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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
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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.asp
* * *
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
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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.
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- 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).
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- 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.
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- 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.
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- 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.
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- 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.
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====
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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READER'S TIPS OF THE WEEK:
- Spicing Up Your Game
From: Korihor The Great
- If, during your session, the players seem to be getting
into the tedium of "we go on to the next room, what's
there?", try throwing them a curveball. Perhaps the next
room has become the lair of a pack of wolves, or the door is
locked/trapped.
- Don't be afraid to try something new. Just because you've
never heard of a dungeon ruled by a large hippogriff doesn't
mean it wouldn't turn out okay.
- If you can find them, buy a set of "Jumbo dice". There's
nothing quite like rolling a 20-sided dice the size of a
baseball....
- If your playing surface is limited, try placing your dice
in plastic/transparent cubes. To roll them, simply shake the
cube and slam it down on the table. Great stress reliever,
too.
- Character Histories Are A Must
From: Casey V. Dare
Getting players involved in a game by having them write
their character's backgrounds is a must in my GM "tome" of
wisdom (as Kate Manchester mentioned in her article in RP
Tips Weekly # 49).
On the first adventure, game night #1, I speak with each
player for a few minutes, alone, just before he/she rolls.
If they were pre-rolled characters, I spend a few more
minutes discussing where the PC came from, and any special
events in his/her life that the player wanted to have impact
the game.
BUT, I always ask them to write up what I call a character
history, with the explicit instruction that anything they
put in the history could become part of the game, and impact
them and their comrades. I offered experience and minor
items when they brought me the history.
Nope, I wasn't on any kind of power trip (not more so than
any GM ever is!). But, those histories forced the player to
think about his/her character, and where he was going,
came from, etc. The added bonus was that I could use their
histories during slow times in a campaign, and spice things
up by introducing something from one of their past lives --
OF COURSE, with the inevitable GM twist that makes life just
that much harder ;)
Incorporating something a player writes into your campaign
will make them interested in their character, and also in
your game world since they realize that their actions impact
what's going on around them. It's a blessed event to hear a
player say IN CHARACTER "Maybe we should avoid the fight in
the tavern tonight...the constable knows my family."
- Online Resource For Creating Fantasy Languages
From: Kalev
I'm not sure if you've seen this before, but if you haven't,
and you want to have a creature in your world use a
realistic language (one not based on english), and you've
got lots of time on your hands, do check out the Language
Construction Kit at http://www.zompist.com/kit.html
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