents
- Obey Your Game's Rules & Your Game World's Rules
I used to create a lot of stories whose villains used methods that could not
possibly be explained by my game's rules or by how things worked in the game
world. And, while game mastering these stories, I always felt I was cheating.
Cheating the players and cheating the story.
The excuses I would use are, "it's magic and who knows how magic truly works",
or "alien technology", or "the gods did it".
But it's far more satisfying making sure the villains abide by the same rules
as the characters do. This gives the players an actual chance to understand
and solve your story's problems and conflicts. And it makes your villains
and stories believable.
It's also a lot of fun, as GM, to create plots this way too.
For example, you could put a powerful magic item in an evil wizard's hands
to do vile deeds with. Who knows where the item came from, who made it, if
it even could have been made, or why it was made. Or, you could scan the wizard's
spell lists and ask "how could this wizard use these spells to commit evil
crimes against society?"
The second story will be much more interesting than the story about the magic
item, guaranteed.
Return to Contents
- Work Each PC Into The Story
If the story directly relates to a character, even in a small way, the story
will be much more interesting to the player.
Ways to relate stories to characters include:
- Background (i.e. hometown, friends, relatives)
- Skills (i.e. special skills owned or wanted)
- Character goals
- Personality (i.e. the villain really offends the PCs)
- Treasure and reward (as long as the PCs know what the reward will be
during the story)
Relating a story to the PCs takes about 5-15 minutes. Write each character's
name down and think up 2-5 items, using the above list for help. Write each
item below the character's name.
Use this list as a checklist. Review your plot and look for an opportunity
to involve one item for each PC with an element in your plot.
Also, keep the list nearby during play. You can relate things in your story
to the PCs on-the-fly, if the chance presents itself, and the list will help
remind you of what you're looking for.
Also, you will get clues from the players during play about new items that
you can use to relate their characters to future stories. Just add them to
your handy list.
Return to Contents
- Create Loose Ends
Introduce 3-5 loose ends, or mysteries, that all get resolved and explained
at the end.
Mysteries catch players' attention and increase their interest in your story.
Here's a challenge for you: take your list from Tip #4 and find a way to turn
one item into a mystery and relate it in your story. That would really draw
a player in!
Another tip is to leave one loose end open for future plot hooks and plot
lines.
Return to Contents
- Create Moveable Scenes
Design moveable scenes, or encounters, that will turn up where-ever you need
them to be.
For example, you want the PCs to fight a group of bandits who are holed up
near the mountain passes, but they've gone by ship. So, let the bandits be
pirates.
Just remember not to force the PCs into encounters the *players* are deliberately
avoiding - that way lies scripting.
In practice, my scenes are about 40% fixed and 60% moveable. Fixed means things
happen in a certain order, at a specific time or in a specific place. Your
mileage may vary, but I've found that fixed scenes give me the most headaches
in terms of pulling them off well and triggering them. I'd like to increase
my ratio to 25% fixed and 75% moveable in 2001.
Return to Contents
====
I'd like to give a special thanks to Gareth & Riina, and Aki Halme for inspiring
this week's tips. In fact, in a couple of spots I plagiarized wholeheartedly.
;) They sent me many more story creation tips so keep an eye out for those in
2001.
====
Creating stories is one of my weak points as a game master. I'm pretty good at
creating a bunch of scenes or encounters and stringing them together into an enjoyable
plot. But, I've yet to create a compelling story with twists and turns that have
the players calling me at 3am to ask when we're playing next. (Maybe that's a
good thing.) I'd like to spend more time on this topic, if you're willing.
So, if you have a plot/story creation tip or two, please send them in: johnn@roleplayingtips.com
Thank you very much!
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