[Twilight Time] Mid-Adventure Plot Twists in RPGs
Heather Grove
heather at burningvoid.com
Wed Dec 1 11:03:09 EST 2004
December 1, 2004 -- Mid-Adventure Plot Twists
Volume 5, Issue 5
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Good morning!
It's been a slow time output-wise, and some of the projects taking up
my time aren't finished or aren't for the site, so I haven't put up a
whole lot latelely.
However, I recently posted a review of the "Stargate SG-1 RPG;" you'll
find the link after the article as usual, along with links to a couple
of other things (such as an outline for writing up scenes when putting
together RPG adventures). I was going to do an article on one-on-one
gaming (one GM/one player) as that's what my husband and I have been
doing since moving to another state, but it ended up being too long for
an email article. Either it'll go up on the web site or I'll break it
up for multiple issues. Instead today, I have something a little bit
different than usual.
Have a great day!
Heather
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Mid-Adventure Plot Twists
One of the major ways to keep adventures and missions in roleplaying
games (RPGs) from becoming stale is to vary them. Most exciting plots
aren't entirely straightforward. While some game masters (GMs)
introduce excitement primarily through raising obstacles in the obvious
plot progression, many introduce plot twists as well (and often the two
end up being the same thing). Sometimes a plot gets turned entirely on
its head!
You can do this in small and large ways; you can use one plot twist or
several. Twists are one major way to ratchet up the tension and drama
toward the climax of an adventure.
Sometimes, however, it can be tough to keep coming up with plot twist
and complication after plot twist and complication. Particularly when
you want to make sure you surprise your players--RPG players are
usually accustomed to puzzling out complex plots and are often one step
ahead of where you expect them to be.
For the most part I'm not a random chart generation kind of person. I
like coming up with a good story, and often that doesn't jibe well with
tossing together the results of a handful of die rolls. However, I do
believe that random generation of things like plots and characters has
several benefits to offer.
The Benefits Of Random Plot Twist Generation
1. Sometimes it's just plain fun and different. Doing something fun and
different can get your thoughts moving when you're feeling a little
worn out or burnt out.
2. When you can't come up with something it's a way to get the creative
juices flowing. The most creative person in the world has moments of,
"uh... what should happen next?" There are all sorts of kinds of
inspiration you can use at these moments; lists and random charts are
just one method.
3. If you find you have trouble coming up with things that surprise
your players, perhaps randomly generating a plot twist will help you to
come up with something they aren't expecting. Sometimes you just have
players that think like you and you need a little help in making things
exciting for them.
Things To Keep In Mind
1. Be willing to twist, torture, and toss out chart results as
necessary. This doesn't mean you should throw out anything that doesn't
immediately seem plausible, but if you just can't make it work or it
leads to a boring, silly or otherwise unusable plot, then don't push
too hard. Re-roll or pick something else.
2. Give unlikely results a chance before trashing them. One of the best
ways to come up with surprising twists is to end up with a seemingly
impossible (or very unlikely or odd) result and ask yourself, "what
events or circumstances could make this possible?"
3. "Random" plot twist generation doesn't have to be random. A chart
can be used as inspiration instead of a random generator. Sometimes you
just need a reminder of the wide variety of plot twist types that are
out there to get you going again, rather than a specific suggestion;
having them in list or chart form is simply a convenient way to access
them. You can easily hand-pick something that you like.
4. I think the best random generation charts are ones that you keep in
flux and continue to add to. Be on the lookout for new ideas and
incorporate them into your chart(s) as necessary. If you use a plot
twist several times and it's becoming stale, remove it from the list
for the time being or mark it in some way so you remember not to use
it. Each time you use a twist you might also consider lowering its
probability of being selected if you're using die rolls.
5. If a twist doesn't seem exciting or time-consuming enough, pick
multiple plot twists. You can combine them in odd ways or use them at
different parts of the adventure.
6. Remember that you might have to go back and change other things to
make them work with the new plot twist. Try to pick your plot twists
early on to avoid too much of this, and make sure to look for any plot
holes created by the changes. As long as you can fill and fix them,
you're okay.
Sources Of Plot Twists
One of the best sources of plot twists, in my opinion, is a list of
plots. After all, one of the best ways to surprise your players is to
have a plot turn out to be an entirely different sort of plot than it
seemed at first. Or to have additional plots pop out of the woodwork
when least expected. So look for (or create) lists of plots. Print them
out and cut up the paper so you have one plot or plot idea per scrap of
paper. Put the scraps into a box or something similar and draw one out
without looking at it. Or, number them and roll dice. When using the
"Stargate SG-1 RPG" I sometimes roll on the mission generation chart
and adapt the result for a plot twist rather than an initial plot. One
great online plot list is "The Big List of RPG Plots:"
http://www.io.com/~sjohn/plots.htm
Another source of plot twists is writers' prompts--they're meant to
inspire ideas, after all. Again, print out lists and cut them into
scraps, or open a book of prompts at random, or number them and roll
dice. Here are a few online sources for writers' prompts (we also have
a small handful in the writers' resources section of the Burning Void
site); you can find more with a google search for "writer" and "prompt"
(it also helps to add something like "spark," I found, to make the
results more relevant):
Writer's Digest's daily prompt:
http://www.writersdigest.com/writingprompts.asp
Writing Fix's Random Daily Prompt Generator:
http://writingfix.com/dailypromptgenerator.htm
FictionAddiction.Net's daily writing prompt:
http://www.fictionaddiction.net/prompt.html
There are plenty of free online sources of inspiration, but if you'd
prefer a book there are also a couple of good books containing hundreds
of writers' prompts each (disclaimer: the links provided are affiliate
links and help to support this zine and site):
"The Writer's Block," by Jason Rekulak:
http://www.amazon.com/exec/obidos/ASIN/0762409487//burningvoid-20
"The Writer's Idea Book," by Jack Heffron:
http://www.amazon.com/exec/obidos/ASIN/158297179X//burningvoid-20
A Quick List To Get You Started
This is the quick list I put together for myself recently when I wanted
it. It's skewed for a mission-oriented science-fiction game and for
some of my plot preferences, but it's adaptable; change plot points and
percentages as desired. It comes with numbers for a percentile (or
d100) die-roll in case you want some randomly-gerated inspiration:
[1-2] The PCs' destination (planet, dimension, country, whatever)
possesses exotic conditions that could make life complicated or
interesting (exotic plant life, animal life, atmosphere, gravity,
temperature, weather conditions, past man-made disasters such as
extreme pollution or nuclear war, etc.).
[3-5] The population at the PCs' destination has been affected by
unexpected conditions (religious wars, political upheaval, seclusion or
segregation, invasion by outside forces, disease, starvation, etc.).
[6-15] Something happens to change the mission into a totally different
type of mission. Choose a new plot. If you use a standard plot
generation chart, use it again to determine the new mission. Otherwise,
print out a plot list, cut it up or number it, and choose a plot at
random.
[16-24] Something happens to add a new mission onto the characters'
responsibilities. See the previous item for methods to determine this
new mission.
[25-26] The enemy has fewer or greater resources than expected.
[27] A non-player character (NPC) expected to be absent is present, or
vice versa.
[28-29] An unexpected sacrifice must be made in order for the mission
to succeed, or for the characters to survive or return home.
[30-32] The characters find their way home barred, removed, destroyed
or otherwise compromised.
[33-34] The characters lose communication with their forces, allies or
commanders.
[35-43] The characters come across someone (individual, group or
civilization) in need of rescue or aid.
[44] The characters stumble across a situation that is easy to
misunderstand, and thus they may act inappropriately to the
circumstances.
[45-47] The characters' headquarters, home base, families, or whatever
are under attack, taken over or otherwise placed in danger.
[48] The characters' forces have been infiltrated.
[49-52] The characters are exposed to something dangerous--radiation,
poison, disease, a drug, etc.
[53-57] The team is stalked or attacked (this could be the equivalent
of a random encounter, or it could be a part of the plot).
[58] The characters stumble across unexpected guards or sentries and
stand a chance of alerting them.
[59] A player character (PC) or major NPC ends up in a hallucinatory,
hypnotic, feverish, or similarly altered state of mind.
[60-64] Equipment or information important to the mission is destroyed,
stolen, or captured.
[65-68] A location important to the mission has been overrun or
occupied by hostile forces or dangerous creatures.
[69] A natural cataclysm has changed the landscape and somehow
interfered with the planned mission.
[70-74] Someone important to the mission dies, gets captured, or
becomes injured.
[75-77] The team stumbles into someone else's problems and gets caught
up in them.
[78-83] The team uncovers evidence of hostile activity beyond the scope
of their original mission. (For additional complication: due to lack of
communication, other events or time pressures they cannot call home to
get new orders or aid and must act on their own.)
[84-85] Someone isn't who or what he says he is.
[86] An NPC disappears or leaves without explanation.
[87] Someone is being coerced or co-opted (blackmail, threats,
seduction, mind-control, etc.).
[88] Exotic plot twist--a one-of-a-kind alien encounter, a major
character develops amnesia, the team finds out they're trapped in a
virtual reality device, a major character disappears or retires, or
something of that level. This slot is reserved for those plot twists
you can probably use only once.
[89] The team discovers that missing or presumed dead allies are being
held captive.
[90-91] The characters were misled about details of the mission.
[92-93] A supposedly safe or innocuous location has been compromised.
Its location is known, it's been bugged, there are troops waiting in
ambush there, etc.
[94] The mission (or some portion thereof) is a ruse intended to
capture the characters, get information from them, or something similar.
[95-96] Someone is attempting to use the characters for their own ends.
[97] Someone believed dead turns out to be alive. (This might deserve a
second complication layered on top, such as that person having new
allegiances, not remembering who they are, being captured by the enemy,
having new resources if they're a villain, having been off doing
something interesting, etc.)
[98] A natural disaster occurs, is about to occur, or has just occurred
(volcano, flood, tornado, hurricane, earthquake...).
[99] Someone ambushes, betrays, or gives away the characters
(intentionally or by accident).
[100] An enemy turns out to be an ally (or at least a potential
partner), or vice versa, either temporarily due to specific
circumstances or more permanently.
Hopefully this list will give you a few ideas to start with in coming
up with something more appropriate to your own game and adventures!
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line. If I pass any of your suggestions on (either
through the newsletter or the RPG resources page), I'll attribute them
to you. Be sure to tell me if you don't want me to use your name and/or
comments; otherwise I reserve the right to print them in future issues
of the zine.
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SITE UPDATE:
Burning Void: resources for roleplayers and writers
http://www.burningvoid.com/
A review (posted on epinions) of the "Stargate SG-1 RPG:"
http://www.epinions.com/content_162219986564
Scene outline for roleplaying game adventures:
http://www.burningvoid.com/rpg/2004/sceneoutline.php
Stargate SG-1 RPG chart quick-reference listing:
http://www.burningvoid.com/rpg/2004/sg1chartlist.php
A review (posted on epinions) of the "Air Force Officer's Guide:"
http://www.epinions.com/content_155157630596
We did a major overhaul to the site earlier this year, and I'm still
slowly working my way through converting individual articles. Please be
patient...
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