Roleplaying Tips Weekly E-Zine Issue #346
Scenario and Campaign Arc Building Tips, Part 2
Contents:
This Week's Tips Summarized
Scenario and Campaign Arc Building Tips, Part 2
- Compiling the Plotline
- Review The Plotline
- Patch The Holes
- Draft Key Speeches
- Prepare Key Notes
- Hint, Background Development, Subplot, And Plot: Creating Story Arcs
- Campaign Construction
Readers' Tips Summarized
- Creating A Session Summary And Prep Notes
- Modern Apartment Building Floorplans
- Players In World Creation
More 1 on 1 Adventures on the Horizon!
1 on 1 Adventures #5: Vale of the Sepulcher (cleric level 9-
11) and 1 on 1 Adventures #6: Shroud of Olindor (rogue level
7-9) are now available in print! Stop by your local store or
visit XRP's on-line store and find out more information
about these exciting modules. Also look for the PDF release
of 1 on 1 Adventures #7: Eyes of the Dragon (monk level 7-9)
at YourGamesNow.com this month!
1 on 1 Adventures
Return to Contents
A Brief Word From Johnn
Issue A Bit Early
Due to the Family Day long weekend here in Alberta, this
issue is out a bit early.
Another Character Bites The Dust
In our Temple of Elemental Evil campaign last night, another
character perished at the hands of evil. It seems the
bargain they struck with cunning lizardfolk against a mutual
enemy came with an unexpected surprise. Whether it counts as
betrayal or honest omission, I'll leave it to the paladin
to carve that decision.
Unfortunately, in the scuffle with a magic-suppressing
tentacle creature, poor Morlach, elven hero befriended by
the tolerant, suffered his last suppression.
There is hope though. Due to the unexpected brilliant
actions of the dwarf Brottor in freeing a tortured dwarven
ancestor enslaved by duergar, Brottor's god has granted him
one wish.
Brottor, if you are reading, I have only this to say.
Remember Morlach. Remember his terse elven ways. His bad
accent. The dwarven insults. Remember how tall he was. And
do not forget his constant requests for healing. When
pondering your wish, Brottor, I say go for a magic hammer.
Online Dice Rollers and Dice Roller Apps
I've had a few requests recently for dice rolling programs,
services, and web tools. I've used Excel in the past, and I
pointed out a dice tool in a recent issue, but I know there
are many options and would like to build a list. If you use
a digital dice roller of some sort, please drop me the link.
Thanks!
Readers Tips Request
I received this reader tip request and would like us to put
our heads together and build a list of 100 political
encounter hooks for our fellow Tips reader:
"I would like to say I am enjoying the issues on political
adventures. Please keep it up. I would like some sort of
example types of random encounters or some small subplot
items, if you have any.
I was hoping you would do ones where the settings were
court, a party, and other places applicable to someone
running a social/political styled game. Here are some
examples of what I mean:
- Art Contest
The PCs are attending a party, and the host declares the
entertainment will be in the form of an art contest. She has
servants bring forward art supplies of one type or another
(preferably an art a PC has at least a rank in), and
displays the prize (perhaps an ink pen that provides its own
ink - something cool enough to interest someone but isn't
game breaking). The winner will be judged by the guest of
honour. Even if the PCs win the contest, they may get some
other boon, such as wining acclaim for their art, gaining a
patron, being invited to another party, or winning the eye
of someone who likes art.
- Slander
The PCs have apparently offended an NPC courtier, who has
begun slandering them in court. The NPC's strategy is taking
the PCs' stories and twisting them so the PCs end up the bad
guys in the situation. He makes them sound like bloodthirsty
monsters, looters, troublemakers, and so on. The PCs have to
come up with some way to calm him down, or he could end up
damaging their reputation or stealing some allies away. This
could be part of a larger scheme, or just some minor offence
(i.e. they mis-spoke his name and he thought it was on
purpose).
- A Minor Favor
The PCs overhear a powerful (a few ranks above their current
station) NPC mentioning she would like some minor favor
(something within the PCs' means, but not too easy) done for
her. Since courtiers are usually cryptic about requests for
favors, it might require a sense motive roll or some
puzzling out to understand the secret message. If they can
complete the favor quickly and deliver it secretly, they
would earn a favor from that NPC, and a favor from a
powerful courtier is a great boon indeed."
* * *
If you have any ideas similar to these, send 'em on in and
I'll put them in a future issue. Thanks very much.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Return to Contents
Scenario and Campaign Arc Building Tips, Part 2
Hipbone's Connected To The Thighbone:
Scenario and Campaign Arc Construction
A guest article by Mike Bourke with
co-refereeing by Blair Ramage
Last week, the first half of this article discussed the
components of a scenario and some ideas for generating them.
This half is about putting them together.
Return to Contents
9. Compiling the Plotline
By now, you should have all the pieces of the plotline. The
next step is to string them into some form of overall
structure. TORG used the stage metaphor, and it's one of the
best going around. Divide the scenario into acts,
introduction, and (if necessary) epilogues.
Each act is divided into scenes, each of which contains a
single plot development. Think of your scenario as a TV
episode:
- You have the teaser, or "Hook" to get the characters into
the plotline.
- You have a development stage when the full situation as it
appears to be is revealed.
- You have a reactions stage in which the characters react
to the developments by doing things, and overcoming
roadblocks and setbacks along the way.
- This leads to the revelations stage when the real problem
is uncovered.
- Then there's a denouement stage in which that problem is
solved. Epilogues hint at the consequences of that solution.
There are a number of ways to end each Act:
- Cliffhanger
- Setback
- Revelation
- A decision
- An announcement
- With an apparent resolution++
(++ It can be great fun to have the PCs appear to solve the
problem quickly and ride off into the sunset only to
discover in the next act the Bad Guys faked their defeat to
get the party out of the way.)
Each act should define, by the nature of the events within
it, what character is performing what function within the
plot. The reason for assigning those functions to PCs in the
first place, instead of letting the plot developments assign
them, is to enable you to design scenes that involve
multiple PCs instead of risking one character be the focus
of attention while everyone else sits around twiddling their
fingers.
Write a single paragraph - a couple of lines at most -
describing the overall sequence of events of each act, and
who is supposed to do what. Then break the events down into
individual scenes, describing each with a one line sentence.
Return to Contents
10. Review The Plotline
Read over the plotline from the point of view of each of
your NPCs. You don't have to take a lot of time for this -
the major thing is making sure that what the NPCs are doing
makes sense.
NPCs should always react to what other characters are doing.
Sometimes, the referee gets so focussed on what the PCs are
doing that he forgets to have the NPCs react to what other
NPCs are doing, and vice versa. It makes no sense for the
master villain to try and assassinate a key NPC two scenes
after he would have learned about that NPC's death.
Once you have made sure NPCs are behaving consistently and
reacting to what's happening around them, read over the
plotline one more time. After each sentence, ask yourself,
"What could go wrong here and how can I solve it?" Don't
write anything unless there is a major risk of things going
off the rails at that point, but at least devote a little
time to considering the problems in advance.
This is also worth doing just before you run the scenario,
as it will help you react immediately when the PCs do
something unexpected (or unexpectedly stupid).
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11. Patch The Holes
Quite often in the course of reviewing NPCs and plotlines
I'll discover that an alternative course of events is far
more likely than what I had planned, or that something just
doesn't make sense.
It's easy to develop tunnel vision when thinking up a
plotline. The scenario reviews shine a light on those cracks
in the plotline so you can insert additional scenes to patch
over them. If a character is being inconsistent - not doing
something they obviously would do, or doing something they
normally wouldn't - ask yourself why that character might
possibly be behaving that way. Add and subtract scenes and
plot points as necessary.
Return to Contents
12. Draft Key Speeches
As much as possible, create NPC dialogues on the fly rather
than locking yourself into something that might not be
correct in light of in-game events. It's usually enough to
jot down one or two key phrases or statements, at most.
However, there will be times when NPCs have to give prepared
speeches, and these are better written in advance as much as
possible.
The main purpose of these speeches are:
- Non-interactive characterisation
- Plot development
- Conferring information to the PCs
Non-interactive characterisation speeches consists of
dialogue between NPCs in which the PCs cannot interfere.
These should be avoided as much as possible, or the PCs can
end up feeling like voyeurs in the game instead of
participants.
Plot development speeches are more important. Examples:
- The President gives a speech to announce his resignation,
or the creation of a new government agency that's going to
impact the PCs, or that the country is now at war.
- The CEO announces a takeover bid.
- A reporter announces some event or occurrence of interest
to the PCs.
- The King issues a proclamation.
It's often easier to provide these in text form to the
players so they can read them at their own pace, or even
just to have a single copy that gets passed from person to
person.
The key attribute of such speeches is not the announcement,
but the impact of the content on the PCs. If you simply
stated, "King Julian proclaims an increase in taxes," then
the PCs will react to the outcome alone. However, if you
read a proclamation stating that, "Due to increasing
incursions by ogres in the southern regions, it has been
decided to increase the size of the army; accordingly, an
increase in the tax rates has been decreed this day," the
PCs will focus on the cause (the ogre incursions) more than
the consequence (the 10% tax hike).
Conferring information is arguably the most important
function of prepared speeches, and the only reason to
prepare these in advance is to permit the research
necessary to get the technical details right: descriptions
of places, the setting of tone, facts, etc.
It's far easier to digest a prepared narrative than to
comprehend a list of dates and events. The key is to do as
much as possible in small chunks and key statements and
phrases rather than writing out the whole dialogue.
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13. Prepare Key Notes
There are three ways you can present information that one
character is entitled to (for whatever reason) and the
others are not.
- Announce it to all and sundry, making it clear that it's
only character X's knowledge
- Take the player aside
- Hand over a prepared note and let the player read it
while you get on with doing something else
As much as possible, the first choice is the best choice.
It's faster and easier. Only when the character is likely to
want to keep something secret, or the interaction could
influence what the other PCs say or do, should you choose
the second or third methods. The third method is good for
technical information, where the character will need to
remember specifics later; the second is better for PC/NPC
interactions.
Return to Contents
14. Hint, Background Development, Subplot, And Plot: Creating Story Arcs
Story arcs do wonderful things for campaigns. By linking
several scenarios together, and building on the consequences
of scenario outcomes, they add a level of growth and
development to the campaign that is difficult to achieve any
other way. It's the difference between the chapters of a
novel and a collection of short stories using the same
characters.
Scenario arcs are constructed by taking a scenario and
splitting it up into a number of events and plot
developments that are separated in time, then including
those events and plot developments in the middle of other
scenarios. You can have whole scenarios whose ultimate
purpose is nothing more than achieving a particular
consequence that will become significant further down the
track.
Since we've already discussed the creation of plots, this
section concerns itself with breaking them apart into
smaller pieces and integrating them into other scenarios to
form an overall story arc.
- Hints: These are about getting the foundations of your
over-arching plotline into place, including introducing NPCs
important to the plotline, and helping the PCs become
familiar with the key organisations involved.
Sometimes, the only reason for a scenario to exist is to
introduce and establish an NPC who will become important in
a scenario further down the track. Hints don't involve the
PCs directly in the overall plotline, they just prepare and
establish pieces of the eventual jigsaw puzzle.
- Plot developments: These are more substantial. Something
happens that affects, but does not involve, one or more PCs,
and that is incidental to the scenario in play. A plot
development, in this context, changes some aspect of the
game environment for the PCs without requiring them to do
anything about it. There will often be a number of plot
developments before the PCs get involved in an actual
scenario that is part of the overall storyline.
- Subplots: These take things one step further, and actually
involve one or more PCs in a plot development, but that stop
short of being the major plotline of the scenario. Subplots
are mini-scenarios within a scenario. They require a
character to do something that interacts with the game
environment.
At most, a subplot should be 40% of the main plot of a
scenario, and more typically, 5-10%. Sometimes a subplot
will lead directly into a scenario that resolves the overall
plotline; at other times, the event can just sit there for
weeks, months, or even years at a time. Most of the time,
subplots will involve only one or two PCs.
- Plots: Sooner or later, you will get to a plotline whose
main purpose is to advance, or even resolve, the over-
arching plotline.
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15. Campaign Construction
You can extend these principles in a couple of ways to
create a whole campaign. Babylon 5 did just that in creating
its five year storyline.
The two most obvious ways are to overlap a number of plot
arcs, so that one is in the hints stage, another is in
subplot stage, and a third is taking centre stage.
Another is to have a series of plot arcs either leading to
some overall, campaign-wide outcome, or with some common
theme - the equivalent of a series of novels combining to
tell a larger story.
To some extent, the construction of a campaign will come
naturally by re-using NPCs and keeping track of them
further down the plotline.
Return to Contents
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Readers' Tips Of The Week:
1. Creating A Session Summary And Prep Notes
From: John Eikenberry
Session Summary/Prep Notes
"Ummm, what happened last game? Was Makrolon still alive?"
One of the more useful things I did for a long-running
campaign a few years back was the creation of Session
Summary/Prep notes. After each game, I would go through any
notes I wrote and write down a high-level description of
what happened. After a while, this became a fairly good
chronicle of the game.
I divided the sheet into 3 parts.
- Summary section - a short synopsis of what happened last
time.
- Preparation section - a writeup of what is most likely to
occur in the next section.
- Reference section - information that is needed repeatedly
throughout the game. For me, usually names of the kingdoms,
copy of the coinage system, the calendar system, etc.
Summary Section
- Date of the game session
- Who attended the game
- What time period in the game was covered in the session
- Summary of last session - a nice reminder to the GM of
what happened so the action can continue.
o GM Notes - usually just a listing of what was awarded
last session
o In-between game discussion - summary of any discussion
that happened in-between the game sessions
o Timeline - what happened in the last session
Preparation Section
- Periodic information useful to each session. I had a table
that covered the next 6 days - usually plenty of time to
cover one session of play.
o How bright the moon(s) is (for the night-time adventures)
o What the weather is like (in general)
o High/Low temperatures
- Next steps - what encounters or events are most likely to
happen. This way I could jot down a few notes and have them
ready for the next session.
- Current events - what things are going on and where? Which
ones might involve the players and how?
- Future items - things that might be needed for upcoming
game sessions. Usually, listening to the players say things
like, "We should find the druid and talk to him about the
Sage." This is a handy place to write down those thoughts so
they come up again in your thoughts and planning.
Background/Reference
- A list of the important NPCs the players might meet up
with - names, mannerisms, notes.
- A list of any information that might be needed relating to
the entire campaign.
- A to-do list: a list of those things I need to complete in
support of future sessions, e.g., finish the dungeon at
Elkabar.
Here is a copy of a filled out prep sheet from a long-ago
campaign:
Session Summary/Prep Notes
Return to Contents
2. Modern Apartment Building Floorplans
From: Chris Heismann
To find some modern floorplans, I did a search for "new
condominiums aurora colorado", which gave me a bunch of
links that weren't relevant, but one was called
Coloradonewhomes.com. This had a page with links to
Colorado's developers, both of homes and condos. I was able
to pick out a couple that I knew built condos:
I also did a quick try on illinoisnewhomes.com and
chicagonewhomes.com and got links to more developers, though
I didn't follow those links to see how relevant they were.
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3. Players In World Creation
From: Darryl
Hi Johnn,
Here is an interesting idea a friend is using to create a
world. He is putting some of the world creation tasks in the
hands of the players. By involving them in the process they
have a vested interest in the project, and they also know a
part of the world very well to start.
Here is a breakdown of what he is doing:
"In creating a world I start by making core races, each with
at least two sub-races. I then set out their particular
niche in society. This set out how they interact and
socialize. Then I make their deities and set everyone's
territories on my map.
Now I give each of my players a task: design 5 creatures of
which at least two must be monsters, and detail one race (or
create or "redesign" a race). I hand each of them a map with
only my kingdom boundaries showing. With this they are to
designate the boundaries of their kingdom, detail its
government, break it down into manageable chunks (i.e.
states), detail its ruler(s), designate enemies/truces, and
give its alignment and why."
If you have seasoned gamers this might be fun to try.
[Thanks for the tip, Darryl. The old D&D Companion Set
module, Test of the Warlords, was a great way to referee
player-driven world designs.
Burning Wheel also involves player world creation.
Does anyone else know of games or products that indulge in
players creating or co-creating their own game worlds?]
Return to Contents
Barrow of the Forgotten King
First in a three-part series of adventures. The mighty
statue of a forgotten king stands atop a lonely hill
overlooking the town of Kingsholm. No one remembers the
ancient sovereign or his dynasty, but locals shun the
graveyard on the hillside near the statue. Sinister shapes
lurk among the tombstones, and evil stirs in the catacombs
below.
Barrow of the Forgotten King is a D&D adventure designed for
2nd-level characters. The first adventure in a three-part
series, it can also be run as a stand-alone adventure. It
features a new and exciting combat encounter format designed
to make the Dungeon Master's job easier.
Barrow of the Forgotten King at RPG Shop