[Twilight Time] The Bell Method of Campaign Plotting
Heather Grove
heather at burningvoid.com
Fri Jun 10 12:22:15 EDT 2005
June 10, 2005 -- The Bell Method of Campaign Plotting
Volume 6, Issue 5
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Good morning!
I recently reviewed James Scott Bell's "Plot & Structure: Techniques
and Exercises for crafting a plot that grips readers from start to
finish":
http://www.burningvoid.com/review/2005/plotandstructurebell.php
I believe that many of his ideas for structuring a novel's plot would
work equally well for constructing the plot of a roleplaying game.
While I'm obviously not going to convert every last bit of wisdom in
his book from the novel-writing world to the roleplaying world (it
would take an entire book, not to mention it would be inappropriate),
I'm going to give a few ideas for taking one of his central tenets and
using them to improve and construct your RPG plots. I highly recommend,
however, that you pick up a copy of the book and try out the rest of
his ideas too:
James Scott Bell
"Plot & Structure"
Writer's Digest Books
ISBN #1-58297-294-X
First, however, a brief word of warning. There are obviously some
fundamental differences between writing a novel and writing a game
plot. The biggest of these is that you can control where the plot of a
novel goes; you have to allow the characters in a game much more free
will than that and be flexible in your preparations. If you haven't
already, I recommend that you take a look at some of our free will
material before relying too heavily on novel-writing techniques and
ideas: http://www.burningvoid.com/rpg/gmfreewill.php
With that in mind, on to the article!
Have a great weekend,
Heather
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The Bell Method of Campaign Plotting
If you have trouble coming up with interesting plots, don't despair. As
James Scott Bell says in his book on "Plot & Structure," "[W]hen I
began to learn about the craft, I saw that plotting had elements I
could learn. And I found out about structure: when plot elements were
put in a certain order, a stronger story resulted."
Several of Bell's suggestions for learning to plot well apply equally
well to the game master as to the writer: try stuff. Fool around and
see what works. Try to stay loose and don't get tense--that just
dampens your creativity. Get it down on paper first, then worry about
mucking with it to make it work right. Practice a lot, and don't give
up. Plotting is a skill you can learn, and like any skill it takes time
and practice to get right.
"Plot and structure both serve the larger enterprise--story.
In the end, that's what this whole novel thing is about.
Telling a story in a way that transports the reader."1
The above quote applies equally well to RPG plots. That's what gaming
is all about--transporting the players so that they feel that they
exist in this other world that you've formed around them and, with
their help, created.
The LOCK System
Bell uses what he calls the LOCK system. L stands for a compelling lead
character. O is for the lead's do-or-die objective. C is for
confrontation, the opposition that stands in our hero's way. K is for
the powerful, knockout ending that leaves the reader feeling satisfied.
Let's talk about how these can apply to a roleplaying game.
LEAD
Obviously unless you're playing a one-on-one game (one GM, one player)
you don' t have a single lead character. In this case, the lead could
be translated in one of two ways. In most cases your "lead" will be
your party of player characters (PCs) in their entirety. Think of it
like an ensemble cast from a television show or movie that doesn't have
a single big "star" character. Sometimes, however, you might choose to
make your "lead" a non-player character (NPC). In the case of an RPG
plot this doesn't mean that he will be the center of attention nor that
he'll accomplish all of the big things. Instead, it means that the
objective and opposition start out belonging to him, and the party of
player characters gets involved to help or hinder, more or less taking
over the focus of the plot.
The need for a strong lead is one of the reasons why it's important for
your players to put a little time and thought into their characters. If
the PCs don't have strong personalities, interesting backgrounds, likes
and dislikes, and things that make them angry or determined, then they
won't make compelling lead characters. Without a compelling lead, the
most amazing plot in the world suffers. It's also a reason why you need
to put thought into any NPC who's going to be on-stage for more than a
moment or two, and in particular any NPC who's going to have a strong
interest in or impact on the plot. These NPCs need to be
three-dimensional, interesting, and every bit as involved in what's
going on as the PCs.
This also means that you need to make sure that your plots have
relevance to your leads--in this case to your PCs. There should always
be important reasons for them to take interest in what's going on. If
they can't develop strong feelings about the plot then the plot won't
be compelling.
OBJECTIVE
"Solid plots have one and only one dominant objective
for the Lead character. ... [T]he objective has to be essential
to the well-being of the Lead. If the Lead doesn't get it (or
get away from it), her life will take a tremendous hit for
the worse."1
First, you need an objective for your plot (a want, desire or need).
Then you need to make sure it's an objective that's going to be
extremely important to your lead so he has some reason not to simply
sit around and enjoy his life. If your lead isn't your party of PCs,
then you further need to make sure that you have a way to transfer the
importance of that objective (or an objective related to the "lead's"
objective) to the PCs. This is much easier to do if, as I noted above,
your PCs are complex, compelling leads in their own right.
Death itself does not need to be a risk, although it certainly helps to
up the tension factor and the importance of the objective. However,
there are plenty of other risks that could be considered a kind of
death of their own, even if it isn't a physical death--the death of
dreams, careers, relationships, and other things that are of vital
importance to your lead. Without that importance your players have
little reason to worry, get tense, and get wrapped up in the question
of whether or not they'll succeed.
CONFRONTATION
Without someone or something to stand in your lead's way, what's to
stop him from achieving his objective calmly and happily and moving on
with his life? Obviously you need opposition, confrontation, obstacles.
Pile them on. Put things in the party's way. Make sure they're going to
have to *work* for their goal. Without that work and difficulty there's
no sense of urgency or satisfaction. There's no question of whether or
not they'll succeed to make them invest themselves emotionally in the
plot.
This also goes back to one of our points in the free will articles:
don't guarantee your characters' success. If your players know that
they'll win no matter what, then you've effectively taken away the
confrontation aspect of the plot. Emotionally speaking, you've removed
their obstacles and opposition. While it's often appropriate to make
sure they have a good chance of winning, don't guarantee it--allow
their opposition to truly confront them and present a real obstacle to
achieving their goals. The flip side of that point--don't guarantee
their failure--speaks to the objective part of things. If they know
they'll fail then they don't truly have an objective to work toward.
KNOCKOUT
"I once asked an old sports writer why he thought boxing
was so popular. He smacked his fist into his hand. "Pow!"
he said, letting his arm fall like a sack of potatoes. ... Readers
of commercial fiction want to see a knockout at the end."1
...And so do your players. They want a dramatic conclusion to a tense
plot. They can succeed or fail, but ultimately they want to be
satisfied. This is harder to arrange in a roleplaying game than in a
novel. The ending, of course, comes at the end, by which time your
players have had plenty of opportunity to wreak havoc on your carefully
planned plot. You simply can't be entirely certain what will happen
unless you railroad your players into doing what you want, and I
explained above some of the reasons why that is not a good idea.
So how can you guarantee a dramatic and satisfying ending? I'm not sure
you can ever totally guarantee it. But here are some ways to make it
more likely:
1. Make sure your NPCs are compelling and dramatic in their own right,
through personality, back-story, wants, desires, and needs.
2. Make sure that there's plenty of dramatic, frightening opposition to
the PCs. Keep one or two bits of opposition or obstacle in your back
pocket, if you can, in case the players unexpectedly short-circuit some
of the opposition you had planned.
3. Encourage your players to create compelling PCs with back-story,
personality, wants and desires, who will get involved with plots and
get emotionally invested in the goings-on. I once wrote an article
positing that a self-motivating character would have one or more of the
following traits: curiosity, ambition, a sense of responsibility, and
the ability to form personal attachments to others. I still think that
these traits help to contribute to a compelling character that will
naturally become invested in an interesting plot.
4. Come up with plot objectives that are compelling, necessary, and
personal to the PCs. Check out "The Seven Sins of Character Motivation"
for help with this:
http://www.burningvoid.com/rpg/2001/sevensinsofcharactermotivation.php
5. Go ahead and come up with an idea for a knockout ending. Better yet,
come up with *several* possible knockout endings based on the general
directions you can imagine that the players might take things in.
Brainstorm a list of every possible outcome you can imagine, however
unlikely, and make notes on how you could give it that "knockout
power." Make note of the PCs' objective and opposition *in that scene*
and how you can use that to jack up the tension.
Do these things, and I think your games will naturally develop that
dramatic, compelling story-power that will transport your players to
another world.
1. Quotes and basic LOCK structure system from James Scott Bell's "Plot
& Structure," Writer's Digest Books, ISBN #1-58297-294-X
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