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Roleplaying Tips Weekly E-Zine Issue #75
7 Plot Twisting Tips, Part I
Contents:
This Week's Tips Summarized
7 Plot Twisting Tips, Part I
- Divide An Adventure Into Steps & Twist Each Step
- Twist On Three Different Levels: Encounter, Story, Campaign
- Look For Ways To Use Magic Or Technology To Create Twists
- Combine Two Different Stories
- Meta-Game twist: Switch Genres On The PCs
- Don't Twist Too Much
- Twist In The PCs' Favour
Readers' Tips Summarized
- Speeding Up Combat & Use Tape To Protect Index Cards
- Three Types Of Campaign Structure
- Use Magazines For Wilderness Player Handouts
- HeroMachine
- Two More Methods For Speeding Up Combat
Return to Contents
A Brief Word From Johnn
New Contest: Topic Ideas Requested
My sponsor, FunUSA.com, has given me two more gift
certificates and I thought I'd hold a contest that will
benefit everyone and would be easy to enter. There are two
prizes:
- $30 gift certificate (US funds)
- $20 gift certificate (US funds)
Send in a topic idea that you would like to see covered in a
future Tips issue, and you will be entered in the draw. One
entry per person, though multiple topic suggestions are
welcome. :)
Your topic feedback about what tips everyone can provide to
help improve your GMing or your group will benefit all
subscribers because it will help me continue to publish
information that's important to you. Chances are other GMs
will be interested in your topic(s) too!
Send your entry to: johnn@roleplayingtips.com
The contest deadline is midnight, May 26th.
Lots Of Twists
Thank you for your plot twist tips and stories! I've got
enough for three or more issues, which I'll spread out over
the next few months. I'll be putting the stories into a
single email for those that are interested in reading about
other GM's campaigns. I'll let you know in an upcoming issue
when the email will be available for request.
Regards,
Johnn Four
johnn@roleplayingtips.com
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Return to Contents
7 Plot Twisting Tips, Part I
Check out the original Readers' Tip that inspired this
issue.
- Divide An Adventure Into Steps & Twist Each Step
Jim W. submitted this tip and he explains it well:
"Always produce something that must be accomplished BEFORE
the main plot point the PCs are working on, preferably
three or four things. For example, the giant ants are
terrorizing the locals and must be dispatched, but first you
must find a way to neutralize the poison they secrete before
you can get to the queen, but this requires finding an
herbalist who has been kidnapped by goblins. The players
have a bigger picture in mind, not just an immediate goal."
Some might call these twists and some might not. I'm keeping
the definition pretty loose because I think anything that
will surprise the characters and/or players is worth
discussing. To get the most out of Jim's tip, write out your
plot or story line as a series of steps and then add a twist
or surprise to some or all of them.
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- Twist On Three Different Levels: Encounter, Story, Campaign
A great way to organize and plan your plot twists is to look
at them on three different levels: encounter, story or
adventure, and campaign.
An encounter twist is a simple surprise that has no
intentional affect on the larger picture of things. Its
main purpose is to make the encounter interesting and
entertaining. For example, the PCs spot an enemy camp and
creep forward to scout it out. However, they discover the
camp was a ruse to lure them away from the main group and a
trap is sprung.
A story twist turns the plot on its head and changes
the course of the whole adventure. For example, the PCs'
employer is secretly related to a character and has evil
ambitions (Luke, I am your father), or the scientist is
actually an android, or the new monster allies
unintentionally infect other races with a killer virus.
A campaign twist is like a story twist, just on a grander
scale. Try to limit a campaign to just 1 or 2 twists, if
any, otherwise things can become difficult to manage.
Examples are: the war was secretly started by the *allies*
for economic reasons, the recovered treasure turns out to be
just one piece of a larger artifact, the prophecy is
thwarted, but then it is learned because of that another,
even more potentially devastating one, is triggered.
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- Look For Ways To Use Magic Or Technology To Create Twists
Create a situation where something is not as it seems by
using magic, mental powers or technology as the means. You
can orchestrate the twist so that it is suddenly revealed
and the players are shocked, or you can turn the scenario
into a series of clues and the players are rewarded for
successfully deducing the truth (Scooby Doo style).
For example:
- Appearance. The person or thing the PCs are dealing with
is cleverly disguised. The characters would never willingly
work for a demon, but they would be hard pressed to turn
down the humble request of a poor, elderly gentleman on his
deathbed.
- Illusion or virtual reality. (i.e. Star Trek's holo deck).
The whole scene is a sham, perhaps for use as a subtle
interrogation or test.
- False readings. Sensors, signals, or equipment readings
are deliberately modified, perhaps to trick the PCs or
someone the characters know.
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- Combine Two Different Stories
You can have a lot of fun by creating a couple of different
story lines and then mixing them together to create a new
one with a twist or two.
Here's a simple way you can do this systematically:
Step 1) Create two independent story lines.
Step 2) Determine the "why?" from each story.
Step 3) Switch the why? from each story with the other.
Step 4) Look at the possibilities and choose the best one.
Step 5) Smooth over any rough edges.
For example:
- The villagers are starving. Why? A monster has settled in
the area and is eating their crops, livestock, and food
stores.
- A nearby wizard in his tower is creating a wondrous magic
item. Why? It will magically extend his life another ten
years.
Some of the switching possibilities are:
- A village is starving because a nearby wizard has
magically extended his life another ten years. Perhaps the magic item backfired or has a bad side effect?
- The wizard turns into a monster at night
- The wizard now must eat five times as much food
- Food spoils, livestock dies and crops wither in his
presence
- A local wizard is creating a magic item because a monster
has settled in the area. Perhaps the monster is a rarity and
will be the perfect ingredient needed to create a powerful
artifact?
- The wizard takes the monster for a walk every night and
fattens it up on the nearby village's food.
- The wizard summoned the monster but it got away.
- The villagers bought the monster and let it loose near
the wizard's tower to attack and kill the evil mage but
the plan backfired.
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- Meta-Game twist: Switch Genres On The PCs
Bryan S. and David H. wrote in with this tip, and although
it isn't suited for many groups and it technically isn't a
plot twist, I thought you might find the concept interesting
or inspiring. You might want to consider using this tip for
a one-shot game, or for when some players don't show up and
you need an alternate plan for the evening.
What you do is start the session and have the players
believe they are playing one kind of game, then have them
find out later on that they're playing another one entirely.
For example, a few years ago I started a new campaign
by supplying the players with pre-made D&D characters. We
played for a few hours until things became very dangerous
for the PCs--it looked like they were dead for sure.
Suddenly the PCs found themselves in a spaceship straight
out of an H.R. Giger painting. I switched the players' D&D
character sheets with some Cyberspace (Cyberpunk done I.C.E.
style) character sheets. It turned out that the PCs were
testing a top secret VR project on a space station. I won't
bore you with the details, but the whole scene worked
extremely well.
In an upcoming campaign (I hope my players don't read this!)
I plan on starting the PCs out in a modern campaign as FBI
agents investigating some illegal mob activities. However,
as the story unfolds things get more sinister and soon
they're hot on the trail of an Old One--an ancient demonic
horror. I'll be switching from modern day espionage to Delta
Green (akin to the X-Files TV show), a Call of Cthulhu
campaign.
I think it would be extremely rewarding to play in a
campaign where the whole rug of reality gets pulled out from
under your feet--much more effective than if you knew from
the start you were playing an esoteric game vs. a true
modern day one.
A couple of notes on this topic:
- Universal game systems (GURPS, FUDGE, d20, Metaverse) are
best because you can switch genres almost seamlessly (and
not give away your plans).
- Create custom character sheets. In my upcoming Delta Green
campaign example, I will be creating generic character
sheets that don't say "Delta Green" in large, block letters
at the top. :)
- Make sure your players won't mind the switch. Some people
are 100% loyal to a specific genre, and others have strong,
negative feelings against certain types of genres.
(By the way, you should check out Giger's web site
http://www.hrgiger.com/ for inspiration. Go to the Sculpture
and Furniture sections for ideas, cool player handouts,
magic/tech item ideas, etc.)
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- Don't Twist Too Much
Be careful not to twist things too much, especially the
classic twists that deal with relatives, employers and
rewards. Players will soon learn to expect twists and
there'll be no surprising them then. Also, your players
could become jaded or cynical of your stories, and that's
bad too.
Space your twists out. Have stories with no twists, many
twists, few twists, twists on twists, and so on. Do anything
within the rules and that's fair to keep the players on
their toes--they'll thank you for it by eagerly showing up
to your sessions!
Something else you can try is, after you've revealed a major
twist, run two or more very short stories or side adventures
that have no twists in them, and then run an adventure with
another twist. By putting brief, no-twist adventures between
major twists you will lull the players' suspicions just in
time to surprise them again. And by making the side-
adventures short, you won't overly delay the main, twisting
plot. However, be careful not to make this a regular pattern
as your players are smart and they'll catch on.
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- Twist In The PCs' Favour
Be sure to add in twists that work to the characters'
advantage. These kinds of twists are guaranteed to surprise
your players and give them some joy.
Also, watch their reactions when you do this. A good
measurement of your players' cynicism and expectations based
on their experience with you as GM is how they act when they
get something for nothing.
Have them stumble over a small treasure pile that has a
logical reason for being left unguarded (for example, the
thieves and the guardian killed each other). If the players
don't believe that they can take the loot unmolested, make
snide comments about waiting for the other shoe to drop, or
simply leave the treasure behind in the belief they'd be
better off without it, then you know you've set them up or
tricked them too many times.
Perhaps it's time to play it straight for awhile and re-gain
their trust. And then go easy on the twists after that so
you keep their trust. It's hard to surprise suspicious,
over-cautious, and cynical players who have been burned too
many times--and that means everyone has less fun. :(
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Readers' Tips Of The Week:
- Speeding Up Combat & Use Tape To Protect Index Cards
From: Riftalope
I wanted to add a bit more to the tips on speeding up game
combat: plastic covered, pre-made, three by five card
monsters in a box. One of my area's GMs has spent his
otherwise boring waiting moments in the car (long trains in
his area) rolling up basic monsters and popping the index
cards into a file box. He gives them a little bit of
personality, like smelling bad or foppishness, and slaps
clear tape over them. When a game hits a random encounter of
something, like orcs, he pulls out the cards and shuffles. A
great effect when you wonder how many he's quietly pulled
out.
As the combat goes he can put dead cards back in the box.
He's also ready if we capture one, having a more in depth
persona already picked. He found three inch wide tape that
you can write on with a pencil at a supply store and got a
box of eight. I think standard half inch tape would do if
placed over the areas that change. I put it on my character
sheets so I can use a pencil on hit points and weapons.
- Three Types Of Campaign Structure
From: Marcus Pregent
Webmaster/Game Designer/Founder
www.actionstudios.com
Campaign Structure Suggestion
I run my games one of three ways. I use these methods to
bring a more cinematic approach to the games involved. I
feel that style is much more immersive and deepens the
storytelling. I'm really big on story, not just dungeon
crawls or sporadic adventures. Also, there are no "random
encounters". All action scenes are designed around the
furthering of the plot, even if that is to illustrate that
an area is dangerous.
One method is to use a Book format, where the campaign is
structured like a series of novels. Each gaming session is
a chapter in that Book and when the Book is done, the
campaign comes to a rest, somewhat. Typically this is ended
on some major plot development.
Another method is the TV series approach, with each session
being an "episode" and with X number of episodes per
"Season". I typically use 6 episode seasons, but more or
less could be used. For instance, my Cyberpunk campaign
"Firestorm" is run just like it was a cable series. The PCs
and NPCs have actors chosen to represent their appearance.
This makes it fun, since we all know exactly what that
person looks like and allows for all kinds of fantasy
casting with no budgetary constraints.
The final method is the Movie approach. This is one short
story that takes place over a few game sessions. This is
great if a long drawn-out campaign is not to your liking, or
you are desiring to play in a given genre or game world. I
sometimes get an itch to run a certain kind of game and this
method allows me to create a story for only that itch. For
longer campaigns, I use the above methods.
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- Use Magazines For Wilderness Player Handouts
From: Brandon
[I recently sent Brandon a previous Readers' Tip on using
National Geographics for wilderness pictures to get players'
imaginations going (I also recommended the National
Geographic CD Rom set for screen capture). Here is Brandon's
response:]
Johnn,
Thanks for the tip-off on National Geographic. If you've
been using their photos, I would suggest going to a news
stand and looking through the photography journals there.
Libraries are good for back issues if you find something you
like. I picked up an issue of Digital Photographer awhile
back and found a plethora of great landscapes in it!
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- HeroMachine
From: Andrew
Johnn,
Roleplaying tips is a great resource for us over worked GMs.
Pictures of characters can be a huge help to visualize
characters and even better for NPCs but many of us can't
draw. But Hero Machine at
http://www.heromachine.com/heromachine.html will draw them
for you.
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- Two More Methods For Speeding Up Combat
From: Belladonna Drake
Sanguinus Curae and Genesis of Empire
http://sanguinus.com/
http://sanguinus.com/genesis/
http://www.sanguinus.com/bella/index.htm
Hi Johnn,
The last newsletter included tips for speeding up combat, [
http://www.roleplayingtips.com/issue73.asp ] and there are
two that I didn't see mentioned but have been invaluable to
me over the course of the past two decades. I don't know if
they deserve mention in the newsletter - but I thought I'd
pass them along.
- - 'Sessioning' Combat
There are a number of ways to do this, but the thrust is to
make a single roll or set of rolls for the entire combat
scene along with a description of the overall intent of the
characters, and then let the game master, referee, or story-
teller describe the entire combat scene as one contiguous
story without breaks or interruptions, including summarizing
how the characters fared in the end (damage, etc.).
Sessioning works remarkably well in one respect, it prevents
the heroic character from suffering the slings and arrows of
capricious dice at inopportune moments - often very
difficult to explain for the game master in the heat of
battle.
Player: "I missed?? How could I miss? He's on the ground, I
have my foot on his chest, and I know this broadsword better
than my own mother!! What the Hell?"
Game Master: "Um - well, hmm - y'see - uh - the sword, uh,
got hung up in your backpack and uh - damn. Reroll."
Never fun for anyone - especially the game master.
The easiest way to session a combat scene is to have the
players each make a single offensive and a single defensive
roll - with whatever modifiers taken into account based on
ability, terrain, and circumstances - and then have the game
master do the same for the opposition.
The second way is to create a pool of all the dice that
might be relevant to the encounter (combat skills, dexterity
or athletics skills, perception and awareness skills, etc.)
and just have the players roll the whole lot for their
characters. Assign a benchmark based on the same pool for
the opposition, and then judge the combat based on the
number of successes over the benchmark.
i.e. The monster has a total die pool of 50. Assume half to
be successes - 25. Each character must roll their pool, and
only the successes in excess of 25 are counted. So Bork the
Wanderer with his pool of 43 rolls 28 successes, meaning he
counts for 3 -whereas Allynda Hotpants has a pool of 39, but
rolls 32 successes - so she counts for 7 over the bad guy,
while Glivver of the Downturned Mouth has a pool of 30 and
kisses his parts goodbye with a roll of 15 - a full 10 under
the beastie du jour.
- - Game Master Controlled Combat
This one has been invaluable to me while co-running this
online Chronicle, and even worked once or twice during
tabletop play. Essentially, the game master makes all rolls
both for and against the player characters - simply asking
the intentions of each character as the fight progresses -
or just at the outset.
This allows the game master to do two very important things
-keep track of things clearly and easily and take into
account things they know about their world that the
characters should know but the players may not know or may
forget in the heat of die rolling ('These creatures spew
acid if you hit them at close range for that much damage,
your character should have known that - but you decided to
attack anyway, so . . . oops.').
And, also prevent sudden and inexplicable changes in tactics
in the middle of a fight that come about due to player
intention rather than character intention ('My Warrior
ALWAYS goes berserk and charges into battle headlong,
fighting in berserker mindset until the enemy is defeated!!
Wait - HOW much damage did you say he got hit for? Um - he
retreats. Immediately. I don't care what I said, he's outta
there.').
Both of these methods can often turn the long, arduous
process of roll-respond, roll-respond, into exciting,
breathtaking, and enjoyable sessions - though the game
master MUST be fair and impartial from beginning to end.
Though - aren't we always? (snicker).
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